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Ask Ravidrath...!

So when will we in these "unfortunate" regions get it? I live in Norway, there's no Encore in my download list.
The only Skullgirls in my list is the original game.

Can't even find Encore in the store, and I've checked everywhere I could think of where the game would be.
Indie section, all ps3 games section, I've searched for it, nothing.

I'm not Ravidrath, but I think I can answer that one. The reason those "unfortunate" regions don't have Skullgirls Encore yet is because Sony requires that all games' metadata - the text you see on PSN when you see it in the store - be translated into the appropriate language for each region. We discovered a week and a half ago that we didn't have translations for those and needed to send them off for a rush job. Sony wouldn't accept a translation through Google Translate. :P

We've received the completed translations back and are setting them up, and I believe at this point we're just waiting for Sony Europe to flip the switch to make them active. So all we can tell you for now is "soon, we hope." Sorry we can't give a more concrete estimate, but rest assured that we've been working on fixing it, and it should be fixed soon.
 
I'm not Ravidrath, but I think I can answer that one. The reason those "unfortunate" regions don't have Skullgirls Encore yet is because Sony requires that all games' metadata - the text you see on PSN when you see it in the store - be translated into the appropriate language for each region. We discovered a week and a half ago that we didn't have translations for those and needed to send them off for a rush job. Sony wouldn't accept a translation through Google Translate. :P

We've received the completed translations back and are setting them up, and I believe at this point we're just waiting for Sony Europe to flip the switch to make them active. So all we can tell you for now is "soon, we hope." Sorry we can't give a more concrete estimate, but rest assured that we've been working on fixing it, and it should be fixed soon.

Oh.

Should've known hehe.
 
European gamers do have a tendency to bellyache whenever a game isn't translated into Castillian Spanish, French, German, Italian, Portuguese, Russian, Greek, Norwegian, Swedish, Finnish, Dutch, Danish, Polish and Esperanto, so Sony Europe was justified in throttling the release to allow all the proper translations to be ported to the PS3 version.
 
If there's one thing I like in buying a game on GoG or Steam is that I can get it in its original English version without having to ship it from abroad.

No no, local publishers, I really do appreciate you localizing the game without leaving the option to use the original language instead. Oh, you included your own voice actors in the localization as well? My, what wonderful people you are.
 
If there's one thing I like in buying a game on GoG or Steam is that I can get it in its original English version without having to ship it from abroad.

No no, local publishers, I really do appreciate you localizing the game without leaving the option to use the original language instead. Oh, you included your own voice actors in the localization as well? My, what wonderful people you are.
A bit off-topic, but not always the case. Some of the games developed in Russia/Ukraine on Steam, like The Void and the 1st S.T.A.L.K.E.R. game, don't include the option to play in the original Russian language and then there are English dubs like this.
 
This may not be a question that one should ask but I was wondering is there was any new information about obtaining funding for Skullgirls after the Indiegogo campaign. We all know this game has a cult following but I feel it has a real potential to grow for both causal players and competitive players alike. Typically when I hear people talk about Skullgirls it's met with a lot of negativity like after the Indiegogo campaign that's it. Are you guys still pursing a future in Skullgirls or are you more focused in pitching other games? I know at this point getting a decent paycheck is the main goal but I just hope everything is being done to continue skullgirls after indiegogo.
 
I know at this point getting a decent paycheck is the main goal but I just hope everything is being done to continue skullgirls after indiegogo.
I'm curious what you think "everything" consists of.

If you know any venture capitalists willing to invest a few million dollars in a company that doesn't own the IP it is working with, give 'em my email address. :^)
 
If you know any venture capitalists willing to invest a few million dollars in a company that doesn't own the IP it is working with, give 'em my email address. :^)

If I ever become a billionaire with more money than I could possibly spend on living, you get your millions to make Skullgirls Super Turbo Championship Edition v20XX with all the characters and stuff in it. Maybe even with Annie. If I survive piloting my highly advanced mechanical exo-skeleton, that is. Can’t be filthy rich nowadays without having an Iron Man-armor in your closet, you know?
 
If I ever become a billionaire with more money than I could possibly spend on living, you get your millions to make Skullgirls
I'm starting to feel like this is a very common fetish/fantasy on Skullheart.
 
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I'd say "wanting to become a billionaire with no money troubles whatsoever able to invest in whatever I want without risk" is a pretty common fantasy in general, really.

But the sentiment is that we all care very much about Skullgirls and we will do whatever we can to help out the game's development. A little optimism never hurt anybody!
 
But the sentiment is that we all care very much about Skullgirls and we will do whatever we can to help out the game's development. A little optimism never hurt anybody!

Yup. Also: If it’s a so common fantasy here, that means the chance of it becoming reality is pretty high, right? Like 0,5% instead of the usual 0,01%. Sorry, I know, not helping.

It's slowly making me ashamed for being a billionaire who isn't giving his millions to Lab Zero.

You’re not using it to make dimensional travel possible either. You’re a MLP-Fan goddammit, where’s my freakin magic mirror!?
 
If I may ask how long will the dlc and stuff remain free in European areas for I am still unable to access PSN from where I currently am, I will however be able to access PSN in roughly two weeks.
You can "buy" from the Playstation store webpage and once it's in your order history, it's yours and you can download whenever.
 
So, i'm going to be beating a dead horse with a stick right now but any news on the patch?
 
So, i'm going to be beating a dead horse with a stick right now but any news on the patch?
Two weeks.
 
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So, i'm going to be beating a dead horse with a stick right now but any news on the patch?
I believe Mike said they have a build submitted. So assuming it doesn't get bounced back then yeah, 2 weeks.
 
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the real two weeks. Not the mythological quasi-temporal future time of two weeks, where all our hopes and dreams live.
 
I'm curious what you think "everything" consists of.

If you know any venture capitalists willing to invest a few million dollars in a company that doesn't own the IP it is working with, give 'em my email address. :^)

Well considering your response I suppose my definition of everything would be contacting as many venture capitalists as possible to see if any would be willing to work with lab zero in it's current condition. I personally don't know any but I could do some research if that's what your asking?

I detect the sarcasm in your last response but I'm sincere when I say I hope you guys will have the chance to continue working on the game everyone here is so fond of. I only asked my question in the hopes of getting some feedback on what the overall morale is at lab zero. You guys have been pretty transparent in the information you share with the community so I figured it would not hurt to ask. Mike you've said before that you can be a tad pessimistic you did not expect squiggly to be funded much less 5 characters but it happened. I know finding the money to continue the project is a long shot but you guys have support and early after the indiegogo it seemed that peter was fairly confident you guys would manage something by the time the indiegogo characters was finished. So is morale still high, are things up in the air or are you guys already looking for other jobs?
 
two weeks is just an urban legend. youd think theyd grow on trees the way people keep talking about these two weeks all the time.

ive been playing skullgirls since it came out and ive not seen a single two weeks yet, yet ive seen that crappy cat that sometimes pops out at least a dozen times by now.
 
I detect the sarcasm in your last response but I'm sincere when I say I hope you guys will have the chance to continue working on the game everyone here is so fond of.
Sincere hope and 50 cents buys a Coke. Or however that saying goes. It means rather than tell me what your hope is, do something about it.

I wasn't really all that sarcastic (the first time), I am legitimately curious what people think we could be doing.

Attempting to convince a company that Skullgirls is a good idea to put money behind is difficult when
- We don't own the IP
- We personally haven't made any profits on it
- The parent company that ostensibly HAS made money and does own the IP is broke (regardless of the reason)

Business is about money, whereas fans aren't looking at that aspect at all. Having a rabid fanbase is sorta...ignored by most large game companies, which is a bit sad.

Not to mention that the amount of money that a company which has never made a fighting game thinks a fighting game costs is much smaller than what it actually costs to make one that is at all worthwhile. When you go that route you get like...Girl Fight...

Why isn't there a fan swell of attention and publicly gettin' at other companies? Instead of just telling us you hope we can continue. US saying we have a large dedicated fanbase is one thing, the fanbase saying it is another. :^)

[edit] Fans are willing to donate $829,829. Companies are not willing to DONATE even a dollar, they need to see returns. That's the main distinction.
 
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- The parent company that ostensibly HAS made money and does own the IP is broke (regardless of the reason)

Has your publisher considered selling the ip? If they're broke and can't do anything with it, wouldn't they be better off selling the IP?
 
Last I heard something about the chances of selling the IP, it was impossible. Then again, that's because of the lawsuit which created Lab Zero in the first place, which I believe is over, so...
 
the real two weeks. Not the mythological quasi-temporal future time of two weeks, where all our hopes and dreams live.

This is correct, but it should be emphasized that this all assumes that the patch gets through Sony/Microsoft's certification testing without any critical bugs.
 
bute Mike said he was unable to speak for the Xbox Patch. . .Profound sadness
 
Has your publisher considered selling the ip? If they're broke and can't do anything with it, wouldn't they be better off selling the IP?

They're not so broke that they need to sell the IP.

bute Mike said he was unable to speak for the Xbox Patch. . .Profound sadness

Probably because we haven't heard anything back from Microsoft. It's in testing. Like they've-actually-confirmed-they're-testing-it "in testing."
 
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Profound happyness, so does the two weeks also apply to xbla then?
 
snip

It's always refreshing to have y'all being so frank with us. I like that. Even if the news isn't always the best.

My main roadblock here is: While I would absolutely love to get out there and shout it to everyone relevant I can about why it would be really great to invest in SG, I have absolutely no idea where to begin in such an endeavor. And I think I'm not alone in that.

I mean, uh... do I just start a thread here and go from there? Get people to send emails or what? Who do I address about it, what kind of messages do I send? Should fans be messaging people en masse or would a different approach work better? Do we only appeal to the monetary side of things and talk about all the money we've thrown at/are willing to throw at the game, or is it better to talk about its personal appeal to us?

I know, it feels... sort of ridiculous to be asking those questions like that, but just peg that on me being clueless. I'd love to support Skullgirls in an active and meaningful way! But I'm a big dummy who doesn't know how to do things. P:
 
Why isn't there a fan swell of attention and publicly gettin' at other companies? Instead of just telling us you hope we can continue. US saying we have a large dedicated fanbase is one thing, the fanbase saying it is another. :^)

Alight I get what you're saying! You guys do your part by making the content, what do we need to do as fans to help your chances of being able to continue doing skullgirls?

I have to agree with LKArtillery a bit. I'm willing to do my part, but I need to know what should be done. Should we think about creation petitions near the end of the indigogo should we be buying as much swag as we can? do we need to try to attend SG tournaments in huge numbers? I realize that singing of skullgirls's praises is not going to be enough, but what is the most helpful thing the fans can do?
 
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When DLC colors were first being released, we had to wait for dual release on XBLA and PSN due to some Microsoft rule of wanting DLC at the same time. Is there a reason that this doesn't apply to Squigly and now Big Band? Or am I misunderstanding the color pack situation?
 
Plus, it currently isn't even possible to get Encore, the only console version that is supported by DLC characters, on XBLA.
 
Fans are willing to donate $829,829.

I always thought that the fact that you got so much money on the IndieGoGo campaing would be enough to convince many possible publishers that this IP really can make money.
 
$829,000 is not "so much money" though, is the thing. That's the individual person viewpoint vs the business viewpoint - it's a lot to a person but not to a company.
Plus, it only covers development costs, there's no PROFIT in there, and PROFIT is what other companies or investors care about. Unless it's an angel investor, and I kinda doubt any of those are interested in SG.

As far as telling you all what to do...to be perfectly frank I'm a bit tired of raising support for the game myself. I've got enough to do just MAKING it, I don't want to be the community head and the community advocate as well, cuz at that point where's the damn community? "Boy I wish ____ for this game, I hope Mike does it!" Screw that. I'd rather just play it, on the rare occasions I do have free time.
You want to save a thing you like? Get off your duff and do something about it. As far as what you do, anything is better than nothing.

</bitter>

When DLC colors were first being released, we had to wait for dual release on XBLA and PSN due to some Microsoft rule of wanting DLC at the same time. Is there a reason that this doesn't apply to Squigly and now Big Band? Or am I misunderstanding the color pack situation?

I honestly don't know why this is not a problem now. It's a real policy, but maybe it's only for paid stuff...I really don't know. I think some of it was also that the XBox version didn't/doesn't exist yet, so there really isn't any "parity" possible.
 
Wait, you actually play the game? I thought you only sand-bagged and occasionally curb stomp vocaloid?