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Them's Fightin' Herds

So, anyone else notice the regenerating health aspect in the demos?
 
Yeah, I feel like it's gonna be Vsav style health regen, or at least the old 1v1 SG health regen stuff.
 
I just noticed some things. Apparently:

- Sliding knockdowns are given these really elaborate "Characters are rolling over themselves" animations. It's really nice to watch.
- You flash green if you're allowed to tech in the air. It's really clear now. Not sure how clear it was in pre-TE Fighting is Magic.
- Applejack's applebuck is changed to a headbutt by Arizona? I'm guessing the sliding knockdown was caused by a B-version of headbutt.
 
- You flash green if you're allowed to tech in the air. It's really clear now. Not sure how clear it was in pre-TE Fighting is Magic.

I'd like to think that's an effect of the spikes, but if it's that apparent, then hopefully it's a fixed teching system from TE cause uhghughuguhghughuh never wanna have a teching system like TE ever again
 
Stuart Ferguson stayed on the team. STUART FERGUSON STAYED ON THE TEAM.

His work on Twilight's theme is still one of my favorite themes in all of fighting games (videogames in general actually!), and his work was what attracted me to Fighting Is Magic in the first place! He is a professional musician and composer who knows that the f*** he's doing and I'm confident he can get the job done here.


http://www.rc88.co.uk/

Heard what was in Mane6's blog post and my ears are already getting their sausages wet. It may not be at all what will be in the final game, but I'm still excited.

Thought I should add that he made this as well

 
THE ALPACA'S NAME IS PAPRIKA PACA?!!!!
 
It says it right there on the last line of those credits, where they credit all those companies which also have those logos there. Lab Zero's credit for the Z engine.

Also yeah, Alpaca name hype PogChamp
 
I also guess the Goat Demon that mystery Goat lady summons is named "Fighting The Unspeakable" except with Lovecraftian unpronounceability. I guess?
 
I took a screenshot of the credits image, in case it'll help:

upload_2015-9-7_18-36-13.png
 
I'm just curious if it's part of the LZ property due to them using the Z engine. Logistics and shit...
 
About as much property as unreal owns like every game from the last Generation. It's just an engine.
 
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I was yelling in my car when I saw this
 
Perhaps this was mentioned before and I missed it, but I just noticed the GGPO on the credits slide.

Granted it kinda really *should* be a given at this point for all fighting games, but it so often isn't so just thank goodness it's here.

CfoP3sS.png
 
I actually find that shit really hilarious. Like do all Raindeer in this game's universe have guns like those? And... and wait a minute... IS THAT THE DIZZY METER RIGHT UNDER THE HEALTH BAR? *Looks at Video Again* IT IS! But you gain dizzy even on the first hit... hmmm so the Combo Stages in SG are not here in Fightin' Herds... Curious how this is going to affect combos compared to the two games. (My guess Fightin' Herds' combos will be a tad shorter but packs more of a punch, like in Marvel vs Capcom [Jab jab super= 40-50% health] )

Oh but if you counter hit it does the +25 or 50 dizzy on the bar so it makes combos much more damaging if you know how to capitalize on them.

Extra side note: They seem to be taking the super effect from SG's super old version all the way back when only Filia Bella and Peacock were in the game. Oh man that brings back memories...
 
Just because this game is using the Z-Engine and happens to be a fighting game does not mean it will have anything like SG's gameplay. Best not worry about stuff like "Oh wow, it doesn't have SG's combo stages" because basically no other game ever had those.

Example: Some games that used the Unreal 3 Engine: Borderlands, Mighty No.9, Rocket League and Mortal Kombat X. The engine used can mean very little when it comes to what kind of game will be produced.

This game will not be SG slightly modified to have cows and deer. It's a totally new fighting game built from the ground up that happens to use the same engine as another fighter.

If you want a closer idea of what this game will play like, go try out Fighting is Magic: Tournament Edition. It's in various places around the net.
 
This game will not be SG slightly modified to have ALPACAS
ftfy <3

But anyway, what does the engine actually do?
 
But anyway, what does the engine actually do?
Simple version:
An engine is sort of like a sandbox that you build the game in. It's a program with a bunch of tools that make game making a hell of a lot easier.

Slightly longer and more confusing version:
Computers are inherently stupid. They don't know how to do anything until you tell them what to do. An engine is a tool that helps a programmer get from "This computer literally knows nothing" to "Actually programming a game" without having to do the bazillion steps in between.

I *could* make a game from scratch, but that would mean telling the computer how to display graphics, how to make sound, how to know when a button on the keyboard is pushed. Once all that is done I could actually get to the stuff like what graphics to display, when to display them, what happens when a key is pushed.
An engine is an elaborate program that someone else has made (in this case MikeZ) that tells the computer how to do all these things so that I don't have to, and I can go straight into the actual programming the game stuff.

It's very hard to make an engine that covers and streamlines every conceivable part of game development, so different engines are designed to be better at different things. The ZEngine is particularly good at making 2D games with limited 3D assets for example.

Indivisible and Skullgirls are very different games (multiplayer fighting game versus single player metroidvania with turn based battles), but they're both made by the same programmer in the same engine. So while the ZEngine is particularly good at 2D, you can do a ton of stuff within that.
 
I'm gonna lab the shit out of this and I think I've seen half an episode of MLP.

I'll train, in secret, then silently walk over from the SF and GG stations and bust out my fabulous rainbow deerelfthing technology.
 
I'm gonna lab the shit out of this and I think I've seen half an episode of MLP.

I'll train, in secret, then silently walk over from the SF and GG stations and bust out my fabulous rainbow deerelfthing technology.
It's not MLP anymore tho, based in mechanics that was a fan-project yes. I was interested in this game when it was a MLP project and I only got more excited when it become an original project so I'm gonna lab the shit out of it too.

I'm hype for Velvet and Not-Twilight.
 
ftfy <3

But anyway, what does the engine actually do?

To answer a little more specifcally than Cellsai, Mane6 did an old post about the things that the Z engine should let them do that they weren't able to do before. I'll just post a couple of choice ones here:

-Widescreen/HD resolution support, AKA the game won't be hardlocked to have 640x480 resolution.

-Negative Edge and multiple button special moves, AKA hopefully supers won't be double quarter circles anymore and now they actually CAN do EX moves because the engine can handle pressing two buttons at the same time.

-Can actually use GGPO, as opposed to Fighter maker being left in the dark on that. They'll still have to licesnse it or something probably I think? But I'd pay for GGPO.

-Go from no Training mode at all to having the possibilities of the Skullgirls training mode, quite a big step up.

-Frameskip that accepts inputs on skipped frames to help with dropped combos and help eliminate unblockables (yes there were some of these in there before).

-Actual source code and development tools, so that they can actually code and fix problems with the game instead of just having to do work arounds with Fighter Maker which they couldn't open up and look at the code with.

Its almost impossible to do this now, but if you could look back at the development of the pony game, you'd see soooo many times in the game where people would ask, "Why doesn't the game have X basic feature?", and the devs would frequently say, "Well, this is made in Fighter Maker, which doesn't let us do that". While the engine won't have impact on the animations or the character gameplay designs specifically, it opens up a lot of doors in terms of development just to have more possibilities than before.
 
I am maining velvet because she seems to be feeling herself as she fights




I made a pun somewhere
 
I am maining velvet because she seems to be feeling herself as she fights




I made a pun somewhere

Everyone knows that you're going to main the one with the most powerful vortex game and make someone mad for that.

joke not funny? sorry. >_<
 
Dunno man I really dislike the obvious fact that the character designs are not meant to be unique and have their own character but just be copyright-ok versions of a famous franchise. I'm also nervous about the kickstarter coincidence with Indivisible
 
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Dunno man I really dislike the obvious fact that the character designs are not meant to be unique and have their own character but just be copyright-ok versions of a famous franchise. I'm also nervous about the kickstarter coincidence with Indivisible
Lauren Faust themselves made the designs. And on that note, we haven't heard a peep from any of the fighters yet. Maybe Velvet is as vain as Eliza. Maybe Arizona has a short temper. Who knows, right?
 
I know Faust made the designs and that doesn't change my point? She made these characters because Hasbro didn't want the one from the MLP franchise. She doesn't own MLP. Hasbro does, and she copied them to gather to the same fanbase.
 
Dunno man I really dislike the obvious fact that the character designs are not meant to be unique and have their own character but just be copyright-ok versions of a famous franchise. I'm also nervous about the kickstarter coincidence with Indivisible

I like how you magically know the personalities and designs of the characters way before any of us know!

Design wise, aside from the obvious general artstyle similarities, the actual character designs themselves aren't like the ponies at all to call them ripoffs in the slightest. They share the same fighting moves from the previous game...but that game never released and was never official so there's nothing to claim. Keep in mind Mane6 HAVE spent a long time holding off on the crowdfunding and working on the game due to trying to check to make sure what they have passes legal, so at this point it seems unlikely they would go forward if there was any actual danger again from Hasbro.

"They aren't trying to be unique", because Rarity in MLP obviously had Ice Powers to create when she wanted? Hell, Mane6 were already stretching before when they tried to make Rarity create giant waves of crystals appear from the ground when at most what she did before was move a bunch of clothes around. Not to mention we've only seen 2/6 (at least 6 is the probably number of characters at LEAST). If Paprika busts out a party cannon like Pinkie Pie that summons a little Aligator, yeah something like that would be closer to copying the ACTUAL MLP characters and create worry, but we haven't seen that happen quite yet.

I can't speak for mane6, but most likely the reason that they are using the same character attacks from before, on top of those attacks obviously not being copywritten, is that....they worked? There isn't any reason to not use those attacks since they already had the ideas and implemented before, so why not use them if they weren't going to be used ever?

Conflicting with Indivisible does suck...but honestly it mostly sucks for us SG fans since really these 2 projects are pretty different for everyone else. One is a fighting game and another is an RPG, which while they do have some crossover of fans are still different genres.
 
Everyone knows that you're going to main the one with the most powerful vortex game and make someone mad for that.

joke not funny? sorry. >_<

I would think Paprika would be an appropriate choice for him. Or...

What if they made Not-Rainbow Dash... a sonic fox?
 
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Dunno man I really dislike the obvious fact that the character designs are not meant to be unique and have their own character but just be copyright-ok versions of a famous franchise. I'm also nervous about the kickstarter coincidence with Indivisible
I take it that you're not so keen on Mighty No. 9, Freedom Planet, Bloodstained: Ritual of the Night, or Yooka-Laylee either?
 
I take it that you're not so keen on Mighty No. 9, Freedom Planet, Bloodstained: Ritual of the Night, or Yooka-Laylee either?
What can I say, I like new ideas instead of recycled ones. Especially those who make "it looks JUST like that other title you love!" their strong point. We used to call them cheap chinese shit back in my day
 
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sigh... in this world there are no "New" ideas, all we can do is spin the old ones in a way that seems somewhat fresh and different. Just long enough to capture people's attention that is, and on the internet, that's good as gold.

So overall Mane6 has done a good job so far at re-using their stuff that doesn't touch on the toes of Hasbro and still keeps their fans interested in the design of the characters.
 
Anything 'new' in this day and age likely used something as inspiration whether intentionally or unintentionally. You don't need to reinvent the wheel again to make something satisfying whether from gameplay or aesthetics. Skullgirls is a perfect example of simply perfecting an already existing concept.
 
What can I say, I like new ideas instead of recycled ones. Especially those who make "it looks JUST like that other title you love!" their strong point. We used to call them cheap chinese shit back in my day

To be blunt, we're posting on a Skullgirls forum, AKA "Totally Not Marvel 2, Totally Doesn't take moves and designs from Guilty Gear, Check out all these cool Konami references" the game. I think we've long abandoned truly putting down games that re-use ideas from others unless we are totally fooling ourselves.
 
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