Lab Zero has recently added a new goal to their Indiegogo campaign. If they can pass the $725,000 mark in the remaining 11 days of their campaign, they will give Mane6 their fighting game engine for free. WHAT THE..... NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
AT LEAST CHARGE THEM FOR ALL YOUR HARD WORK MIKE Z!
April fools isn't in 11 days...
Really now Hypermarth. A game that's going to be free for us in the FGC + Everyone should go even more into financial issues.
I prefer the goodwill in giving Mane6 the engine, even if they don't meet their mark.
They might meet that mark real soon though.
I hope.
Lab Zero needs money, why would he put all of that hard work into a fighting game engine and then just give it up for free.
I mean I guess he could be planning to get the Bronies on his side, which could work I guess.... he could get a lot more donations from them.
I normally like to act as the voice of reason, but if I have to be the guy being upset this time I don't mind.
Fishing for dat brony money now? LabZero's desperate to get the 3rd character out. Whatever, any means necessary as long as I get to see Andy or Stanley animated.
I'm all for it. It'd be nice to see some more collaboration by indie studios on fighting games. Heck, if any of them can come up with a decent fighter, it's just that much more added to the FGC.
"Mane6 is the developers behind My Little Pony: Fighting is Magic which was recently cancelled by Hasbro due to copyright infringement. The fighting game engine would be used for the current project that is being developed which is not the cancelled project, but a slightly different game that is being led by one of the creators of My Little Pony."
I think this maybe would read:
"Mane6 ARE the developers behind 'My Little Pony: Fighting is Magic,' which was recently cancelled by Hasbro due to copyright infringement. The fighting game engine would be used for their current, altered project that is being developed."
Pffft...when Gen Y tries to write articles. C'mon kids, you tried to butcher the English Language with phones but it DIDN'T work, now catch up and do it right.
This is wrong on so many levels... MLP can't get famous at the cost of LabZero's hard work.
The engine is one of the many factors Skullgirls is so unique...
I'm completely against this idea.
Meh... wishing I could delete posts now lol. I'll stick by what I said since I pretty much have to now. I suppose if it gets them closer to Black Dhalia I'll settle for the bronies in my fighting game group dropping every other game.
I don't like my little pony but it's awesome that they would do that. You're a class act Lab zero.
@#11: I think you're confusing the engine with the system mechanics.
For anyone who does not know, here is a rundown (given by Mike Z during the Final Roundbats stream) of what the Skullgirls engine has over the engine Mane6 was using for Fighting is Magic.
"What does SG's engine get Mane6 over FM2K?
For the players:
- Widescreen and HD resolution support
- Per-pixel lighting on sprites, a first for ANY 2D engine
- Real shadows
- 2D and 3D environment support
- Camera zooming
- Negative-edge and multiple-button-input special moves (QCT+PP, etc)
- No corner problems (rapid sprite-flipping, etc)
- Continuous collision: characters don't pass through each other when they shouldn't, no matter how fast they move
- Unlimited palettes per character
- GGPO integration for seamless, non-delay-based online without a separate client
- Input display, save/load state, dummy record/playback, and all the other Skullgirls training mode features
- Frameskip that still accepts inputs on skipped frames, eliminating timing-based problems such as unblockables or dropped combos
For the developers:
- Full source code and any existing development tools; the ability to fix any problems with the engine themselves instead of having to just DealWithIt
- Tech support
- Future engine revisions and bugfixes
- HLSL shader support
- any graphical effects your little heart desires can be created
- In-game palette editor, customizeable debug keys and many other time-saving features
- A scripting system written in plain English, with move motions written in regular fighting game notation and a robust munge tool
- The ability for sprites to tell when they have left the screen, rather than just the stage
- Support for 32-bit (i.e. truecolor, unpalettized) art for sprites when necessary, and mixing of truecolor and palettized frames
- Support for teams/assists and a console release, if ever desired."
Not a brony myself, but I doubt Mane6 can put in as much effort as LabZero in the animation quality, hitbox balancing, and the overall presentation and feel of the game. The hand-drawn animation quality alone blew me away.
It's not like giving them the engine automatically makes Mane6's game godlike, it just gives them the tools to have the potential for a great fighter. They still have to put in the hard work and time to get it up to skullgirls' standards of polish and fine tuning. If they feel as passionate about their game as LabZero, then power to them for getting ahold of the tools to follow their vision - this is assuming the skullgirls kickstarter even gets to that goal anyway.
If this gets LabZero another big buttload of cash so they can keep doing what they're doing, then I'm all for it.
It's a show of good faith, but at the same time it's obviously a way to get some of that brony cash we saw come in at the beginning of the EVO charity fund. Nothing wrong with that of course, they want to get as much money for their own game as possible.
#15 is right though. Even with the engine, I doubt Mane6 will even come close to the same level of technical quality that Skullgirls has. A bunch of guys working on a passion project for free versus paid developers? Yeah.
I suppose there is no way Mane6 could have afforded the price of the engine, so the donations act as a half-off(Or better) sort of deal.
Why is it a question of whether or not Mane6 will make a game as good as Skullgirls? I know you guys are SG fanboys and don't want anyone to dare touch your game, but come on, this has nothing to do with that. Skullgirls is sharing their ENGINE, not their system mechanics, artstyle, or anything like that. There are tons of different games that have been made with the same engine, and none of them were clones. You guys don't need to worry about Mane6 making a better game, just be thankful we're getting completely new fighters.
@#20: The engine is not the same thing as the system mechanics. Please read my last post for details.
After this, can they make something people would actually want? I like game devs. I have no clue why people above age 12 like MLP. I want to be happy for these guys...but goodness, they make it hard.
Also, why not just give them the engine instead of sucking up more dough from apparently REALLY loyal fans of your own ip. It goes only so far before it gets ridiculous...
mane6 should cough up the dough themselves on the last day and just close it out,
i imagine licensing an engine like that at that price point is more than a steal, i mean if ryu's arm alone cost the same amount to model
that way SG will get the 3rd character and everybody have a merry christmas, or happy birthday, whatever
@Hypermath Lab Zero is trying to get the fans of MLP to donate and push for that third DLC character. It's a smart move in my opinion, since the DLC drive is coming to an end.
@32 Lol ahhh...yes... there goes the familiar troll opposing force.
I'm all in donating money to SG but this is just too much now.
I'm failing to see the business reasoning behind this. If we somehow double the Skullgirls funds, rather than get something else for Skullgirls they're giving something they made, an asset they could license mind you, away for free to a tertiary party.
The only reasoning behind this I can think of is that they're trying to tap into another resource pool at the 11th hour here; however I can't imagine the overlap between people who are into fighting games as well as fans of... notponiesanymore is very large.
Also wouldn't that team then have to pretty much start from scratch since they would be abandoning their engine as well as all of the assets they developed? This would bring them to square 1.
Still all the best to the Lab Zero team.
So, what happened to that Pokemon fighter I saw on the web a while ago? That still a thing?
See the reason he did this is because if he can get a different pool of fans to donate, the chance of reaching that goal is higher. This pleases the SG fans and the Pony fans while giving them all that bank.
Genius.
truthfully I don't like mlp. but as a gamer it is very nice to see another developer paying it forward. Even though I will never play the mlp game. its gunna be good karma for zero labs if they give mane6 the jump they so desperately need after there whole debacle. Indie developers are on the rise and I love it. some games need to be simple and to the core of games and how they used to be.
And both companies have shown both. I really hope sony and Microsoft get pummeled one day. indie is something to look at.
Textbook hating in this comment section. Delicious tears are delicious.
For what it's worth, two days after they announced this Fighting is MAgic support SKullgirls has gotten over $40,000. And they brought more $1,000 tier awards in and they seem to be selling well.
I'm a little confused about the engine licensing.
1. Is the engine available for licensing now? Like a program? Or is this the first time another game has been offered the license?
2. Will the engine ever be available for other independents to purchase/use? It seems that with FGM2002 being the last available indie engine, Mike could probably throw his up on Steam in a couple years and make a bundle. Any plans?
I'd love to make my own fighter (as would a lot of you I expect) and democratizing the engine seems like a grand move for the FGC. Awesome job Mr.Z!
They got to make it happen. They got to. Fighting is Magic will NEVER die. Ever.
It seems to me that the community cares more about this game than its own developers do. The community showed great support in trying to get this game to EVO. The community showed great support in trying to get this game mainstream at ALL. All the devs seemed to have done was post some shotty trailers and art work and addressed DAY-1 issues since the release of this game.
What was the saying? Dont count your chickens before they are hatched? Sounds like a perfect example of the ENTIRE Skullgirls development.
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