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Skullgirls Stage & Background Discussion

^ what Simon said please ^^
 
Okay. Here is new Lab 8 (empty).
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You need to see new New Meridian (hahaha) in the game to spot the difference. It's really shiny.
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I love Skullgirls stages. My favorites are the Cathedral, Final Atrium, Lab 8, Rooftops Assault and Streets of New Meridian.

Now I'm waiting for the Ball Room and I haven't seen much of Big Band's, but its music is amazing.

Do we have any other stage confirmed besides the Ball Room and the Bridge?

(btw a rainy New Meridian would be outstanding; hope with occasional lightnings too)
 
Sooo, how about that GLASS CANOPY?

An early version is out right now and here's some thoughts:
- Even early, its probably the prettiest stage in the game
- Currently uses the music to Class Notes. I presume its just not done yet.
- Is that Adam, Umbrella and Parasoul in the background? They look cute.
- No Panzerfaust or other Egrets at the party?
- I expect all the the non-weapon carrying NPCs will end up there. Gotta maintain security.
- The floor is like a mirror. But the NPCs don't cast any reflections. VAMPIRES! :O
 
You mean that one picture with Filias for scale? Or has something else happened?
 
I'm going to do that thing I do and ask if someone can post a photo of it here for us non-Beta plebeians. THANKS IN ADVANCE!
 
- No Panzerfaust or other Egrets at the party?
How sure about that are you? ;D
Might want to take Painwheel for a spin and take a look at the crowd in the back.
 
How sure about that are you? ;D
Might want to take Painwheel for a spin and take a look at the crowd in the back.
Ok there he is.

Surprisingly, he was hard to notice.
 
NPCs look plum awkward the way they're positioned in Glass Canopy right now. I got the impression they were too close to the line of fighting and too far away from the background itself.
I agree, the NPC's in the casino seem much better spaced with the rest of the backround, however this is still an early version so hopefully it will look better next update
 
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Glass Canopy stage:
Im i the only one that hasn't noticed the little tank carrying drinks? (probably Panzerfaust's tank, just saying) and also shaking the stage (big band) causes a woman to get soaked by the fountain. Also other than Parasoul, Adam, Panzerfaust, and Umbrella, has anyone been able to see other familiar characters?
 
Glass Canopy stage:
Im i the only one that hasn't noticed the little tank carrying drinks? (probably Panzerfaust's tank, just saying) and also shaking the stage (big band) causes a woman to get soaked by the fountain. Also other than Parasoul, Adam, Panzerfaust, and Umbrella, has anyone been able to see other familiar characters?
Here's a thread that is talking about this and has identified a couple of people/dagonians/items/etc from the background.
http://skullgirls.com/forums/index....opy-now-available-in-endless-beta.2068/page-3
 
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I love what they did with the place. To be honest I could never really tell if I was playing in Cathedral full/empty in the heat of the battle. The difference was so insignificant, I wondered why they even bothered with making two versions. But this, this changes everything.
 
My favourite stage is Lab 8. The combination of a cool and dark environment, good music, and lots of interesting and weird background NPCs just make it a winner.
 
I'd say the Empty Cathedral is much more representative of Double due its overall increased spookiness.
 
The way I see it, every character at long last has its unique stage now. Previously it kinda felt like Valentine and Parasoul were left out (theoretically Double instead of Parasoul, seing how the Cathedral stage and theme already had a presence in Parasoul's trailer first while Val'n'Double were the last characters who likely didn't get their appropriate stages because time/money issues. Always felt the Cathedral has much more to do with Double than Parasoul given story modes, though).

Now we have a thriving Lab 8 for Peacock, a devastated Lab 8 for Valentine due to her assault, a daytime Cathedral for Parasoul connected with her faith and a creepy Cathedral for Double representing a darker side of said faith.
 
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I keep thinking that the Glass Canopy might end up being Parasoul's "de facto" stage, even if she shows up in its background when she's not being used. By extension, whatever final music we see in that stage might become her "theme".

I was a bit bummed out when I first realized River King Casino wouldn't have the same kind of effect on the whole Peacock/Valentine thing, but whatever. I love that Casino too much to mourn that kind of thing.
 
I keep thinking that the Glass Canopy might end up being Parasoul's "de facto" stage, even if she shows up in its background when she's not being used. By extension, whatever final music we see in that stage might become her "theme".
Actually, I kinda wish there would be a daytime Glass Canopy as it appears in her story mode. It could look very neat.

Especially if there's more egrets just hanging around.
 
But wait just a gosh darn second here, guize! We're supposed to not like [Empty] variables of stages. :3

(They're my favorites. This just solidifies that even further. When's Glass Canopy [Empty]?)
 
I like Under the Bridge, especially with its background music. Another one is the Medici Tower, with its simplicity and also its background music. Glass Canopy may become one as well depending on the music.

Now that new Grand Cathedral thing should have been the design from the very beginning.
 
Glad the "Empty" Stages are becoming their own thing now. Loving the new redesign.
 
wow these stages in the video that aren't in the game I wish they were, I would love to see that water ruins stage and that city plazy stage
 
wow these stages in the video that aren't in the game I wish they were, I would love to see that water ruins stage and that city plazy stage
Aye, that plaza stage was in the game until pretty late in dev too, as Bella had been started by that point.

Cerebella City Plaza.jpg
 
I think they should both uninvluded stages from a long time ago should be added to the game with the upcomming DLC
 
I think they should both uninvluded stages from a long time ago should be added to the game with the upcomming DLC
Those stages are no where near finished enough to be added to the game. They'd have to spend thousands of dollars and probably hundreds of hours bringing them up to code with the rest of the stages. LZ are strapped for time and money as it is without doing yet more stages.
 
Aye, that plaza stage was in the game until pretty late in dev too, as Bella had been started by that point.
Was there ever a full artwork posted for the Plaza BG somewhere? The biggest thing I found was that image I posted in the "Your Hopes and Dreams for Skullgirls" thread, but it was just clippings from the Youtube vid. The top area looks like it might go up pretty high too.

Yeah, I would definitely still love to see that stage in the game. That and the Ruins stage were probably my favorites from the old demo builds. The old Lab iterations also make me wonder if there are some more Lab concepts out there.
 
Figure I'll post this again here after briefly mentioning it on the news article:

The reasons the Plaza won't be added as is is because it would take loads of work to finish. I'm not saying they won't ever add it, but they won't simply include them in the next batch of DLC. A huge amount of work would be required to finish them.

It looks like a nice stage, but even as a flat painting it's really unfinished compared to everything else in SG and would stand out horribly. It would need to be entirely repainted to be brought up to Skullgirls standards.

I mean look at how much cleanup Glass Canopy got:
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The original stage concept, which still looks more polished than Plaza.


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The final version in the game.

Even after the art is fully drawn out, they're not done. There's still the process of making it a 3D arena too. They can't just leave it 2D because it'd be hugely jarring to be playing on fully 3D stages and then have one just 2D.

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A view of the 3D construction of the stage.

So yes, there is a lot of work in making one of these stages, and it would also be expensive.
 
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Fuckin'...WOW! This is so badass! This is what L0 meant by a 2D game with a 3D environment! It's like a pop up book! I want to see other stages like this. But does this actually mean we have the potential to run around in this stage?
Also, my favorite stage NPC is from Maplecrest: that fat guy, sitting down with the log on his head.
 
Surprised this hasn't been brought up here yet... tsk tsk
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Anyway, another matter brought me here.
I just got Big Band and while perusing for a place to spar, I couldn't help but notice that the previews for Lab 8 and Lab 8 [Empty] are the same. Judging by how Cathedral and Cathedral [Empty] have different previews, I would wager this to be a oversight.
It's a very minor thing and I don't think it's worth it's own topic.
I'd summon someone from the Lab Zero staff but I honestly don't know who's the right person to report this to.
 
I'd summon someone from the Lab Zero staff but I honestly don't know who's the right person to report this to.
I didn't notice the lab thing, but the Empty Cathedral probably should have the its art changed for the fights in it during story mode.

I think they'll probably fix that since I noticed every story ends with Valentine/Double having taunting dialogue against everyone during the day but then spooky nighttime battles.
 
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Time for your physical~ ...in six hours or so.
 
Fuckin'...WOW! This is so badass! This is what L0 meant by a 2D game with a 3D environment! It's like a pop up book! I want to see other stages like this. But does this actually mean we have the potential to run around in this stage?
Not really, no. MikeZ did make a 3D platformer type tech demo like Streets of Rage using the SG engine (basically all he had to do was make it so pressing up and down made you move back and forth instead of jumping and crouching), so the SG engine is fully equipped to make a game of that nature, but these stages are not designed to be walked around on. All of the backgrounds use some heavy forced perspectives (meaning objects further away from the camera are actually drawn smaller so they look further away than they actually are), so if an SG character walked back in the stage they'd suddenly find themselves several times taller than any of the NPCs.

I mean you could add in some code that shrinks your character as they move deeper back into the stage and that would make it work to a degree, but it would be pretty awkward, would likely needed to be coded individually for every stage's forced perspective and still probably wouldn't look right.