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Beast's Fury Kickstarter is Live!

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The funny thing is I ran into some people on the SG steam forum who said the same thing about Skullgirls in deference to Fukua..
Don't think Fukua costed anything that Lab Zero didn't do on their free time, though.

It just seems like there have been too many mishandlings to ever win any good will from the existing fighting game and furry fanbases.
Oh, no, I wouldn't go that far. As soon as you do something new and different and actually have something playable, people start forgiving what you have done in the past. Just start doing right and people will stop pointing out that you're a fuck up.

Skullgirls had the benefit of actually HAVING a product.
It's a kickstarter example, not a Skullgirls example. Tons of projects make more on their last day than on their first. I brought up the Skullgirls IGG because that's a project that all of us saw first hand get from 0 to funded.

What I'm saying is, miracle isn't necessary, just need people to not have been scarred off by their errors.
 
Don't think Fukua costed anything that Lab Zero didn't do on their free time, though.

It was free time..however I thought it funny from the standpoint of irony.
 
I think Skullgirls raised about as much money in the first day as they did in the last day. Kickstarters tend to work out like that.

The difference between Keep Skullgirls Growing and the Beast's Fury kickstarter is that the Skullgirls fundraiser got more promising as time went by. Pretty much the exact opposite for Beast's Fury.
 
The difference between Keep Skullgirls Growing and the Beast's Fury kickstarter is that the Skullgirls fundraiser got more promising as time went by. Pretty much the exact opposite for Beast's Fury.
Not to mention Skullgirls had a finished product at the time.
 
and skullgirls didn't have to do more than one to hit their first tier goal.
 
They've gathered 10k in the last 2 days. If they do it again, and then a little, they reach their goal and get to do with everyone's money what they please.
 
Well, in the end, they still didn't show a BREAKDOWN! For Christ's sake, they need to at least show that they know how to handle OUR MONEY! That they know what they're doing. Hell, even Chainsaw Incident had a breakdown! A breakdown of costs shows the backer whether they're competent with the money they are handed.
 
While true, that's not really a fair comparison. Most Kickstarters don't.
Yeah, but it helps with the "why should we trust you" part when you have something to show that you've previously done.
 
Depending on how well they take advantage of social media to spread awareness effectiveness to their targeted demographic it can come down to the wire since the 24 hour rush is do or die mode. I did refer a friend of mine to this crowd funding campaign since she is a fan of this kind of art and expressed interest to help back it. Depending if she spreads awareness to a few more of her friends that would be another 3-4 backers. I might throw some money too if I start feeling generous later and see backer spikes. Best of luck.
 
While true, that's not really a fair comparison. Most Kickstarters don't.

Most successful kickstarters at least have some clout behind them.
 
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Not bad, goal complete with 70 minutes left.
 
Can't believe they really made it. I just hope they're managing their money correctly.
 
I wonder what internet celebrities they will get in their next kickstarter, also when this next one fails will there even be another kickstarting site for them to use?
 
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Can't believe they really made it. I just hope they're managing their money correctly.
Why can't you believe it. I tried to tell you.

Anyway... yeah... little bit disappointed they made their goal. I can't be completely disappointed, new fighting game coming out that was funded by the community (even though it's only a demo, and they were going to finish the demo without this kickstarter anyway). All I can do is hope they really did learn something and use the money appropriately. I don't know what I'll do if they don't finish Don and Vincent. They better not start making fully animated endings for story mode and start work on Salone or some shit before those two are done.
 
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I regret any small part I had in spreading this kickstarter.
 
Lol this thread went a complete 180 after skimming through. That salt. In the end I personally didn't back this due to unfortunate timing because I'm pre-ordering too many games with my monthly gaming budget to spare any significant amount just for a demo. Friend did end up contributing into the $15 tier though so that is something.
 
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The animation looks better than skullgirls's. Don't they both have about the same amount of frames for a character?
 
The animation looks better than skullgirls's. Don't they both have about the same amount of frames for a character?
no, at the most it would have half as many because it runs at 30fps, also that opinion :(
 
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Wow, this actually got funded. Very interesting!

So I guess this means they'll have a few extra months to prepare for their RocketHub campaign?
 
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Wow, this actually got funded. Very interesting!

So I guess this means they'll have a few extra months to prepare for their RocketHub campaign?
They gotta find other youtube celebrities to replace the rest of the cast.
 
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They will be back once the demo is complete to fund the full game.
The wisest course of action they could take is make that "demo" an early access game on steam with the intent of the revenue from early access to fund the rest of it.
 
Congrats to the team on making their funding goal!
I still didn't support the game, but all the best with the dev if you're reading this. I really do hope you've learned a little more controlled budgeting since the IndieGoGo though!
 
Thank you for the vote of confidence. We'll be spending a lot of time focusing on the programming side of things while we finish off the animation work. Thank you to those who financially supported or at least crossed your fingers for us. And to those who are waiting for us to deliver, we won't disappoint you.
 
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And to those who are waiting for us to deliver, we won't disappoint you.
I shall wait to be undisappointed. I hope you can do this for me, being disappointed sucks.
 
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Don't they both have about the same amount of frames for a character?

Hard to say since they haven't really finished a character. It depends on a lot of factors. They are animating at 30 fps if I recall correctly, which is about twice the average framerate of Skullgirls. But I don't believe Beasts Fury is a 6 button fighter, so there might be fewer frames overall if there are less moves to animate. But then again they also have those cinematic finish moves...

I personally think that, while the animations look good overall, there are things that are somewhat hit or miss. The high framerate means that things are often going to have very smooth and fluid movements, which in many cases doesn't look good. It's also difficult to animate at such a high framerate, which shows in some of their early animations. I still think they are over-animating their characters by such a large margin that it not only looks worse than it could, but it also requires much more work than they have the money and resources for. But in any case it still looks good, so hopefully they'll finish to their own expectations :D

I still don't care much for the majority of the character designs though. But whatever.
 
Hard to say since they haven't really finished a character. It depends on a lot of factors. They are animating at 30 fps if I recall correctly, which is about twice the average framerate of Skullgirls. But I don't believe Beasts Fury is a 6 button fighter, so there might be fewer frames overall if there are less moves to animate. But then again they also have those cinematic finish moves...

I personally think that, while the animations look good overall, there are things that are somewhat hit or miss. The high framerate means that things are often going to have very smooth and fluid movements, which in many cases doesn't look good. It's also difficult to animate at such a high framerate, which shows in some of their early animations. I still think they are over-animating their characters by such a large margin that it not only looks worse than it could, but it also requires much more work than they have the money and resources for. But in any case it still looks good, so hopefully they'll finish to their own expectations :D

I still don't care much for the majority of the character designs though. But whatever.
it is half, Skullgirls runs at 60FPS
 
Hard to say since they haven't really finished a character. It depends on a lot of factors. They are animating at 30 fps if I recall correctly, which is about twice the average framerate of Skullgirls. But I don't believe Beasts Fury is a 6 button fighter, so there might be fewer frames overall if there are less moves to animate. But then again they also have those cinematic finish moves...

I personally think that, while the animations look good overall, there are things that are somewhat hit or miss. The high framerate means that things are often going to have very smooth and fluid movements, which in many cases doesn't look good. It's also difficult to animate at such a high framerate, which shows in some of their early animations. I still think they are over-animating their characters by such a large margin that it not only looks worse than it could, but it also requires much more work than they have the money and resources for. But in any case it still looks good, so hopefully they'll finish to their own expectations :D

I still don't care much for the majority of the character designs though. But whatever.

I think it is a 6 button fighter, I saw "P+P+P" for the supers.
 
it is half, Skullgirls runs at 60FPS

Skullgirls RUNS at 60fps. It's animated, on average, at about 15 fps. Beast's Fury is animated at 30 fps. In other words, Skullgirls is animated at half the framerate of Beast's Fury. But like I said, I think Beast's Fury suffers for it.

The framerate at which a game runs and the framerate at which the assets are animated are two completely different things. To provide a frame of reference, if something is animated at 15 frames a second (with the intent of lasting exactly 1 second) but is implemented into something like a game that runs at 60 frames per second, that means that each animated cell would hold for 4 frames, otherwise known as animating on 4's.

I think it is a 6 button fighter, I saw "P+P+P" for the supers.

Honestly I didn't do any research on the matter, so you are more likely to be correct than I am. I was just making an assumption based on some gameplay demonstration I saw of the game. If it really is a 6 button fighter then they'll have a lot of work ahead of them...
 
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it is half, Skullgirls runs at 60FPS
The game may runs at 60fps but you don't have one drawing for 1 in-game FPS. That would not only be unessecary but also completely undoable.

The framerate of animations in SG differ from the move, but I can't tell what would be the average FPS. In one move you can have different duration for different drawings. It is not like animators say, "animated on ones", when 1 frame on the screen = 1 new drawing (like in features)

Kinuko once said that she did too much frames for one Filia animation but I don't remember which one. Skullmageddon even did too much frames for Filia's/Fukua's new throw animation while it is super-smooth in game!

Edit: Ninja'd :3
 
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I don't want to rain on their parade, but does it really cost $30,000 to make a character? That sounds like a underestimate. This is one of the exact reasons I wanted the devs of Beast's Fury to do a breakdown of how much the characters would cost to produce. That's all I want to see from Beast's Fury just so they could prove their competence to me (and to the rest of you folks). It just irks me when companies don't tell you how they're doing what they're doing.
 
I don't want to rain on their parade, but does it really cost $30,000 to make a character? That sounds like a underestimate.

with how heavily over animated their sprite work is, you can bet your ass that's too low. I bet this will just barely finish vincent.
 
At least a barely finished Vincent will prove competent enough for a demo.
EDIT: Um...maybe....
 
Skullgirls RUNS at 60fps. It's animated, on average, at about 15 fps.
You sure about that? I have a distinct impression of seeing somewhere that Skullgirls animations run at 24 fps while the gameplay runs at 60 fps.
 
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