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[Update] Kinucakes gives us the first look at Eliza. Standing idle animation also revealed.

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I understand that Eliza has been described in a manner that implies her having a godzillion ton of frames but does that inevitably imply higher odds of frame rate drops? (yeah, stupid question but I'm trying to understand these issues)

If I'm not mistaken, 'Bella and Squigs are currently the most frame heavy characters in the roster, right?

From what I've seen, BB looks very straight forward. It's just that he's huge and, again, pulls some elaborate looking things out of nowhere. In a way, he reminds me of Darkstalkers' Phobos/Huitzil. As someone who owns Nightwarriors for the Sega Saturn I can confidently tell it's the big characters that truly bite the bullet (the game had a cheat where during mirror matches you could see the full animation like in the arcade version and Huitzil/Victor/Anakaris had the most drastic difference).
 
I wasn't really that big on Eliza in the first place, but I'm really loving that idle stance animation. Can't wait to see how she evolves from this.
 
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I understand that Eliza has been described in a manner that implies her having a godzillion ton of frames but does that inevitably imply higher odds of frame rate drops? (yeah, stupid question but I'm trying to understand these issues)

If I'm not mistaken, 'Bella and Squigs are currently the most frame heavy characters in the roster, right?

From what I've seen, BB looks very straight forward. It's just that he's huge and, again, pulls some elaborate looking things out of nowhere. In a way, he reminds me of Darkstalkers' Phobos/Huitzil. As someone who owns Nightwarriors for the Sega Saturn I can confidently tell it's the big characters that truly bite the bullet (the game had a cheat where during mirror matches you could see the full animation like in the arcade version and Huitzil/Victor/Anakaris had the most drastic difference).

It comes down to file size is the thing I suppose. I don't think it's even about how complex looking the attack is - it's the size of his frames and the number of them that goes into those elaborate instruments. His rush punch probably has a similar number of frames as Cerebella's Titan Knuckle to begin with - but then more to cover the brass instrument coming out / retracting, and his frames are twice as big as hers, so each one takes up more memory.

Think of it like... hrm, you're trying to fit 100 jpgs into an old 1.35 MB floppy disc. Cerebella has 100 10x10 jpgs that are 10 KB each. Big Band has 120 20x20 jpgs that are 20 kb each. She's going to squeeze in - he probably isn't unless you do something to compress his files more than hers.

Whether Eliza has that problem or not remains to be seen - hopefully not - but the danger there is that if Sekhmet is a fully developed second character, she could have like 2600+ frames or more. An average Skullgirls character pushes like 1500 frames as it is, so even if Sekhmet isn't exactly double that, it'd probably be close, unless it doesn't have many moves. It'll be interesting to see how they handle it.
 
Wow, those animations!!

Uh...yeah. If Cryamore gets released any time before 2015, I might find it hard to believe that Mariel is actually human.
 
Now the wait is going to feel even longer because I know she's got SOME development in. even if it's barely anything
 
Cerebella takes more total memory than Big Band, but her assists are smaller and her individual frames are smaller. Eliza's the same as a 'regular' character, Big Band's problem is that he takes up more total AREA per frame than anyone else.
 
A.B.A Clone please :DDDDDDD


that idle animation looks great.

Like this general idea of A.B.A mechanics


Cerebella takes more total memory than Big Band, but her assists are smaller and her individual frames are smaller. Eliza's the same as a 'regular' character, Big Band's problem is that he takes up more total AREA per frame than anyone else.

So BB its gonna get more size decrease or it still to early to do that because...well still have unfinished attacks?
 
23ts2df.png


Bored and felt like doing a poor job coloring a palette reference I hope she gets. Didn't color the poleaxe because I don't want to guess what colors it would share with the rest of her; but idly curious if the character ends up recognizable.

I feel like I aged myself terribly just looking up the source material, lol.
 
Oh Kinuko, why must you toy with my emotions so?
http://www.labzerogames.com/images/eliza_idle_stand.gif
I'm liking this even more, especially the small leg transformation, which made look for other transformations. I always enjoying finding those small details in the animations (like how cerebella flexes her fingers during neutral crouch)
 
What I'm thinking is that palette effects will distinguish both modes, and maybe the difference will be something subtle but important, like choosing between Power and Speed in Last Blade 1 and 2.

*sees the other two people who played Last Blade nod their heads in agreement*
 
The best of the DLC line-up is finally getting started and I'm already impressed by what I see. Sadly I'll never get to enjoy her because of that console sad life. (I blame you Konami and console testing process)
 
I can only hope Alex shows us some concepts of her attacks now if Lab Zero's far enough to start working on her idle stance of all things when Big Band is barely halfway done.
 
I still don't think she's going to be 2 characters in 1. No way there's enough memory.

Depending on how fast the transformation is and how fast the 360/PS3 can load stuff into memory, it may not be necessary to keep both Sekmet and Eliza in memory at the same time.
 
*sees the other two people who played Last Blade nod their heads in agreement*
More of a Samurai Shodown guy m'self but it was a good game. Mukuro/Zantetsu player here.
LB series has some of the best looking stages in any fighting game. IT HAS TO BE SAID.
I'm liking this even more, especially the small leg transformation, which made look for other transformations. I always enjoying finding those small details in the animations (like how cerebella flexes her fingers during neutral crouch)
Yeah. It's one of the reasons why I love Darkstalkers so much. I remember spending time just hitting pause over and over to try and see all the details in the frames that tend to go inconspicuous in the middle of the action, like the eyes all over Anakaris' body or the monster faces in most of Raptor's moves. (When's clean pause feature for Skullgirls? :3)
As for Eliza's idle stance, I'm wondering if that "swirl" is going to go all the way up and we'll get quick glances of her ribcage and jaw, like in this illustration.
 
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Oh man. I've been excited for Eliza ever since she was revealed. Do we have any update about whether or not she'll be able to keep her blood on hit mechanic in regards to Skullgirl's ESRB rating? Sand could be cool but, as they say... BLOOD FOR THE BLOOD GODDESS.
 
So...finally we come to Eliza. I have to say, her idle pose there (I'm assuming that's it) looks pretty cool. I like how there's stuff floating off of her like her whole aura is just ready to kick your ass.
 
That detail in Eliza's leg is just great. I know, it seems nothing big, but that's a clever and subtle way to show her true nature - the Sekhmet parasite.

I voted for her in the first round and I'm kind of hyped... though better wait. We have months before we can see her beta.
 
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23ts2df.png

Bored and felt like doing a poor job coloring a palette reference I hope she gets. Didn't color the poleaxe because I don't want to guess what colors it would share with the rest of her; but idly curious if the character ends up recognizable.

I feel like I aged myself terribly just looking up the source material, lol.
I want to say Nefertina from "Mummies Alive"
 
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Oh wow, I didn't even think of that until you said it, but yeah, that definitely looks like Nefertina.

...must've been the small size of her tiara that threw me. For some reason, my brain kept thinking Jedah, but I knew that was wrong.
 
I want a Nephthys from Xombie palette.
WHAT?!? Somebody else watched that?!?
Also, I wonder if the beads on the headress are static or will they move?
 
I want to say Nefertina from "Mummies Alive"

Yay, you got it!

Looking up reference pics made me feel so old, lol. Hoping it's one of her palette inspirations though.
 
I was psyched when Big Band was in the beta.

Even more psyched now.
 
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Dood, if is she is just like A.B.A. , then I have found a main (I'll still keep my team, just Eliza will be my solo)

Anyway, let the wait until she is playable commence
 
Something I just "stumblred" upon. Click the picture to go to the source.
The artist pretty much reblogs every gosh darn SG fan art/cosplay/etc out there so kiss the rest of your day goodbye. :3

 
UPDATE - Peter "Ravidrath" Bartholow gave further details about Eliza's progress over on NeoGaf, including a look at her animated standing idle pose, which you can see below. He also gave an explanation of why we're seeing Eliza so early despite Big Band's unfinished state:

He went on to say that he wouldn't expect her to be finished until April, so try to stay focused on Big Band for the moment!
Hey guys, wanted to point out that what Peter wrote is incorrect:

"We do the really important stuff in-house, like the walks and idles. For everything else we just do the keyframes, and then use our contractors to finalize the animation and clean-up."

Mariel and I actually do nearly all the Skullgirls character animation inhouse: 85% of it is on us while only 15% is animated by contractors. We animate everything very rough and quickly, so we can test it ingame and see what works right or best matches the situation/needs for the game, changing frames or cutting moves altogether if it comes down to it. Once Mike approves them, then we assign those frames to our animation contractors who tie-down the drawings and fill in the missing details, which then gets passed to clean up. This way, no work is ever wasted from being cut later in the process and there's less need for back and forth changes. Also as a bonus, cleaned up frames can be dropped ingame immediately when it's complete and it works perfectly, as you may have noticed with Big Band!

What Peter describes as our process was something we used to do waaaaay back when we were working on Peacock, but we changed our process during Parasoul and have been using our current process for the years since. It's because of this method that we're able to develop the game as fast as we have been even with our tiny team.
 
Also each character's development is staggered so that animation will always be working on the next character while clean up is finishing the last character. This is why you're seeing Eliza while Big Band is still in an unfinished state and, several months from now, will probably see Beowulf show up when Eliza is eventually playable in the beta and also in an unfinished state.

Hopefully that clears up any misconceptions.
 
If this happened, she'd get character locked on my team, just like Valentine did.
The synergy is indisputable! :3
And I'm sure we can still make it happen. Let the lobbying begin!

But I doubt Oujo-sama will put her lacy unmentionables in display, given her dress. Still, I'm sure we'll get to see more of her than we bargained for when Sekhmet* pops out.


*I always have to look this darn name up and I'm always tempted to write "Sekmeth". NOT EVEN ONCE.
 
So the Pixar method of having teams at different stages of development for different parts of the project? GOOD PLAN!
 
Yeah. It's one of the reasons why I love Darkstalkers so much. I remember spending time just hitting pause over and over to try and see all the details in the frames that tend to go inconspicuous in the middle of the action, like the eyes all over Anakaris' body or the monster faces in most of Raptor's moves. (When's clean pause feature for Skullgirls? :3)
As for Eliza's idle stance, I'm wondering if that "swirl" is going to go all the way up and we'll get quick glances of her ribcage and jaw, like in this illustration.

And that's the reason why I want someone to figure out how to make sprite rips of the game. (Well besides the fact that I want to see who would win in a fight between Hsien-ko and Squigly. Is it wrong that I want to see two kung fu zombies go at each other?)
 
And that's the reason why I want someone to figure out how to make sprite rips of the game. (Well besides the fact that I want to see who would win in a fight between Hsien-ko and Squigly. Is it wrong that I want to see two kung fu zombies go at each other?)
No, I seriously wanna petition "Death Battle" for it to be honest.
WAIFU FIGHT.
 
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