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07.22.2008
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San Diego Comic Con + SG promotional movie :]
Hello friends~
First of all, I want to say thank you to those who stopped by our table at Anime Expo. m(_)m The response we've been getting so far has been quite good, despite some technical shortcomings at the table (a lack of an electrical outlet, mostly). I haven't had time to upload the pictures from the convention yet, but I plan to soon.
For those who missed us at AX, We will be at San Diego Comic Con this week. I will be sharing a table with my comrades from "Lava Punch," so please look up that name in the catalog when you look for us. We are at table "G8."
In addition to this news, I'm very proud to show you our Skullgirls promotional movie~
http://youtube.com/watch?v=uhA-x5Lbx0Y
video by: Rithli http://www.chloe4am.net/
music by: Kenny Wood http://kennywoodmusic.com/
and a special thanks to Siblade for hosting the video on Youtube :]
And since we don't have a "Jobs" section on the website yet, I'll repost the help-wanted info here again:
Sprite artists:
-General sprite cleanup, shading, organization. A lot of the current sprites are still unshaded, and we may need additional sprites. We will need a lot of help here in order to complete them in a timely fashion and still maintain quality. Must be able to adapt to the Skullgirls sprite style. Please send a website and/or examples of your work when you email us.
Animators:
-I like to draw a lot of the keyframes for the characters, but odds are I won't have enough time to do so for the whole cast (including in-betweens). I will need help here in drawing the frames, and adjusting them accordingly to make sure they are in scale. For this job it is *very* important that you can understand the style and fit the drawing style/character personalities as close as possible. Please send a website and/or examples of your work when you email us.
Effects animators:
-The effects we have in mind are more towards a cartoon/comic book approach. We want something stylized that could work *either* as a hard sprite (like old fighting games) or the more modern glowing effects. If this sounds interesting, we'd like to hear from you.
Background artists:
-A lot of the backgrounds will be made around specific concepts, though we are still open to new interpretations of these planned stages. We currently have a couple artists working on them, and the more help the better. Please send a website and/or examples of your work when you email us.
Website design:
-As you can tell, this website is not updated often. I like its current design, but it could use adjustments and a big update in general. Our previous website designers are currently working on other aspects of the project, so someone new in charge of updating and maintaining the site would be great.
Voices:
-We have a variety of characters (despite the title, yes, *both* male and female) who need voices. If you have anything to show (or say), feel free to do so.
Sound Effects:
-The demo will currently be using placeholder sound effects. If possible, our own specialized sounds would be really badass.
If you feel like you could contribute something that wasn't mentioned here, we still would love to hear it.
You can contact us at skullgirls.jobs at gmail.com
Thank all of you guys for your tremendous support, it really means a lot to us! It keeps us motivated and enthusiastic about the project.
-Alex o_8 Ahad
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06.22.2008
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We're not dead, and we'll never die!!! @\w/@
Hi guys!
This is o_8. I wanted to tell everyone here that Skullgirls is not dead at all, but in fact we have been working very hard on putting the game together. We still have a long way to go, but I can say with confidence that we have made huge progress on the project so far. I don't want to show too much publically on the internet yet, but we will show a Work-in-Progress demo at Anime Expo 2008, as well as other future conventions, such as San Diego Comic Con. What we show at these conventions will still be far from a completed project, but they will demonstrate the direction we are going, as well as our dedication to this project. For anyone wondering, the old demo was taken down because it wasn't fully representing what we intended for the game. I cannot show you any screenshots of the current demo yet, but I can plug some examples of the sprites to give you an idea of where we are at:

This is Filia in her 1P and 2P colors. As you can see, the sprites are much larger than before.
In other words, the ambitions are higher. However, a huge part of why we are showing it at conventions is to get people motivated in the project, and hopefully pick up some help as well. While we are all working hard on Skullgirls, our team is small and we can only do so much during our free time from school or work. We will be needing help in a variety of places in the project. I must also mention that this is more of a labor of love at this point, and the jobs would be voluntary. However, if this still sounds like it would interest you, here is a list of jobs we will likely need:
Sprite artists:
-General sprite cleanup, shading, organization. A lot of the current sprites are still unshaded, and we may need additional sprites. We will need a lot of help here in order to complete them in a timely fashion and still maintain quality. Must be able to adapt to the Skullgirls sprite style. Please send a website and/or examples of your work when you email us.
Animators:
-I like to draw a lot of the keyframes for the characters, but odds are I won't have enough time to do so for the whole cast (including in-betweens). I will need help here in drawing the frames, and adjusting them accordingly to make sure they are in scale. For this job it is *very* important that you can understand the style and fit the drawing style/character personalities as close as possible. Please send a website and/or examples of your work when you email us.
Effects animators:
-The effects we have in mind are more towards a cartoon/comic book approach. We want something stylized that could work *either* as a hard sprite (like old fighting games) or the more modern glowing effects. If this sounds interesting, we'd like to hear from you.
Background artists:
-A lot of the backgrounds will be made around specific concepts, though we are still open to new interpretations of these planned stages. We currently have a couple artists working on them, and the more help the better. Please send a website and/or examples of your work when you email us.
Website design:
-As you can tell, this website is not updated often. I like its current design, but it could use adjustments and a big update in general. Our previous website designers are currently working on other aspects of the project, so someone new in charge of updating and maintaining the site would be great.
Voices:
-We have a variety of characters (despite the title, yes, *both* male and female) who need voices. If you have anything to show (or say), feel free to do so.
Sound Effects:
-The demo will currently be using placeholder sound effects. If possible, our own specialized sounds would be really badass.
If you feel like you could contribute something that wasn't mentioned here, we still would love to hear it.
You can contact us at skullgirls.jobs at gmail.com
Thank all of you guys for your tremendous support, it really means a lot to us! It keeps us motivated and enthusiastic about the project.
-Alex o_8 Ahad
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06.26.2007
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Important Announcement
Hello everyone, this is Alex Ahad (o_8)
We would like to apologize for the lack of updates as of late. I was caught in the chaos of finals until about a week ago. We have been working very hard on the game whenever we have time, but we feel that the current demo was a bit too early for public release. Many elements of the demo were in an incomplete phase. The game will go through some major revisions, both in terms of the programming and presentation. I am confident that we will create much more refined product, but it will take some time. We will not release a demo until it is developed enough to represent our vision. I am sorry for this delay, but I hope you understand. The end result will be much better.
Anime Expo is coming around very soon. We felt that it would be important to have some sort of update before then. We might not have a demo out for quite some time, but hopefully during the course of this summer, we could present previews of what we are working on. We thank you for the bottom of our hearts for your support, it definitely keeps us motivated!
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03.29.2007
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Game-test ver 0.33 released!
Well its about a month and a half later than we wanted but we ran into some engine issues that stopped that from happening. But nevertheless its here now and with lots of content. Release 33 is publicly available on our Goods page. Get it now! Mac OS X update coming soon.
R33 Changelog:
New Stuff:
Updated HUD
Character select uses allows both players to select at same time
Hit pausing
Combo chaining system
Better hit/collision checking
Game options menu
Camera buffer
Ingame menu
Superbar
Blockbar
Main menu timeout to demo (30 seconds)
Any key in demo goes back to main menu
Air launch support (turned on only for overbite)
Input:
Unified controls for menu (joystick or keyboard)
Automatically loads & saves keyboard/joystick settings
Under The Hood:
Memleaks & crash clean up
More memory usage clean up/optimizations
More/better clean up functions
Updated image pipeline
Improved SDL & OpenGL communications
Enabled a variety of available surface depths
Optimized image paths to appropriate surface depth
Sprite smoothing changes
Surface size to screen comparison
bounding box caching
Faster loading when playing same character
Menus speed up
Better state organization
Bug Fixes/Other:
Special moves cancels other moves correctly
Crouch state fixes
Some shadow fixes
Must be ready before dash (dash install bug fix)
Dash now supports move override
Animation pause triggers (check out the updated Peacock's Hammer in the air)
Moves can translate (move) character & enemy
Special moves can be different in air or crouching
Multiple projectile type support
Support for multiple key presses at same time to execute moves
Made some game options work
Fixed showing dead projectiles
Fixed set controls crash
Differing sprite sizes jumping fix
Character select fixes (right char, portrait sizes)
Menu cursor updates
Fixed some graphic options
Zooming fixes (vertical)
Stop certain projectiles from going through the floor
Dizzy alpha transparency fix
Fixed projectile gravity
Animation display speed up
Permanent block on round start fixed
Fixed dash movement
Cortex games splash screen
Update copyright to 2007
Credits updated
Content changes: (Thanks to Emlan, Woof/Corel & Zacrias)
Some palette fixes and other sprite clean up
New Filia's moves:
Weapon1 close-up
Crouch W1 or PP
Crouch W2 stag trip
Chain: jump kicks (fwd+w1) (jump & stand)
Combo: stand: pp,ppp & jump: pp
Special: Overbite added (qcb-W1)
Special: Chompadore (press: P&W1 at same time)
Super: gigan hairball super
New peacock special moves:
Kart bomb (qcf-w1)
Little Boy (qcf-w2)
Air Drop (f-w2)
Special thanks to Emlan, Woof/Corel, and Zacrias for spriting efforts and support.
You can get try all this out by downloading R33 from our Goods page, and be sure to post some feedback on our forums!
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