Community Announcements - mikez
According to steamspy there are over 600,000 people that own Skullgirls on Steam.
::suddenly gets very nervous::
Er, h...hello. ...everyone...

Indivisible is on Steam
The prototype for that game we're crowdfunding is now available on Steam. Wait a second...YOU'RE on Steam! Why not try it? We're even having speedrun contests. (And other contests, but we all know speedrunners are the popular kids. :^)
Remember, it's a prototype. Nothing is final, lots of things about combat/platforming will be updated, etc. Obligatory campaign link.

Skullgirls tutorial videos
Amazingly helpful community member (and all-around nice guy) Skarmand has been making some really great videos explaining different aspects of Skullgirls. Whether you're a beginner or a super-high-level player who scoffs at tutorials, there'll be something in here you didn't know*:
...and of course it only embeds the video, without the rest of the playlist, so here's the entire playlist.

Skullgirls is out in Japanese arcades!
HOLY CRAP, SKULLGIRLS IS FINALLY OUT ON NESICA IN JAPANESE ARCADES! It's an ARCADE GAME! TRF has tournaments for it! There is a-cho footage! I know it's old-ish news but come on, FREAKIN' ARCADES!

And, down at the bottom where nobody reads...

An apology for delayed fixes
Fixes for some issues raised in the comments of the last update - and some extra things like various optimizations and other bugfixes I've had on my list forever - are coming...except I am not yet able to make new Linux and Mac builds, because I'm just not that suave. Without being able to make those, if I update only the Windows version, it will break cross-platform play. So any fixes have to wait until I can update all three platforms. :^(

For those wondering about console lobbies, the Vita port has taken a lot longer than anticipated (you have no idea!) but it is nearly done. Console lobbies are still coming after that's completed. I apologize for this delay too.

* Those high-level players can pretend they knew, I won't tell. (^.~)
Community Announcements - mikez
Ey look, it's a patch notes!

Thanks to our wonderful friends at Humble, some bugs have been fixed:
- Fixed a crash on the Video Settings menu in the 32bit Linux build.
- Hopefully fixed a crash after spectating a match across operating systems, that is, it would crash after Windows spectated a Linux/Mac match or vice versa. Now it shouldn't crash. (^.^)

(The DRM-free Linux version has been updated to fix the Video Settings crash, as well.)

...that's it, nothing else has changed. :^)
Community Announcements - mikez
(We've tried to keep Indivisible stuff out of this group as much as possible, but this one's directly related.)

Did you miss out on the Skullgirls VA "voicemail" tier from the Skullgirls campaign? Did you not even know there was such a thing?
Were you confused last time and thought it had to specifically be a voicemail? It doesn't have to be one.
Well...we brought it back!
(A sample request from before, thank you Sarah Williams!)

Spend some of your hard-earned dosh and, in addition to the usual $350 tier rewards, get one of these voice actors to much anything you want, within reason:
Rich Brown - Big Band
Christine Marie Cabanos - Filia
Erin Fitzgerald - Parasoul
Kyle Hebert - Leduc, Vitale, Irvin, others
Kai Kennedy - Beowulf
Cassandra Lee - Minette, Umbrella, others
Danielle McRae - Painwheel
Erica Mendez - Annie
Matt Mercer - Zane
Laura Post - Valentine
Patrick Seitz - Samson
Christopher Smith - Albus, others
Kaiji Tang - Black Egret C, Politician Double, others
Kimlinh Tran - Ms. Fortune
Josh Tomar - Announcer
Cristina Vee - Cerebella
Sarah Williams - Peacock
Mike Z - Tommy Ten-Tons, that terrible Russian announcer. Yes, really.

If you missed it last time, now's your chance to un-miss it.

We're also happy to announce that the Indivisible prototype is now available for Linux thanks to community hero cybik, who was also responsible for a ton of the early work on the SG Linux and Mac ports.

And now back to your regularly-scheduled sleeping. Or possibly eating. Maybe sleep-eating? Or eat-sleeping, but I am not sure how that would even work...
Community Announcements - mikez
This isn't strictly Skullgirls news, but it's Lab Zero news and I run this account so yeah. :^P

The Indivisible crowdfunding campagin is live!
What the heck is Indivisible? It's the next game we want to make!
How 'bout a video:
Help make this game a reality, and help Lab Zero employees be able to pay rent, too. ;^)

The prototype is now available for everybody, so if you're on Windows why not play it for yourself!
If you enjoy it, contribute to the campaign so we can make the full game!

Nearly every sentence in this post ends with an exclamation mark, but that felt strange, so here are some periods and a dour face to balance it out: . . . . . :^|
Community Announcements - mikez
Hey, how 'bout a brief news recap to go with your mid-evening breakfast?
(If you're me, anyway.)

Skullgirls is now out for Mac and Linux!
If you own it on Steam, those versions should automatically be available to you. If you don't own it....then:

Skullgirls is part of the current Humble Bundle!
If you pledge above the minimum to get Skullgirls, you get a Skullgirls Steam key as well as a DRM-free version of the game with all DLC! The DRM-free version DOES NOT currently support online multiplayer, for various reasons, but like I said, you get a Steam key for that!


The Indivisible prototype is now available for all Skullgirls IGG backers!
If you backed the Skullgirls campaign on Indiegogo (over 2.5 years ago! My, that's a long time) then you can login to the Humble site and go to your Humble Bundle downloads page to get the prototype right now!

This text is not important. Meow!
Community Announcements - mikez
Didja miss me?

Here's a full list of the current updates, for all platforms!
(Note: The X360 art gallery crash bug has been identified! There is not yet a patch for it, though.)

- Added the "-extrasupershadows" launch option to enable PS4 super shadows on PC. Give it a try, IF your rig can handle it...
- Modified the white flash when finding an online match, to hopefully not trigger epilepsy. >.<
- Fixed some rendering issues for certain backgrounds...and...yeah. Did that. :^)

All Platforms:
- Bugfix: Any time the point character resets their combo, it also now grants you another assist use, even on zero-frame resets. FINALLY fixed!
- Fixed Double being able to cancel Hornet Bomber to ground supers before the grounded hit became active, and thereby accidentally uncombo the ground super.
- Adjusted Robo-Fortune's in-fight voice volume.
- Corrected the VO for Robo-Fortune's L and M Danger.
- Bugfix: Robo-Fortune can now jump-cancel when j.HP hits another projectile. Also improved the responsiveness of jump cancelling from j.HP after it hits something.
- Bugfix: Beowulf's Canis Major Press now has a maximum backward movement speed that it cannot exceed.
- Bugfix: Beowulf's Referee Pin now correctly pins the opponent with their back to the "mat". VERY IMPORTANT!
- Bugfix: Valentine's poisons no longer count down time on assists while they are locked out and offscreen, only while they are onscreen.
- Fixed a bug with Cerebella's taunt input wrongly allowing you to hold Back throughout the entire thing instead of having to tap it in the middle.
- Tweaked the input checking on Parasoul's taunt to attempt to get it to happen less often accidentally.
- Lengthened hitstun from Robo c.HK by 5f because light characters recovered while rising, allowing a 1-frame-perfect unblockable reset with Airwulf off Robo's assist.
- Updated the air-unblockable-attack-plus-ground-throw situation protection by fixing a bug with the trigger conditions, as well as lengthening the protection given by command throws/super throws ONLY, to other cover some edge cases. Normal throw air protection works the same way it did before, because normal throws are techable.
- Fixed a bug where Entourages would fail to save if the second or third character was using a color that the player hadn't unlocked for the first character.
- Fixed various bugs in Valentine's tutorial.

- Fixed several images crashing the Art Gallery.

- Hopefully fixed extremely rare random severe graphical corruption bug.
- The game now pays attention to the Display Area Settings from the system. The screen size is adjustable accordingly.
- Fixed music volume setting not applying properly during cutscenes and when the music loops.
- Legacy controllers can now dismiss all system messages that do not require more than an "OK" input.
- Legacy controllers can no longer control the game while an OS message is displaying over the game screen.
- Two Weeks trophy now is properly awarded when fulfilling the conditions.
- Surviving Challenge 7 now properly counts as clearing it.
- Fixed lots of bugs and strange behavior in various Challenges.
- Improved responsiveness of the Challenges menu and added sounds to it.
- Corrected a line in Valentine's story mode.
- Systems set to the Spanish (Latin America) language setting now run the game in Spanish instead of English.
Rock, Paper, Shotgun - (Alice O'Connor)

Skullgirls lot Lab Zero Games are coming back with another pretty-pretty hand-drawn game, but any face-punching it has will be a lot more formal. Their next game is Indivisible [Facebook page], an action-RPG where young lady Ajna will be travelling across a fantasy world to figure out why she has magic powers. I bet those magic powers will help you duff people up and get closer to the truth. I almost said “All they have to show for it now is some concept art”, but where do you draw the line with a hand-drawn game? Wakey wakey, Alice.

… [visit site to read more]

Community Announcements - mikez
Welcome to Skullgirls 2nd Encore!
Full Skullgirls 2nd Encore patch notes here.

Stealth update - Fixed the size of some Art Gallery images and other Art Gallery bugs. Fixed some text errors in various modes.

PC-only bugfixes - Too late for console patches, will be in the Lobby update for consoles:
- Bugfix: After taunting as Eliza, she no longer gains health on trades which kill her. Thanks Midiman and dragonsinmysky for finding this, and Weatherbee for replicating it!
- Bugfix: Painwheel can now fly/unfly during Downs. Thanks Stuff.
- Bugfix: Fixed Robo Fortune's Lv3 exploding logic so she does not explode when killed by the end of Ms Fortune's Fifth of Dismember, and so that she DOES explode during the middle of Cat Scratch Fever and in similar long-hitstop situations. Thanks CaioLugon.

Added Replays! This feature is not even close to complete.
If you have any problems, you're on your own.
Replay saving and playback has been ported from the Beta, and is now available by adding the Launch Option:
-enablereplays (including the hyphen)
to Skullgirls via the Steam library.
The Replay Theater UI is very bare-bones, but it's better than nothin'!
Press LP during a replay to display hitboxes, and press LK to display the players' inputs.
(It'd be nice to see someone make an external program for managing replays, since the .ini files are just text. Hint hint.)

Psst! Wanna know what Lab Zero is doing after Skullgirls? Check out the Indivisible teaser:
PC Gamer

I'm not a huge fighting game fan (not unrelated: I am also terrible at fighting games), but I do love the art. The expressive, characterful pixel art of King of Fighters; the chunky brawlers in the upcoming Street Fighter V; and, yes, Skullgirls' costly animated art deco monsters. Well, Skullgirls devs Lab Zero Games have just announced their next game, and it's in a genre I'm much more interested in: RPGs. Not only that, but Secret of Mana composer Hiroki Kikuta is onboard. (Listen to this this beautiful composition if you're not familiar.)

The game's named Indivisible, for some terrible reason, and it's inspired by Valkrie Profile and Super Metroid. You're probably throwing money at your screen already, but you should probably wait for the game to head to IndieGoGo (that funding campaign is "coming soon", along with a playable prototype, according to the announcement trailer below).

Inspired by southeast Asian and other world mythologies, Indivisible is "a new action/RPG IP, starring Ajna (AHZH-na), a girl who sets out on a globe-spanning journey to discover the truth behind her mysterious powers. On her quest she ll be joined by a variety of unique heroes and gain new abilities to traverse the environments and defeat the enemies they ll encounter along the way".

Community Announcements - mikez
LP and MK are unresponsive during gameplay? Alrighty.

How do I fix it?
Set "Right Stick Assists" to Off, in button config.
Try adding "-vjoyfix" (without the quotes) as a Launch Option in Steam.
Map "Right stick up" and "Right stick down" to some real input, rather than leaving them unmapped.

OK, so what's the problem?
Your controller driver is reporting bogus information for POV hats, when there is really no information to report for them. VJoy does this by default. As a result, the game thinks your right stick is always pressed upward, and if you have Right Stick Assists on that counts as pressing Assist 1, which is LP+MK. Turning off Right Stick Assists or doing the other things mentioned as solutions ignores this bogus info.

Thanks ninjamunky for bringing the problem to my attention, and Muro for the solution!

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