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Post by Bananeninja on Dec 24, 2019 21:45:06 GMT
Are there any videos online showing this wazamake move creator in action? I’d love to take a look at it and see what it is. www.youtube.com/watch?v=Kvde5O0PhwYJust keep in mind it might not look like this when they release it
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Post by splodem on Dec 24, 2019 22:04:33 GMT
Are there any videos online showing this wazamake move creator in action? I’d love to take a look at it and see what it is. www.youtube.com/watch?v=Kvde5O0PhwYJust keep in mind it might not look like this when they release it Thanks!
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Post by ligerbear on Dec 25, 2019 3:24:10 GMT
whoa thanks for sharing that vid. i know the process isnt easy but for those who are familiar with the process of making custom moves with mods what is a 'brief' synopsis on the process? does the mode just let you splice together segments from moves already in the game and then damage and your opponent's selling response?
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Post by DefLeppardVanHalen on Dec 25, 2019 3:45:36 GMT
This is awesome. I can't wait for the new year, and to further help Takayama-san.
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Post by view619 on Dec 25, 2019 5:03:27 GMT
whoa thanks for sharing that vid. i know the process isnt easy but for those who are familiar with the process of making custom moves with mods what is a 'brief' synopsis on the process? does the mode just let you splice together segments from moves already in the game and then damage and your opponent's selling response? You need to build the move "from scratch", whether that includes modifying existing frames into a new move (what you could call splicing) or creating completely new frames one body part at a time. That includes the attacker and defender animations, as well as a bunch of extra (but important) components to make the move behave properly in a match (sound effects, layering, where the damage occurs, x & y positioning, etc). When you've gotten all of that animation work completed then you need to set-up the different pieces for the move data itself, such as damage/parameters for attack and defense/sorting order/animation type/etc. It's pretty involved to make even a basic update of an existing move, tbh. The sky is the limit when it comes to move creation, but it can be a lot of work.
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Post by ligerbear on Dec 25, 2019 8:24:05 GMT
thanks for the info!
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Post by splodem on Dec 25, 2019 11:14:11 GMT
I’m already putting together a list of which moves I want to create (granted I figure out how it works and can become halfway decent with it). I’m assuming that there are older games in the series that have moves that are missing from this one. Having that for a reference should hopefully make putting those moves together a bit easier with some reference to guide you. I’m gonna need to fire up FP Returns and see what’s there.
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Post by Senator Phillips on Dec 25, 2019 17:39:40 GMT
whoa thanks for sharing that vid. i know the process isnt easy but for those who are familiar with the process of making custom moves with mods what is a 'brief' synopsis on the process? does the mode just let you splice together segments from moves already in the game and then damage and your opponent's selling response? You need to build the move "from scratch", whether that includes modifying existing frames into a new move (what you could call splicing) or creating completely new frames one body part at a time. That includes the attacker and defender animations, as well as a bunch of extra (but important) components to make the move behave properly in a match (sound effects, layering, where the damage occurs, x & y positioning, etc). When you've gotten all of that animation work completed then you need to set-up the different pieces for the move data itself, such as damage/parameters for attack and defense/sorting order/animation type/etc. It's pretty involved to make even a basic update of an existing move, tbh. The sky is the limit when it comes to move creation, but it can be a lot of work. I'd rather it be that way than to be less open and more limited. I'll go through the learning curve if it means I have the freedom to make better moves.
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Post by Charged on Dec 25, 2019 17:59:50 GMT
If the learning curve is steep, then with the game being more longterm I'd be fine trying to learn it. I do wonder if you'll be able to share moves and they can be edited, as I am sure that most of the missing moves will be made by someone and for picky people like me it would be nice to tweak them to suit my needs more, with due credit given of course.
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Post by Nth on Dec 25, 2019 18:50:18 GMT
First move to attempt, Kawada's front face gamengiri.
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Post by spencer24 on Dec 25, 2019 21:06:33 GMT
Given that NJPW owns Stardom now I would assume it's possible the wrestler DLC could give us both Stardom and NJPW wrestlers missing from the game right now. The move maker and parts editor will make this game complete. Once the development cycle ends it will also be easier for many to get into the mods as the mods should become more stable without having to keep up with updates and releases. I think the best is yet to come for this game once the development cycle ends. This. I have yet to try any mods because I am not real familiar with doing so and I know that with each update/patch that the mods can get tricky. So I instead have decided to wait until the game is 100% complete and then once everything is stable I will sniff around what is available in the expansive mod world. No end in sight of this game for me.
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Post by OrochiGeese on Dec 26, 2019 0:35:17 GMT
I'd rather it be that way than to be less open and more limited. I'll go through the learning curve if it means I have the freedom to make better moves. Exactly how I feel. It's pretty much the ethos of being a Fire Pro fan anyway. A longer learning curve leads to almost infinite replayability. The more detail and options provided in the move maker, the more we'll be able to customize it to do exactly what we want. Heck, depending on how many frames of animation we're allowed, we may be able to essentially create our own mini sequences within a move! Given that this may very well be the last Fire Pro, I'm not the slightest bit concerned about taking a few months to get used to the move maker. Drop in a bucket compared to how long we'll most likely be using FPW for. FPR's lifetime was 12 years and FPW's may be much longer. I want the most precise tool available to give us exactly the types of moves we want as we'll likely be the lifeblood of the game from here on out.
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Post by view619 on Dec 26, 2019 3:24:05 GMT
I'd rather it be that way than to be less open and more limited. I'll go through the learning curve if it means I have the freedom to make better moves. Exactly how I feel. It's pretty much the ethos of being a Fire Pro fan anyway. A longer learning curve leads to almost infinite replayability. The more detail and options provided in the move maker, the more we'll be able to customize it to do exactly what we want. Heck, depending on how many frames of animation we're allowed, we may be able to essentially create our own mini sequences within a move! Given that this may very well be the last Fire Pro, I'm not the slightest bit concerned about taking a few months to get used to the move maker. Drop in a bucket compared to how long we'll most likely be using FPW for. FPR's lifetime was 12 years and FPW's may be much longer. I want the most precise tool available to give us exactly the types of moves we want as we'll likely be the lifeblood of the game from here on out. With one guy making Michael Jackson stage performances and full Hulk Hogan sequences, I don't think you have any reason to worry about animation frame limits.
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Post by Spunk on Dec 26, 2019 5:12:54 GMT
First move to attempt, Kawada's front face gamengiri.
Seriously, it's really just about the only thing I really have wanted for years and it's missing. Front grapple. Hit him in the damned face. Someone made a custom move of it a while back and it's just great.
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Post by ligerbear on Dec 26, 2019 5:52:42 GMT
excellent choice First move to attempt, Kawada's front face gamengiri.
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