IsaVulpes
Just Throw
- Joined
- Sep 3, 2013
- Messages
- 2,953
- Reaction score
- 3,888
- Points
- 113
- Age
- 50
- Location
- Trinidad && Tobago
- Website
- www.youtube.com
I want to do this, and Mike would surely LOVE to do this for me. Whom do I send a PM?
I want to do this, and Mike would surely LOVE to do this for me. Whom do I send a PM?
K, any time you'd perfer to be contacted?
Dearly Noted SirAdd a second question to mike when he get time:
Has Lab Zero thought about selling their engine? Any company demonstrated any intrest in using it? Mike already shown it works pretty well with 2d-on-3d games, and could be used for a stellar beat'em up
We have the "fighting is magic" people doing something with it, but other than that...
It's not per frame of art, it's just total for everything that is limited by how much memory there is on the console.So, i'm quite curious about how it's done, or more precisely what is the limitation that prevent big HD sprite to exist on the last generation? Is is simply a size limit, a maximum of pixel per sprite, or is it more complex? And if it's a size limit, is that limit still a big problem in current generation(PS4, current PC)? After having 2D games for so long, that limitation in HD sprite(and not just for Skullgirls, i heard that many times for many project) puzzle me.
6 Big Band is WAY over, but the problem was that 5 x other characters + 1 x Big Band was over. :^P (And then 5 x other characters + 1 x Eliza was over, and probably Beowulf too, sigh...)
You would be immensely surprised at the amount of non-interest. We have good 2D tech, but nobody really cares about 2D. Or beat-em-ups.
No idea. We want to, but time and work.
I swear I covered this a lot before...it mostly falls out of what moves are concepted. I generally don't have a "this character is GOING to be a pixie" mindset before starting. Cerebella had a lot of art of her grabbing people so she ended up a grappler, Peacock had a lot of throwing things around so she became a zoner, etc. I go with what the character's actions suggest.
I covered this a lot before too, but basically think of various situations characters can be placed into, and make sure they have answers for all of them. Dealing with projectiles from fullscreen, being pressured on wakeup, etc. They can be crappy answers, like Fukua vs throws or Valentine not having anything invincible vs wakeup pressure without meter, but there should be SOME answer at all times. That way you don't end up with a character that is able to completely shut down another character for any reason because the 2nd character has no answer to some situation (V-13 vs Tager, Sentinel vs. Hayato, etc.)
Kinda? I think that's also sorta bad design related, because in MvC2 you are choosing characters that are useless as points just for their assists, so if it comes down to just CapCom why bother. Storm or Magneto by themselves can do fine.
oh yea i meant to ask. I recently moved and forgot to update the address (Still received the packages, my old apt manager kept an eye out for them)
For the future items like the physical CD and whatever else is left. how do i go about updating the address on record?
Its for my GF and myself. do i just contact through the IGG message system?
MIND BLOWN
I remember Mike saying about both this and Killer Instinct that if you want to buy and play it then buy and play it. Doesn't matter if someone else doesn't like it, or even if it's actually bad, if you have fun with it then you have fun with it. Do you think you can enjoy the game without someone else saying "yeah it's good"? If so, buy it.
QFT, thanks!I remember Mike saying about both this and Killer Instinct that if you want to buy and play it then buy and play it. Doesn't matter if someone else doesn't like it, or even if it's actually bad, if you have fun with it then you have fun with it. Do you think you can enjoy the game without someone else saying "yeah it's good"? If so, buy it.
"If you like it then buy it," is all well and good, but for me, Mike's opinion is relevant in that he designs the only fighting game I currently enjoy playing. It stands to reason that if he likes it, I might like it too. Seems pretty simple to me. No need to get sanctimonious.I remember Mike saying about both this and Killer Instinct that if you want to buy and play it then buy and play it. Doesn't matter if someone else doesn't like it, or even if it's actually bad, if you have fun with it then you have fun with it. Do you think you can enjoy the game without someone else saying "yeah it's good"? If so, buy it.
You might like it even if I don't, though! I'm sure many people will.
This reminds me: when SG originally was released, I recall you having a few guest appearances on various streams to explain how SG worked (I think it was on CrossCounter and on Ultrachen?).
Many thousands of dollars.@Mike_Z "You would be immensely surprised at the amount of non-interest. We have good 2D tech, but nobody really cares about 2D. Or beat-em-ups."
*Raises hand timidly* I...I would. what's the price
How come the final boss is ridiculously hard with those stupid projectiles? I beat the boss by the way, but it was just annoying.Hey guys.
I'm going to try and pay more attention to Skullheart from now on, but I don't have time to read the entire forum and answer everything that appears in a million threads.
So, in an attempt to make this manageable for everyone, I'm going to try this out!
So ask me questions and I'll do my best to answer them all here.
-Peter
Because projectiles are easier to animate than physical attacks.
Speaking about characters, I remember you saying in a stream a while back (at least a few months ago) that LZ would be looking into using existing sprites to piece together new win poses/intros for for some characters that only had one of each. Is this still a possibility?
We're already past the Indiegogo money schedule so eventually we will have to get other jobs and won't be working on the game no more, that's the time limit. Can't get more serious than that.
:(
It's been a little while since one of the team went into the full spiel, but from what I remember, they don't make shit from sales of the game, regardless of version. This has to do with the byzantine publisher situation. To make another game, either their current publisher would have to start paying them a salary to make it, or a new publisher would need to buy the rights to the franchise, and then hire the team.