Cool, it's updated again!
[quote][U]10-12 (14 16 18) Skullgirls Patch Notes[/U]
12 OCTOBER - MIKEZ
[I]Notice: The [B]Skullgirls Patch Note Joke Department[/B] is still on furlough, but blank areas have been provided for your enjoyment in the meantime. [/I]
[B]** If it crashes at launch for you, restart Steam and it will work. ** [/B]
[B]General [/B]
- Reshuffle NPCs in the River King Casino for more pleasing aesthetics.
- Add more IGG backer colors! Check 'em out. (Apparently Double had very few requests, so she hasn't got one yet, but don't worry...we're working to make hers EXTRA special.)
- Add a keyboard-based 10th-palette-unlock code and disable the console code on PC. Special thanks to the person who pointed out the old code didn't work without a 360 pad. As with the console code, it is a re-used code from another game. I don't suppose people'd insatiably search piles of previous documents to discover the code, but if you decide to then beware - oblivion is at hand. Moon gravity was discovered on September 17th, 1965. _____ __ __ ___ _____!
[B]Gameplay [/B]
- Allow instant charge move inputs for custom assist selection, now you can just tap the directions. _'_ ___ ___ _________, __ __ ____ ____ _'_ ______...
- Fix hold-button run followup helper thingy for Pummel Horse.
[B]Other [/B]
- This build was created entirely by me on The Toaster, the infamous bad stream machine sometimes used at Salty Cupcakes. Caveat emptor!
[I]_____ __ _____, ____![/I][/quote]
Here, have this thing I did
[img]https://dl.dropboxusercontent.com/u/74813117/carlentine.png[/img]
So what are the controller and keyboard codes for the palletes?
Do I install the beta or the normal game, or both?
[QUOTE=OHNOES;42508164]Do I install the beta or the normal game, or both?[/QUOTE]
both
[QUOTE=Crimor;42501591]So what are the controller and keyboard codes for the palletes?[/QUOTE]
I might have an Idea but I'm not sure of it.[sp]in 1965 Yuji Naka is given birth wich is the 17th of september, now he did sonic the hedgehog, so It MIGHT be one of the old sonic codes that'll unlock the palette. Now I'm NOT sure if its true[/sp]
BAM! [url=http://store.steampowered.com/news/externalpost/steam_community_announcements/1407665761203097920]Another update on Skullgirls![/url]
[quote=MikeZ][U]Skullgirls Patch Notes - 10-19[/U]
19 OCTOBER - MIKEZ
There's a 3v3 Skullgirls today, Saturday 10-19, at Super Arcade in Walnut, CA, at 4PM. Graciously held by IE Battlegrounds, it will be [url=http://twitch.tv/iebattlegrounds]streamed on their Twitch channel.[/url] Come play or tune in and watch as I try to get those ornery 'top' players interested in SG again! (Also there are some other games too, I guess. :^)
This update's got a bunch of gameplay fixes.
[B]General [/B]
- COMPLETE update for Portuguese - if you're Brazilian, check it out and let us know that it isn't such a garbled mess anymore. (Check it out even if you've just gotten a Brazilian...)
- Fixed up some errors in French, Spanish, and German too.
- Add more IGG backer colors for...I can't remember, look for yourself! Double's is her sole IGG color request, so we went "all the way" for it. <3
- "Death Allowed: No" in Training Mode now really means it. Moves that would previously kill you with this option set should no longer do that.
- Add back the VO for Filia's snapback. WTH.
- Update Contributor Credits. Those who were complaining about not being included are now included. Except for Mr. B===D, I guess you're just not cool enough or something.
[B]Lobbies [/B]
- Better sorting in QotH for guests.
- Confirmation window when exiting lobbies.
- Spectators no longer get achievements.
[B]Gameplay [/B]
- Double can no longer control cat heads while stuck by Val’s counter.
- Squigly's Lv1 DP invinciblity now corrently overlaps the first 2 active frames. Whoops.
- Air super update: Air EKG / Air Gregor / Buer Thresher / Feral Edge only cause post-superflash hitstop for 1f of the active frames. In real terms, they aren't guaranteed as far away now. Buer Thresher has been altered so that there is an instant hitbox right next to Painwheel, but the farther spikes are able to be blocked post-flash. If you didn't understand any of this, don't worry about it. [I]tl;dr Less to whine about with mashing certain supers now. [/I]
- Increase vertical size of first hit of Fortune’s MK/HK Fiber Upper. (This is actually a fix, she already had the extra boxes but they were of physical-extent type rather than attack type.)
- Characters that are DHC'd out no longer count as having-been-hit-as-assist, and thus do not lock themselves out for any period of time. Alpha counter -> super -> DHC back to original character is now possible, a-la MvC2.
- Fix Drama problems:
-- Drama now will never clear on regular wakeup.
-- Your own Drama now clears on DHC, tag, and alpha counter (as well as the previous things, ground tech and burst). Tagging or DHCing out at high Drama now will get you fully punished.
[I]Dis game gon git ta Evo soonr r lata![/I][/quote]
[IMG]http://cloud-2.steampowered.com/ugc/559863135052525421/CC89C9BC8F5C8ACEA0A4C4A17D215D155624CE48/[/IMG]
I think it's pretty cool how this new palette doesn't have that shiny quality like the rest of the colors do.
[QUOTE=leetnoobify;42603476][IMG]http://cloud-2.steampowered.com/ugc/559863135052525421/CC89C9BC8F5C8ACEA0A4C4A17D215D155624CE48/[/IMG]
I think it's pretty cool how this new palette does have that shiny quality like the rest of the colors do.[/QUOTE]
Me too[sp]since it's based on Finn and Jake.[/sp]
[QUOTE=LittleBabyman;42607458]Me too[sp], since it's based on Finn and Jake.[/sp][/QUOTE]
I thought it was based on Tintin.
[IMG]http://madameshackelford.wikispaces.com/file/view/tintin11.jpg/265331710/tintin11.jpg[/IMG]
[QUOTE=leetnoobify;42603476][IMG]http://cloud-2.steampowered.com/ugc/559863135052525421/CC89C9BC8F5C8ACEA0A4C4A17D215D155624CE48/[/IMG]
I think it's pretty cool how this new palette doesn't have that shiny quality like the rest of the colors do.[/QUOTE]
the animations happen so fast ingame, i never actually noticed she looks like that during the move, but oh well i don't play fillia
[url=http://steamcommunity.com/gid/103582791434508956/announcements/detail/2003267352117994787]And there comes another update[/url]
[quote=MikeZ][U]10-22 Skullgirls Patch Notes[/U]
23 OCTOBER - MIKEZ
[B]Lobbies [/B]
- [B]Hopefully completely fixed countdown not starting occasionally![/B] If it happens from now on it's srs bzns.
- Fix crash when other players drop if you were numerically listed last in the room.
- Fixed spectator flickering at the end of a fight.
Didn't yet fix the occasional black screen -> back to lobby on game start, but we know why it happens.
[B]Gameplay [/B]
- Painwheel no longer keeps spike visual after a burst -> alpha counter.
- Remove erroneous physical extent during Cerebella/Filia/Fortune's throw animations. (Just means you won't get pushed by assists during these throws, like all other throws can't be. Also fixes Cerebella's throw vs Big Band, but you don't know that yet!)
[B]Other [/B]
Added correct keys for colors and stuff into the unlock file for Eliza. They currently don't do anything since none of her data exists. (^.^)[/quote]
In other news, someone bought my foil Ms. Fortune card on community market, now I have 2,30€ to spend.
[QUOTE=LittleBabyman;42607458]Me too[sp]since it's based on Finn and Jake.[/sp][/QUOTE]
[img]http://i.imgur.com/66JbiQr.jpg[/img]
Lucy Heart[B]filia[/B]
Try again :v:
[QUOTE=leetnoobify;42603476][IMG]http://cloud-2.steampowered.com/ugc/559863135052525421/CC89C9BC8F5C8ACEA0A4C4A17D215D155624CE48/[/IMG]
I think it's pretty cool how this new palette doesn't have that shiny quality like the rest of the colors do.[/QUOTE]
Can not unsee.
[sp]if you ya know what i mean[/sp]
[QUOTE=Crimor;42619544][img]http://i.imgur.com/66JbiQr.jpg[/img]
Lucy Heart[B]filia[/B]
Try again :v:[/QUOTE]
Was that sarcasm, because here's a question:
Have you ever watched Adventure Time?
[QUOTE=Sharles;42616923]the animations happen so fast ingame, i never actually noticed she looks like that during the move, but oh well i don't play fillia[/QUOTE]
They actually happen so fast ingame that you can't even notice the ridiculous amount of faces Filia has.
[QUOTE=WaRRioRTF;42621884]They actually happen so fast ingame that you can't even notice the ridiculous amount of faces Filia has.[/QUOTE]
I'm actually going to attempt to capture some of the unnoticed/ridiculously hilarious faces that go unseen most of the time.
[QUOTE=Crimor;42619544][img]http://i.imgur.com/66JbiQr.jpg[/img]
Lucy Heart[B]filia[/B]
Try again :v:[/QUOTE]
The name Filia is actually a reference to the hair-fighter Millia from Guilty Gear.
[t]http://www.fightersgeneration.com/characters2/millia-acc.jpg[/t]
I got a silly idea the other night.
[img]http://puu.sh/4XSIT.jpg[/img]
(Chain) Chomp!
Also I sunk 3 hours making this.
[img]http://puu.sh/4XYYO.jpg[/img]
My hand hurts trying to navigate my mouse without going over the lines; and all the repeated undoes I had to do to correct every mistake.
Anyone know why Skullgirls doesn't carry over with Steams family sharing thing? Endless Beta does, but the main game refuses to.
[QUOTE=Uesrname;42627763]Anyone know why Skullgirls doesn't carry over with Steams family sharing thing? Endless Beta does, but the main game refuses to.[/QUOTE]
For me it does work
[QUOTE=Uesrname;42627763]Anyone know why Skullgirls doesn't carry over with Steams family sharing thing? Endless Beta does, but the main game refuses to.[/QUOTE]
skullgirls, fun for the whole family
[t]http://cloud-2.steampowered.com/ugc/1046251891071474915/DC9106CA44553146157463F460C19C1A3898E1C8/?.jpg[/t]
Patchnotes once again. Hmm.
[quote=MikeZ]10-25 Skullgirls Pooch Notes
25 OCTOBER - MIKEZ
Arf.
Translation:
[sp]General
- Call the Wardrobe Department notification fixed.
- Build string now visible in lower-right corner on Title Screen (Useful if you want to reference a build!)
- Random Select = Random color (can still press Start to choose one if you want.)
- Play a sound on “Error getting opponent connection info”.
Lobbies
- REAL fix for the countdown not starting lockout. Hee hee.
- Lobby Creation now remembers all settings.
- You can now choose Unnamed Lobby as a name. Why? Not sure.
- Players still in-game have gray text in their box when viewing them in a lobby.
- You can now kick people, even if they are in-game.
- Fixed Lobby player highlighting in 8 player rooms.
- Fixed the off-screen ready icon pulsing.
- Fixed Lobby exit confirm window staying up if you got pulled into a game while you were quitting.
Gameplay Fixes
- Squigly, fix Lv2 Sing -> SBO to actually be un-reaction-blockable post-flash...missed a line of script before to detect the superflash. :^P
- Improve wallbounce on Gregor Samson by removing physical extent on Filia for a few frames after the last hit if she made contact and was not blocked.
- Fix kara-meter given at start of normal attacks, now follows meter scaling rules in combos.
Gameplay Updates/Experiments
- Meter carries over between rounds in 1v1. (Yes there will eventually be Downs, but this is as close as I can get easily now).
- Experiment 1: Combos started off an assist hit = 50% scaled. Assists during combos work as normal.
- Experiment 1-B: Counterhit = 150% damage for just that hit.
- Experiment 1-C: Solos 210%->205% life, 160%->150% damage boost. Goes along with assists being weaker for damage but counterhits being better.[/sp]
Woof.[/quote]
Darn.
I left a lobby after playing a few rounds then...
"You have unlocked art in art gallery"
WHOA GOTTA CHECK THE EXTRAS oh there's nothing
I'm just sitting here posting in this thread. Oh well, [url=http://steamcommunity.com/gid/103582791434508956/announcements/detail/2003267352394046481]another update happened[/url].
[quote=MikeZ][U]10-26 Skullgirls Patch Notes[/U]
27 OCTOBER - MIKEZ
Real fast READY?
[B]General [/B]
- Experiments have been banished to their rightful plane of existence, [url=http://steamcommunity.com/app/208610/]the Endless Beta[/url]! Assists do not scale combos anymore, solo life and damage are returned to normal, and counterhits do not provide bonus damage. You may conveniently forget the past day or so ever happened. [B]If you would like to try the current experiments - there are more! - go check out [url=http://steamcommunity.com/app/208610/]the Beta[/url]. [/B]
- Meter still carries over between rounds in 1v1. This is not an experiment, heh.
- Kara-meter gain (meter given just for doing an attack, below Lv 1) still follows combo meter scaling rules. This is also not an experiment.
- Fix Counterhit red flash not showing up occasionally when CHing with certain hits that have long hitpause (Filia s.HK, Cerebella F+HP, etc).
- Fix unlocking of Art Gallery parts even though you do not yet have the art gallery. :^) Any unlocks you got will probably carry over when the Art Gallery is available, so there's that.
- Add greyed-out Art Gallery option in Extras, just to taunt you.
- Remove wrong error sound effects in certain places. "Error getting opponent conenction information" still has a sound effect, that's why they were added originally.[/quote]
And [url=http://steamcommunity.com/gid/103582791433982635/announcements/detail/1912069459929996298]update for the beta[/url] too
[quote=MikeZ][U]10-26 Mad Scientist's Ramblings...[/U]
27 OCTOBER - MIKEZ
Awoke to an awful headache.
During the restless night my mind had filled to bursting with ideas. Filthy, tortured things. I can feel them rustling around, jostling for position to be the first to escape the twisting maze of my cranium. TO THE LAB!
First, breakfast. Some nice toast. YEAH, TOAST!
Stepped in leftover fluids from yesterday's horrible failure on threshold of lab.
Must remember to leave HazMat suits for the cleaning staff, don't want a repeat of last time - legal fees too high, out of organs to sell. My own, anyway.
While waiting for today's vic...guin...subject, some vile ideas managed to wriggle their slimy way past the blood-brain barrier to these treacherous fingertips of mine.
I shall tinker with my most recent foray into the entertainment industry, the Skullgirls Endless Beta! After all, one needs to validate one's existence somehow...
[B]Gameplay [/B]
- Same as the regular game now, super meter carries over between rounds in 1v1, and kara-meter for attacks below Lv 1 now follows combo meter-scaling rules.
[B][del]Possibly Unethical[/del] Gameplay EXPERIMENTS [/B]
- Starting with an assist hit scales combo damage to 50%.
- A counterhit grants an extra 50% bonus damage for that hit only.
- Solo vs team, the solo's life 210% -> 205%, and damage 160% -> 150%. This helps balance out those first two experiments, which make teams a bit weaker against solos.
- Peacock no longer has a meter penalty while holding a Shadow of Impending Doom.
- After a combo Drama now returns to zero from maximum in 40f instead of 90f. Yay!
BUT...
- Any IPS-limited attack in a combo now adds 2x Drama. (You can chain into moves that would have triggered IPS by themselves. If you do that, those moves now add 2x their normal Drama.)
[B]WHAT?! [/B]
:: points to nametag ::
Mad scientist, remember? As long as Drama is going to be the thing limiting length that everyone hates, I'd like to try bending it to my will.
Ah, the subject is here. No time for complaints!
Come, you poor creature. No next of kin? [I]Gooooood...[/I][/quote]
Meh, it seems like not many if anyone in this thread plays SG seriously (as in online and strive to get better) so I don't bother.
I literally forgot we had a thread for this.
ya dont even play sg
I didn't have a good enough internet to play it for a while.
As in every match was an immediate lag out at the start.
I'd play more Skullgirls if my controller weren't fucking broken
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