Skullgirls 2nd Encore - mikez
At the end of the year, I always watch some short films. The Lady and the Reaper is one of my all-time favorites.

Here's today's soundtrack.

General
- Add -noonlineconfirm Launch Option, if for some reason you don't like the Are You Sure? box.
- Add green lifebars for perfect, and dark lifebars for your last lifebar in Downs. Thanks, Brady!
- Add "PERFECT!" text that we've had sitting around for ever and ever. Belated thanks again, Brady!
- Assists getting hit then healing no longer counts as a perfect.

Gameplay Bugfixes
- Fix Painwheel meter error during Install: Install, tag out, gain meter above what you Installed at, tag back in. Thank you to FecalFeast (why couldn't it be something like CandyFlavoredFunClouds, sigh) for initially pointing this out.
- Fortune's burst hitbox is now the same height as everyone else's, thanks to Baiken and BrokenLoose for the reminder! I kept forgetting to do this.
- Fix wrong extra frame of attack leniency before jump startup, for everyone. You can still enter buttons on the first frame of jump startup and they will come out the first frame you are airborne, but you can no longer enter buttons BEFORE that. :^P (Previously, PP~Up with 1f timing could result in a jump attack or airdash coming out after jumping.) Thank you to faerie for finding this.
- Parasoul big fix! She had two insidious scripting errors cutting off animations early. Her jump-land is now the standard 2f (instead of 0f), and her jump takeoff is now the standard 4f (instead of 3f). Every combo I could find still works, but in the unlikely event that you notice this causing something to not work, say so in the comments. It's probably staying fixed, though. :^)
Skullgirls 2nd Encore - Mike Z
At the end of the year, I always watch some short films. The Lady and the Reaper is one of my all-time favorites.

Here's today's soundtrack.

General
- Add -noonlineconfirm Launch Option, if for some reason you don't like the Are You Sure? box.
- Add green lifebars for perfect, and dark lifebars for your last lifebar in Downs. Thanks, Brady!
- Add "PERFECT!" text that we've had sitting around for ever and ever. Belated thanks again, Brady!
- Assists getting hit then healing no longer counts as a perfect.

Gameplay Bugfixes
- Fix Painwheel meter error during Install: Install, tag out, gain meter above what you Installed at, tag back in. Thank you to FecalFeast (why couldn't it be something like CandyFlavoredFunClouds, sigh) for initially pointing this out.
- Fortune's burst hitbox is now the same height as everyone else's, thanks to Baiken and BrokenLoose for the reminder! I kept forgetting to do this.
- Fix wrong extra frame of attack leniency before jump startup, for everyone. You can still enter buttons on the first frame of jump startup and they will come out the first frame you are airborne, but you can no longer enter buttons BEFORE that. :^P (Previously, PP~Up with 1f timing could result in a jump attack or airdash coming out after jumping.) Thank you to faerie for finding this.
- Parasoul big fix! She had two insidious scripting errors cutting off animations early. Her jump-land is now the standard 2f (instead of 0f), and her jump takeoff is now the standard 4f (instead of 3f). Every combo I could find still works, but in the unlikely event that you notice this causing something to not work, say so in the comments. It's probably staying fixed, though. :^)
Skullgirls 2nd Encore - mikez
It's some holiday, here are some presents. I was awake all night, thanks for the cookies.

General
- Add confirmation window after picking your final character in any online mode. THE MOST requested feature I had on the list. If you pick the wrong character or assist now, everyone can laugh. Thanks Eric! (If there are any bugs with it, please report them. I think I caught most of 'em...)
- Fix sound bug where announcer/other sounds would occasionally be panned to the side wrongly.
- Improve responsiveness of art gallery menus. Thanks again, Eric!
- Removed stupid use of linked lists in ZMotions, freed up 3MB+ on consoles. (O.o) I mention this becuase if you notice something different with the game reacting inputs after today, please tell me. Old bugs that still happen are not news, new bugs are news. :^)

It was gonna be "Skappy Skullidays" but "skappy" is already on urbandictionary and I didn't want to chance it...
Skullgirls 2nd Encore - Mike Z
It's some holiday, here are some presents. I was awake all night, thanks for the cookies.

General
- Add confirmation window after picking your final character in any online mode. THE MOST requested feature I had on the list. If you pick the wrong character or assist now, everyone can laugh. Thanks Eric! (If there are any bugs with it, please report them. I think I caught most of 'em...)
- Fix sound bug where announcer/other sounds would occasionally be panned to the side wrongly.
- Improve responsiveness of art gallery menus. Thanks again, Eric!
- Removed stupid use of linked lists in ZMotions, freed up 3MB+ on consoles. (O.o) I mention this becuase if you notice something different with the game reacting inputs after today, please tell me. Old bugs that still happen are not news, new bugs are news. :^)

It was gonna be "Skappy Skullidays" but "skappy" is already on urbandictionary and I didn't want to chance it...
Skullgirls 2nd Encore - mikez
I was working on the PS3 submission build, which meant I COULD NOT do anything to Big Band all week since I needed him not in the build. To keep my sanity amid the closure of Cyberfront and everything else that happened this week, I made something*. Without further ado, I bring you....

The Typing of the Skullgirls
What? Yes, of course I'm serious.
- Code is gottatypefast! (including the !) during the startup logos.
- Applies to Arcade, Story, Local Versus, and Marie 300%. Does not apply online, in Tournament Mode, or in any Training mode.
- Play with a controller and type with the keyboard.
- Non-super hits do 33% dmg, super hits depend on your typing skeelz! Failing the word does 10% dmg, finishing it does normal dmg, and finishing it with no errors does 150%. (For AI supers, this is backward - failing the word you take 150% dmg, etc.) Meter automatically builds outside combos, and there is a much higher minimum damage scaling on supers.
- You can play with a keyboard and also type with the keyboard...but you need to unplug all controllers for this! If you have a controller plugged in, even if it is not in use for a character, keyboard controls are DISABLED during fights to prevent weird interactions with the typist. (This is only for Typing mode, everything still works normally in the normal game.)
- Currently only one keyboard is supported on PC. But two are supported on the PS3 for true player+typist 2v2 team play. It's not even funny how EASY it is to differentiate multiple keyboards on PS3 compared to Windows. Console master race, suckas!

General
- Fix training dummy not blocking after ground tech even when set to Block Always.
- Removed -psdriverhack, added -vjoyfix. Default behavior is back to "normal" so that the majority of people don't have to do anything special.
tl;dr If you have problems with Up being pressed, use -vjoyfix to fix it!
(Honestly, I'm not sure why I didn't just do it this way in the first place.)
- Add CPU option in training mode! Choose your difficulty and off you go. Note: All other settings still apply on P2 even with AI enabled, meaning you can record reversals and fight the AI with them doing specific reversals, set it to always throw tech, always ground tech, etc.
- Add menu sounds on generic options menus. I had been waiting to do this FOREVER. This is for you, you-know-who-you-are.

*special thanks to Brady, you're great!
Skullgirls 2nd Encore - Mike Z
I was working on the PS3 submission build, which meant I COULD NOT do anything to Big Band all week since I needed him not in the build. To keep my sanity amid the closure of Cyberfront and everything else that happened this week, I made something*. Without further ado, I bring you....

The Typing of the Skullgirls
What? Yes, of course I'm serious.
- Code is gottatypefast! (including the !) during the startup logos.
- Applies to Arcade, Story, Local Versus, and Marie 300%. Does not apply online, in Tournament Mode, or in any Training mode.
- Play with a controller and type with the keyboard.
- Non-super hits do 33% dmg, super hits depend on your typing skeelz! Failing the word does 10% dmg, finishing it does normal dmg, and finishing it with no errors does 150%. (For AI supers, this is backward - failing the word you take 150% dmg, etc.) Meter automatically builds outside combos, and there is a much higher minimum damage scaling on supers.
- You can play with a keyboard and also type with the keyboard...but you need to unplug all controllers for this! If you have a controller plugged in, even if it is not in use for a character, keyboard controls are DISABLED during fights to prevent weird interactions with the typist. (This is only for Typing mode, everything still works normally in the normal game.)
- Currently only one keyboard is supported on PC. But two are supported on the PS3 for true player+typist 2v2 team play. It's not even funny how EASY it is to differentiate multiple keyboards on PS3 compared to Windows. Console master race, suckas!

General
- Fix training dummy not blocking after ground tech even when set to Block Always.
- Removed -psdriverhack, added -vjoyfix. Default behavior is back to "normal" so that the majority of people don't have to do anything special.
tl;dr If you have problems with Up being pressed, use -vjoyfix to fix it!
(Honestly, I'm not sure why I didn't just do it this way in the first place.)
- Add CPU option in training mode! Choose your difficulty and off you go. Note: All other settings still apply on P2 even with AI enabled, meaning you can record reversals and fight the AI with them doing specific reversals, set it to always throw tech, always ground tech, etc.
- Add menu sounds on generic options menus. I had been waiting to do this FOREVER. This is for you, you-know-who-you-are.

*special thanks to Brady, you're great!
Skullgirls 2nd Encore - mikez
Added
-psdriverhack
startup option, for those with PS3/4 drivers that improperly report having zero POV hats. If your dpad/stick doesn't work, add that in Launch Options.

Including the hyphen, "-psdriverhack".
(And blame your driver manufacturer, it's not just Skullgirls.)
- Fix wrongly-tagged state for Squigly's divekick recovery. Frame data for divekick is now correct.
Skullgirls 2nd Encore - Mike Z
Added
-psdriverhack
startup option, for those with PS3/4 drivers that improperly report having zero POV hats. If your dpad/stick doesn't work, add that in Launch Options.

Including the hyphen, "-psdriverhack".
(And blame your driver manufacturer, it's not just Skullgirls.)
- Fix wrongly-tagged state for Squigly's divekick recovery. Frame data for divekick is now correct.
Skullgirls 2nd Encore - mikez
[edit] Made a small update that fixes states not being properly tagged, most of which were in Filia because she was the first character we made. LP Updo is now shown as -58 instead of +1.

General
- FIXED the always-holding-Up controller bug. If you are using a T.E. stick, you will now have to set it to Left Stick (instead of D-Pad), and Eightarc owners will have to hit Mode.
Long story short, we were reading the POV hats even if your device reported that it didn't have any, because the T.E. drivers report no hats then proceed to use a hat anyway. Now we no longer do that, which means T.E.s are back to requiring the Left Stick setting, but it won't be broken for non-T.E.s or vjoy! Yay!
- Add automated frame data display in training mode!
Displays startup and block/hit advantage. Change Attack Data to Advanced, and it will display at the bottom when you do moves. This HAS to have some huge problem I didn't catch, but all the examples I checked are correct: whiffed move duration, advantage on hit/block, and reversal punishes. (O.o)
Doesn't show startup for projectiles because that's way too complicated.
Frame data is NOT Capcom style, startup frames are never active: 5f startup = hits on the 6th frame. A 5f-startup move can't punish a -5 move, but it can punish a -6 move.
- Clear input list when loading a savestate in training mode.
- Remove shadows from Parasoul's flame effects that still had them, oops.
- Improve HOT FIYA effects a bit by randomly varying the size of the flames.
Skullgirls 2nd Encore - Mike Z
[edit] Made a small update that fixes states not being properly tagged, most of which were in Filia because she was the first character we made. LP Updo is now shown as -58 instead of +1.

General
- FIXED the always-holding-Up controller bug. If you are using a T.E. stick, you will now have to set it to Left Stick (instead of D-Pad), and Eightarc owners will have to hit Mode.
Long story short, we were reading the POV hats even if your device reported that it didn't have any, because the T.E. drivers report no hats then proceed to use a hat anyway. Now we no longer do that, which means T.E.s are back to requiring the Left Stick setting, but it won't be broken for non-T.E.s or vjoy! Yay!
- Add automated frame data display in training mode!
Displays startup and block/hit advantage. Change Attack Data to Advanced, and it will display at the bottom when you do moves. This HAS to have some huge problem I didn't catch, but all the examples I checked are correct: whiffed move duration, advantage on hit/block, and reversal punishes. (O.o)
Doesn't show startup for projectiles because that's way too complicated.
Frame data is NOT Capcom style, startup frames are never active: 5f startup = hits on the 6th frame. A 5f-startup move can't punish a -5 move, but it can punish a -6 move.
- Clear input list when loading a savestate in training mode.
- Remove shadows from Parasoul's flame effects that still had them, oops.
- Improve HOT FIYA effects a bit by randomly varying the size of the flames.
...

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