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Gravity Breakers - New Character GERZIL!

He sounds fun as hell.

I meant more like there are a lot of possibilities for arial mobility with the system you're building and wasn't really suggesting anything move wise. But I'm glad I read his movelist. Looks really fun :D
 
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Sure thing! Cardinal's dash speed is quite fast, we also just added the ability to steer and cancel a dash into another dash (like dash dancing in Smash I guess?) so it's pretty easy to dodge most projectiles now. We'll have to continue to adjust the projectile properties to compensate.
 
Something about the way Cardinal's head is formed bugs me a lot lol. I think it's the head fin. Its probably just me though cause that art is sick overall man.
 
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The only thing I can suggest is maybe make the wings move not connected to Cardinal himself, like his wings will angle when he moves at an angle but he still is in his idle or some such, it would be a small thing but I think it would look smoother.
 
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The only thing I can suggest is maybe make the wings move not connected to Cardinal himself, like his wings will angle when he moves at an angle but he still is in his idle or some such, it would be a small thing but I think it would look smoother.
Technically it would be possible to apply some dynamic animation on the wings but it would probably interfere with the few attacks that involve his wings... Definitely not in the scope of this prototype but we may play around with that in the future.
 
yeah I only meant his idle, and I realize it'd be difficult, it was more something I noticed could be interesting.
 
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@North888 Actually it probably wouldn't be that difficult. It's setup already, the wings are separate elements with skeleton-based animations so it's pretty easy to modify things with code. It would just take time to fine tune and fix any bugs that get generated. That would be more of a polish thing that we would save for later in development.
 
It might just be me, but I think matches end too quickly?
High-damage combos don't really seem hard so it's feels like matches would proceed like:
> Projectile Poking
> Combo
> 1-2 more hits kill you
or
> Combo
> Combo
> Dead

I mean, unless really short matches are the intention it just doesn't sit that well with me...
 
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Its true, the damage is crazy atm. We plan on implementing combo damage scaling as well as an infinite prevention system. It just wasn't within the scope of this prototype.
 
ok this maybe be a bit off topic to the current conversation but is no one gonna ask about Cardinal's whole "Omni-sexual orgies" thing or am i gonna be left in the dark about that?
 
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This game takes place a few thousand years in the future so I'm speculating that sexuality and culture will be quite different by that time. In this future polyamory and various forms of LGBTQ are widely accepted.

Cardinal takes his free-love beliefs to the extreme; as an omnisexual, he can be attracted to any alien species. This is still a bit taboo in the 5th millenium.
 
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Lovely! I can't wait to see what else you have in store for this universe. I swear there better be a mech with Shoulder mounted RPG silos, THEN you will have my vote from 95% to 200%
 
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@OmegaTriad Funny you should say that. We have plans for a heavy duty dude armed to the teeth. Missiles? How about ORBITAL BOMBARDMENT >:)
 
Ok so here's a serious question- what will footsies be called in your game? will it be instead called space-sies? think about it my guy.
 
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Is the netcode thing in your planned features good? I've never heard of it before.
This is a game that I am very much interested in but I think that a majority of players would come from the US. As someone who lives on the other side of the globe, good netcode is a really really important selling point.
 
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This netcode is client to server.

It must come with an optional P2P implementation then?

This doesn't look like it was designed for fighting games at all.

Edit:
Buried at the back is this:

Rollback

Locally predict remote player’s input, rewind if the prediction was wrong, set a rollback window size to minimize lag. Backup and restore the game state for late game joins and re-connections of players.

-

If that's being used with P2P we should be good.
 
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Yeah good netcode is definitely a priority (skullgirls is the leader of the pack in this regard). I became aware of Photon through Combat Core. If anyone can point us to a better alternative we'll definitely check it out.
 
I'd look into acquiring a GGPO licence then.
Mike said it took him about a week(?) to implement from start to finish, just need a way to set up save states in your game.

If Photon does P2P and rollback, as the description above says then you should be fine unless it's just written poorly.
If Photon is Server + rollback then you'll need something else.

You could also write your own thing, like the CCCaster rollback netcode for Melty Blood, written by @MadscientistCC (Twitter)
Just anything not client to server and some implementation of rollback and it should be playable.
 
I was looking into buying a GGPO license but I couldn't find any info...
 
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We've finally added combo damage scaling and infinite prevention! No more touch-of-death combos :D
gNjApsZ.png
 
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Oh yeah a new build went out. Added combo damage scaling and infinite prevention system. Get it on itch or gumroad.

Were getting ready to put it on Steam and maybe do a kickstarter.
 
@Cheesedragon We're working on UI+controller support+mechanics+next character. Follow our progress here. You can play the prototype and support us on itch or gumroad. Coming soon to Greenlight (if it doesn't get shutdown first) and maybe a crowdfunding campaign (I don't like begging for money but it may be our only option)...
 
We're in talks with a few composers/sound designers. I'll let yall know how it goes.
 
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So in my Kickstarter research, I took a look at Beast's Fury. It's amazing how much money they squandered...
 
They did so much more than squander money. You should check out their thread on this sight...its a mess too big to acknowledge
 
They ran a good campaign and had a lot of support from fans. Its a damn shame they completely mismanaged the project...
 
On a more positive note, our Code Wizard @JoeStrout is integrating Rewired advanced input system. Better gamepad support and in-game input remapping incoming!
 
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