





Skullgirls is a fast-paced 2-D fighting game that puts players in control of fierce warriors in an extraordinary Dark Deco world. Featuring all-new game systems which test the skills of veteran fighting game fans while also making the genre enjoyable and accessible to newcomers.
Skullgirls is a modern take on classic arcade fighters with a hand-drawn high-definition twist. It’s a one-of-a-kind, action-packed competition complete with awesome combos and an intriguing backstory.
Skullgirls is a modern take on classic arcade fighters with a hand-drawn high-definition twist. It’s a one-of-a-kind, action-packed competition complete with awesome combos and an intriguing backstory.
key Features:
- Classic six-button play gives each character a huge variety of attacks and special moves
- Variable Tag Battle system allows players to pit different size teams of one, two or three characters against one another
- Custom Assists let you outfit your team with a huge variety of attacks for nearly endless strategic possibilities
- A Robust Anti-Infinite Combo system keeps competitive play free of abusive tactics
Probably the last GGPO test branch update! [16411]
Title screen build ID 16417
UPDATED at 1:20AM May 1st
Alrighty, I fixed some extra bugs and added one more small improvement:
- Added a person to the credits who got left out of them for the whole eight years.
WE'RE REALLY SORRY! >.< - Doubled the size of the sprite decompression atlas, which fixes sprite-flickering issues when you have, for example, two Big Band assists, Lenny, and a full Inferno Brigade onscreen at once. [spoiler]I couldn't have done this during the PS3 days, but those days are loooooong gone. :^)[/spoiler]
- Update - Fixed Peacock's SoID shadows that I broke.
- Update - Made the longer PS4-style super shadow trails the default on PC. If you don't want 'em, use launch option
-disableextrasupershadows
to go back to the old boring version. :^P - Fixed the negative-damage training mode display bug after loading a savestate during a combo.
- The IPS display now gets saved along with your savestate in training mode, why not.
- Raised the thresholds for green/yellow/red ping times, as well as the updating the recommended-delay-for-ping numbers now that the netcode has been improved. :^)
- Update - the camera thing below was kinda annoying in practice, so I both improved it and made it opt-in. Use launch option
-enablerollbackcamera
to enable it.
Improved the camera after rollbacks! Most likely you won't notice, but it does help some. Since this is a 2D fighting game, basically the only thing that we can nicely interpolate to hide jitter is the camera. This does not affect the position of the in-game walls, so it will not cause desyncs, it's only fixing where the screen draws. Here's a video with intentionally cruddy internet and a better explanation:
- It needs a new EXE to run, that should happen later today. Sorry!
- Note to our fellow devs:
[spoiler]OpenGL Quads have been taken care of. Rejoice![/spoiler]
If this build has no further problems, it will become the Real Game in a couple of days.
I will look into what is required to update PS4 and Switch after that, but no promises.
Title screen build ID 16417
[ 2020-05-01 05:55:39 CET ] [Original Post]
Minimum Setup
- OS: Ubuntu 15.04 / Fedora 22 / SteamOS
- Processor: Dual-core CPUMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Intel HD3000*Network: Broadband Internet connection
- Storage: 14 GB available spaceAdditional Notes: *MESA drivers 1.6.0 and 1.6.1 are not supported. please update to 1.6.2.
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