Man, I've run into a submission issue and I have no idea how to resolve it. I've been attempting a Liontamer, and the move seems to work fine now, except I can't manually release it. Wiggling around on the d-pad seems like it might have an effect (...but I'm not the defender???) but I can't say for sure. I've no idea what setting I might've missed here
I wouldn't be able to troubleshoot it easily without seeing the frame data.
Chances are you're missing a flag on at least one frame. Make sure you have the starting frame (S) and ending frame (L), and then see if the Damage frame (D) is inside the loop (between S and L) - This is a different (S) toggle than the Separate function. Also check the Status menu for anything weird, such as a missing Submission check flag. Check the toggle-able functions (where the Daze/Dizzy/etc settings are) for anything that may be missing there. You can also check the amount of animation loops - Make sure it's set to 0. I recall there being some issues if a submission has multiple defined loops.
Last Edit: Oct 4, 2020 22:41:11 GMT by Dawnbr3ak3r
Dragons, Emus, and Wolves are all hearing impaired. Sounds about right.
I really like it man! Its awesome to see how you are using move craft to add so much character to your edits. Between the ghoul and pumpkin spice you've got lots of chances for headgames. I just started on an undead edit and my dream move for them is a move where they toss their head to their opponent and then while they are distracted the body spears them and the head laughs afterwards.
Thanks! The "comedy" moves take a lot of effort, but they always feel the most rewarding to me personally. Those moves can really make or break an edit's character.
I may be able to come up with something for that specific idea. I'd probably have to splice the Pumpkin Head Toss I made previously with the Standing Strike Spear animation. I'll have to visualize it in my mind beforehand, but if I'm not preoccupied this week, I'll work on it.
I also have an idea for another move based on the bowling head spot that was talked about:
Start with the Bronco Buster. The attacker walks out to the middle of the ring. They pop the head off, set it on the canvas. Use the Hogan Ear Clasp taunt to "direct" the head to hop towards the opponent. The opponent catches the head at the last moment and tosses it at the ground -OR- the head hops and gnaws on the cornered opponent before hopping back to the attacker.
Last Edit: Oct 4, 2020 22:51:49 GMT by Dawnbr3ak3r
Dragons, Emus, and Wolves are all hearing impaired. Sounds about right.
Yeah you definitely have a good eye for a "base" for really wild moves, that makes sense for the bowling spot. And don't feel any pressure on making stuff on my account. I would use the heck out of those moves but its not so much a move request as it is just hard not to be inspired by such cool off the wall moves like you are putting out.
Man, I've run into a submission issue and I have no idea how to resolve it. I've been attempting a Liontamer, and the move seems to work fine now, except I can't manually release it. Wiggling around on the d-pad seems like it might have an effect (...but I'm not the defender???) but I can't say for sure. I've no idea what setting I might've missed here
I wouldn't be able to troubleshoot it easily without seeing the frame data.
Chances are you're missing a flag on at least one frame. Make sure you have the starting frame (S) and ending frame (L), and then see if the Damage frame (D) is inside the loop (between S and L) - This is a different (S) toggle than the Separate function. Also check the Status menu for anything weird, such as a missing Submission check flag. Check the toggle-able functions (where the Daze/Dizzy/etc settings are) for anything that may be missing there. You can also check the amount of animation loops - Make sure it's set to 0. I recall there being some issues if a submission has multiple defined loops.
OH!
The defender had loop flags, when I guess only the attacker should. Whoops
Yeah you definitely have a good eye for a "base" for really wild moves, that makes sense for the bowling spot. And don't feel any pressure on making stuff on my account. I would use the heck out of those moves but its not so much a move request as it is just hard not to be inspired by such cool off the wall moves like you are putting out.
Proof of concept - It works:
Dragons, Emus, and Wolves are all hearing impaired. Sounds about right.
Yeah you definitely have a good eye for a "base" for really wild moves, that makes sense for the bowling spot. And don't feel any pressure on making stuff on my account. I would use the heck out of those moves but its not so much a move request as it is just hard not to be inspired by such cool off the wall moves like you are putting out.
Proof of concept - It works:
That is awesome already man. Can’t wait to see the final version.
Anybody knows how to fix this? I am trying to link the back grapple takedown with the back mount position, and when I flip the back mount frames to match the position from the takedown, the shadow goes elsewhere.
Anybody knows how to fix this? I am trying to link the back grapple takedown with the back mount position, and when I flip the back mount frames to match the position from the takedown, the shadow goes elsewhere.
At the top of the parts list is MX/MY with some arrows - clicking those arrows will move the whole list as one. Use that to realign your dudes onto their shadows
EDIT - Ok, new issues came up. Sorry for the bad gif. First issue is after the back mount, the defender is on the foreground. The second issue is when the defender reverses, it flips and reverses to the opposite direction.
EDIT - Ok, new issues came up. Sorry for the bad gif. First issue is after the back mount, the defender is on the foreground. The second issue is when the defender reverses, it flips and reverses to the opposite direction.
Use the P column for display priority; either move the defender down a letter or the attacker up one. And the HV column is for flipping horizontally/vertically
Also a general thing - iono if it's been noted in here before, but after comparing with screenshots, ring display coordinates +295X and -100Y seem to be pretty ideal for corner grapples
The second part where the edits "flip back" at the end of an animation is a bug in the tool unfortunately. The "L/R" orientation column doesnt seem to work properly for the ending frames.
I think that since the animation flip only occurs when the defender reverses, a way around it would be to add the attack to the animation and make just one move. I did that with a powerbomb to hanging reverse punches.