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Post by Dawnbr3ak3r on Sept 25, 2023 17:35:38 GMT
I finally got around to giving Riri Kanazuki a full set of new attires last night. Her default attire is based on outfits worn by Mima and Rumi from Perfect Blue. Those characters serve as a large basis for the character. Her fourth attire is based on Kingranger from Chouriki Sentai Ohranger/Power Rangers ZEO. The pink attire is standard for the CASSANDRA roster, and I really liked how the third attire came together, though it doesn't reference anything.
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Post by Dawnbr3ak3r on Oct 31, 2023 17:51:32 GMT
My local Move Craft file corrupted again.
I have to upload some stuff so I don't have to fix dozens of edits again. So, if you follow my Workshop amd see stuff being uploaded, that's all it is.
I was preparing for a CASSANDRA release soon, but this wasn't the way I planned on sharing it, lol.
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Post by OrochiGeese on Nov 3, 2023 11:08:00 GMT
Really sorry to hear that your Move Craft file corrupted.
I didn't realize that could even happen. I knew the regular save with all the edits could get corrupted.
I hope you can resolve the situation so your edits and game don't become unusable.
I spent 3 hours this week deleting 200 moves so FP wouldn't crash again. It's crazy what we've had to put up with. FPW gives us so many more tools and potential but we have to spend hours managing it compared to FPR.
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Post by Dawnbr3ak3r on Nov 4, 2023 0:10:37 GMT
Really sorry to hear that your Move Craft file corrupted. I didn't realize that could even happen. I knew the regular save with all the edits could get corrupted. I hope you can resolve the situation so your edits and game don't become unusable. I spent 3 hours this week deleting 200 moves so FP wouldn't crash again. It's crazy what we've had to put up with. FPW gives us so many more tools and potential but we have to spend hours managing it compared to FPR. Local Move Craft moves are stored in their own save independent from the overall game save and Workshop downloads. I couldn't get the game to load with my Local file still present. I uploaded about 30 moves to fix 50 edits. I still have a handful or two to go, but I think most of those are still determinately WIP, compared to the rest, who were only missing local moves I hadn't uploaded previously. I'll have to GIF all the new moves, which I'll probably get done over the weekend. I don't think I'll be sharing the edits they belong to just yet.
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Post by Dawnbr3ak3r on Nov 4, 2023 7:44:04 GMT
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Post by OrochiGeese on Nov 12, 2023 10:00:47 GMT
Wow at all those moves!! Christmas come early? Right after Halloween as always 😁 Local Move Craft moves are stored in their own save independent from the overall game save and Workshop downloads. I couldn't get the game to load with my Local file still present. I didn't realize that local file could actually get corrupted. It's FPW though so I'm not surprised. I uploaded about 30 moves to fix 50 edits. I still have a handful or two to go, but I think most of those are still determinately WIP, compared to the rest, who were only missing local moves I hadn't uploaded previously. This sounds like a real headache to fix. I hope that you finished the process by now. Given that I make so many alternate versions of moves AND that I don't have the moves up on my Workshop edit pages, I'd be completely confused as to which edits need which moves of mine if this happened to me. It's kind of crazy. I was thinking a few days ago how FPW has been out for over 6 years now. That seems like a lot but in some ways I still feel like I'm getting used to it. And for 3 of those years, Move Craft has been out which made it an entirely different game in some ways. If I didn't have massive crashes ever few months, I feel like I'd have a more consistently positive relationship with the game 🤷♂️
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Post by Dawnbr3ak3r on Nov 12, 2023 23:26:22 GMT
I haven't gone much further than what I finished when I last posted. I organized the functioning edits and dumped them all into a separate promotion, while the others still remain in the WIP section of my save.
I haven't had to worry about adding moves to edits since they're not uploaded to the Workshop - I did end up adding GIFs to nearly all of those moves after I posted them.
And yeah, crashes upon crashes upon crashes, has been extremely detrimental to my progress. Thankfully, I guess, it's only been the local Move Craft file that's corrupted, though having no corruptions would be nice. It's kind of silly that Fire Pro is crashing more often than Skyrim has been these days. Then again, Skyrim's later releases have all been 64-bit executables and not 32-bit executables. I really wish Spike Chunsoft made the game in a different engine, but I digress.
It's obvious that I have less enthusiasm for the game as the years have gone by, but all the additional user-created content has been a boon for a game that otherwise would have fallen off my radar three years ago.
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Post by Dawnbr3ak3r on Nov 14, 2023 12:30:30 GMT
I found out that Suneed made this Peekaboo European Clutch, and I really wanted Lulu to have it, so I imported it into the game and uploaded it to the Workshop. Peekaboo European Clutch
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Post by OrochiGeese on Nov 15, 2023 5:50:28 GMT
That Peekaboo Clutch is amazing 😁 And yeah, crashes upon crashes upon crashes, has been extremely detrimental to my progress. Thankfully, I guess, it's only been the local Move Craft file that's corrupted, though having no corruptions would be nice. It's kind of silly that Fire Pro is crashing more often than Skyrim has been these days. Then again, Skyrim's later releases have all been 64-bit executables and not 32-bit executables. I really wish Spike Chunsoft made the game in a different engine, but I digress. I was surprised I was able to run a lot of games that seem more resource intensive than FPW without any problems. Then I load FPW, try to actually delete an appearance add-on, and the game crashes! 🤷♂️ The foundation just wasn't properly set by Spike for FPW for many reasons. It's obvious that I have less enthusiasm for the game as the years have gone by, but all the additional user-created content has been a boon for a game that otherwise would have fallen off my radar three years ago. My enthusiasm rises and dips every few months. I'm on a high with it now. I went 3-4 months without even being able to play it so I've been in kind of an "appreciation" mode recently, especially after my deletion of 200 moves last month led to another phase of stability. The user created content has definitely helped make the best possible edits and matches even better, even if my inability to resist downloading content has led to bigger problems than I ever had with FPR. Recently I've been trying to do whatever I want in FPW without worrying about "responsibilities" like the huge list of edits I "have" to make. I've been making who I want and what styles I want. I've definitely been repeating some styles but I'm having fun making the wrestlers. I've made more wrestlers from scratch recently too. It's been working out well and simming it over the past week or so has been a joy. I've treated FPW like work for too long over the past few years and am trying to get back into what initially got me into the series.
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Post by Dawnbr3ak3r on Nov 16, 2023 9:34:01 GMT
That Peekaboo Clutch is amazing 😁 Yeah, lol, it's perfect for her, especially. I was surprised I was able to run a lot of games that seem more resource intensive than FPW without any problems. Then I load FPW, try to actually delete an appearance add-on, and the game crashes! 🤷♂️ The foundation just wasn't properly set by Spike for FPW for many reasons. Most games are 64-bit. Games made with Unity are 32-bit, which means they can only handle so much memory before that limit is breached. I don't blame Spike-Chunsoft - Unity is one of the easier engines to work with. It is disappointing that downloads were stated to be "virtually unlimited", but it's obvious that once they reach the upper end of 10000 items, it becomes very unstable. I've had a lot more stability since I cached my downloads and switched all those Local moves to their Workshop counterparts. Of course, that could be placebo, but still, I'll take what I can get. Parts are still the most egregious offenders of all, though. There's still a 50/50 shot that I crash while uploading anything or accessing the Workshop menu to upload things. I crashed probably ten times uploading all those moves. My enthusiasm rises and dips every few months. I'm on a high with it now. I went 3-4 months without even being able to play it so I've been in kind of an "appreciation" mode recently, especially after my deletion of 200 moves last month led to another phase of stability. The user created content has definitely helped make the best possible edits and matches even better, even if my inability to resist downloading content has led to bigger problems than I ever had with FPR. I went several months without touching the game at one point. That was around the time I started the CASSANDRA project. Recently I've been trying to do whatever I want in FPW without worrying about "responsibilities" like the huge list of edits I "have" to make. I've been making who I want and what styles I want. I've definitely been repeating some styles but I'm having fun making the wrestlers. I've made more wrestlers from scratch recently too. It's been working out well and simming it over the past week or so has been a joy. I've treated FPW like work for too long over the past few years and am trying to get back into what initially got me into the series. Yeah, I decided with the CASSANDRA project that I'm just gonna throw stuff at the wall to see what sticks. If ideas work, fantastic, if not, oh well. I've had way more success than failures, but some ideas did not pan out nearly as well - I have a Super Sentai-Tiger Mask themed stable I want to work on, but I'm spinning the wheels while I think of fleshed out move-sets. It's much more likely I finish an edit if I just make it in the spur of the moment. Speaking of spur of the moment edits - I started this edit the other morning. Her placeholder name is Mevena Rolland, and her basic themes are "Celtic knot, vines, and laurel branches." I'm building her move-set around the Backslide Breaker and Romero Stretch. If I can find some kind of ridiculous submission to represent a knot, then I'll probably give it to her.
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Post by Dawnbr3ak3r on Nov 16, 2023 9:46:49 GMT
I spent several hours overnight working on these moves for Aparajita Chakrabarti. Suneed uploaded a bunch of new chain grapple moves to use the Chain Grapple mod, but since I wanted her to have some of the moves, I decided to splice some of them together. Bridging Counter Arm Drag: Bridging Counter Bulldog: Bridging Counter Monkey Flip: MMA Guard Position Bridging Counter Monkey Flip: My favorite of the bunch is the MMA Guard Counter Monkey Flip. I was worried it wouldn't look so smooth as an MMA Counter - The original move animation is meant to be a pinfall sequence. I'll probably end up making MMA counters out of the Arm Drag and Bulldog if I can feasibly trim some of the frames because they're pushing the limit on maximum allowed frames as they are. I may also make more Counters out of some of some old Test of Strength animations that I still have backed up.
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Post by OrochiGeese on Nov 18, 2023 10:44:12 GMT
Most games are 64-bit. Games made with Unity are 32-bit, which means they can only handle so much memory before that limit is breached. I don't blame Spike-Chunsoft - Unity is one of the easier engines to work with. It is disappointing that downloads were stated to be "virtually unlimited", but it's obvious that once they reach the upper end of 10000 items, it becomes very unstable. I've had a lot more stability since I cached my downloads and switched all those Local moves to their Workshop counterparts. Of course, that could be placebo, but still, I'll take what I can get. Parts are still the most egregious offenders of all, though. I don't even download parts anymore unless they are an absolute must have. I got rid of most of the ones I had. There are so many great ones but it's not worth if if my game keeps crashing. I don't know if Spike was overconfident in Unity or underestimated just how enthusiastic the FP community would be in creating edits, moves, and parts. If that's the case, it's a rather epic fail. How long did it take most FP fans to fill up our 500 limit edit packs? Like a year? Yeah, the Workshop was gonna be packed and everyone but Spike seemed to realize the ramifications of that on our actual games. Part of me hopes they were just banking on the game being super profitable and then coming back with a sequel a few years later which would make people ditch FPW and move onto the next game. The replayability factor plus Workshop ended up working against itself here. I'll prune when I have to but it's annoying. Granted, it was super annoying having to juggle multiple edit packs for FPR but at least we didn't have the game regularly crash! There's still a 50/50 shot that I crash while uploading anything or accessing the Workshop menu to upload things. I crashed probably ten times uploading all those moves. I hate crashes within Move Craft before I can save as well as within edit mode. I've lost a lot of edits that way and significant progress on them. It sucks crashing in Workshop upload mode too. But what really gets my Goose is when the game crashes while I'm deleting items. That just feels like I'm doomed. I still don't even know how I broke that cycle to make any real progress clearing things. Yeah, I decided with the CASSANDRA project that I'm just gonna throw stuff at the wall to see what sticks. If ideas work, fantastic, if not, oh well. I've had way more success than failures, but some ideas did not pan out nearly as well - I have a Super Sentai-Tiger Mask themed stable I want to work on, but I'm spinning the wheels while I think of fleshed out move-sets. It's much more likely I finish an edit if I just make it in the spur of the moment. It's really good you're having fun with it and success is coming too. I think both you and I can get really discouraged if we're very locked onto edit mode and things aren't going our way. Remember the Geese project a few years back that I worked on like every night? Then things didn't pan out with that model and I got so discouraged I took a few month break. Things are better with that edit now, LOL. I finished a bunch of edits in a similar style (strong style) recently. Results are pretty good so far and I love watching the matches. Then I worked on updating an FPR edit I got in an FPR draft from Cuzind that I never really used to full potential in FPR. I had brought him into FPW with Freem's tool but never did anything with him. So 5 years later and the guy actually had a real edit now and I'm pretty happy with it. I started work a few days ago on an 80's hair metal wrestler that I created for a draft a year or so back. I want to break my usual mold with him and go for something more entertaining. I want to make taunts a bigger part of his strategy and skew from my usual way of setting up priorities and specials. I think his build demands something different and it would be good for me to get out of my own edit comfort zone. Whenever I try to innovate, I take creative cues and inspiration from what you have done 😎 And I think of what is really capable with running moves and taunts and trying out strategies and combinations I don't usually try. I'm thinking of giving this guy a lot of autopins so I can free up his priorities for taunt priorities (taunt into another taunt) and things a bit more experimental. Speaking of spur of the moment edits - I started this edit the other morning. Her placeholder name is Mevena Rolland, and her basic themes are "Celtic knot, vines, and laurel branches." I'm building her move-set around the Backslide Breaker and Romero Stretch. If I can find some kind of ridiculous submission to represent a knot, then I'll probably give it to her. Absolutely love the "Celtic knot, vines, and laurel branches" theme and how you're implementing it with those particular moves. There are definitely a few submissions that resemble a knot. I have an edit - Tenshii - whose gimmick is that he is a monk who prays in a monastery where they make pretzels. So he has a finisher submission which is pretzel like and it was one of the defaults. I could probably find something crazy on the Workshop for him now. Heck, someone may have used parts to make an actual pretzel shuriken by now LOL. Oh and I love those new moves. The Bridging Counter Monkey Flip and the MMA version are phenomenal! 🏆
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Post by Dawnbr3ak3r on Nov 20, 2023 2:01:55 GMT
I don't even download parts anymore unless they are an absolute must have. I got rid of most of the ones I had. There are so many great ones but it's not worth if if my game keeps crashing. Yeah - For the most part, I have a handful of hair parts and a couple of miscellaneous things that I couldn't come up with using the parts available in the game/official DLC. I also have parts from downloaded edits, but generally speaking, I don't use them all that liberally. I'm a lot more liberal with moves - Quite a few of my edits are using full sets of custom moves. I typically only use that many if I'm doing something really specific for an edit. I don't know if Spike was overconfident in Unity or underestimated just how enthusiastic the FP community would be in creating edits, moves, and parts. If that's the case, it's a rather epic fail. How long did it take most FP fans to fill up our 500 limit edit packs? Like a year? Yeah, the Workshop was gonna be packed and everyone but Spike seemed to realize the ramifications of that on our actual games. Part of me hopes they were just banking on the game being super profitable and then coming back with a sequel a few years later which would make people ditch FPW and move onto the next game. The replayability factor plus Workshop ended up working against itself here. I'll prune when I have to but it's annoying. Granted, it was super annoying having to juggle multiple edit packs for FPR but at least we didn't have the game regularly crash! As far as I'm aware, when the game was in development, most Japanese developers didn't have much experience with PC gaming. I know for certain that it wasn't a popular platform at the time, but things have improved since then. I don't think they deliberately made the game without the knowledge of how limiting 32-bit executables are. I have maybe 300 downloaded edits - I definitely drifted from hosting community stuff regularly to focusing on personal projects - Community stuff has died down considerably over the years, in general. Thankfully, I haven't had to do a full-on total reset of my save, though there have been times where I wanted to throw the whole thing away and start anew. But what really gets my Goose is when the game crashes while I'm deleting items. That just feels like I'm doomed. I still don't even know how I broke that cycle to make any real progress clearing things. I deleted a bunch of stuff a few years ago and every so often my antivirus would literally delete the game's executable file when I deleted something. I had to restore it every time it happened, and I lost considerable time doing that. I ended up marathoning the entire Harry Potter movie series and I still wasn't finished. I'll have to purchase the Lord of the Rings Extended Director's Cut for next time, lol. I'm thinking of giving this guy a lot of autopins so I can free up his priorities for taunt priorities (taunt into another taunt) and things a bit more experimental. One of my newer edits has 14 flash pins in her move-set, on top of a full list of Priority sequences. She's got a few taunt sequences, a few Running Attack sequences, and a few branching sequences on top of those. I've dumped all that into a spoiler: A few of those sequences are "wrist pain" and "moose antler/neener-neener" taunt sequences. The Slingblade sets up her Tornado Chickenwing ("Chaos Vortex") finishing sequence. Her elbow drop sequence is designed to either execute Kairi Sane's Insane Elbow or she'll do Asako Mia's "Sane" Elbow Drop, seen here (She has a pin called the Mario Elbow Drop that looks similar). It ended up being a happy accident in Fire Pro, but I liked it so much that I left it in. Here's a match between Lulu Shakubyoshi and DIANA Honda, so you can see it in motion: If the video doesn't load: www.twitch.tv/videos/1982198227
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Post by OrochiGeese on Nov 21, 2023 23:27:32 GMT
Yeah - For the most part, I have a handful of hair parts and a couple of miscellaneous things that I couldn't come up with using the parts available in the game/official DLC. I also have parts from downloaded edits, but generally speaking, I don't use them all that liberally. I'm a lot more liberal with moves - Quite a few of my edits are using full sets of custom moves. I typically only use that many if I'm doing something really specific for an edit. Yeah, I'm using the default moves less and less often. I use them more for rookies. When I make a new edit, I make their "main roster" version first. Then I make a second version for their rookie status and downgrade the moves. Having a default chop "graduate" to a more interesting chop is kind of a fun way to reflect an edit's evolution. I don't think I've used a default move as a finisher for a long time but I do have a few specials that just feel right. I'll always love that default front grapple leg faint/capture submission 😎 I'm pretty much completely done with new parts though unless I have a definite usage in mind for them. Even then, I'll delete like 10 moves to make space for it. As far as I'm aware, when the game was in development, most Japanese developers didn't have much experience with PC gaming. I know for certain that it wasn't a popular platform at the time, but things have improved since then. I don't think they deliberately made the game without the knowledge of how limiting 32-bit executables are. Yeah, that makes sense. I do remember that PC development was new for them and they admitted as such. I guess they figured it wasn't a popular enough platform to get as many players as it did. It just always seemed to me that PC was the perfect platform for Fire Pro and better than the PS version for creation. I had never used Steam workshop before but it seemed tailor made. I wish they had realized that too and planned for that. I have maybe 300 downloaded edits - I definitely drifted from hosting community stuff regularly to focusing on personal projects - Community stuff has died down considerably over the years, in general. Thankfully, I haven't had to do a full-on total reset of my save, though there have been times where I wanted to throw the whole thing away and start anew. I can keep this game going for a while if I'm selective and do regular pruning of moves. I have had to delete a lot of edits and moves that I thought were cool but aren't so relevant to me anymore. I realized this year that a save full of edits and moves I really respect was holding me back from having a smaller save that was functional for playing the game the way I wanted and focusing on making my edits without crashes. I ended up marathoning the entire Harry Potter movie series and I still wasn't finished. I'll have to purchase the Lord of the Rings Extended Director's Cut for next time, lol. And in five years, we'll be able to go through the entire MCU while deleting workshop items to make the game functional 😁 One of my newer edits has 14 flash pins in her move-set, on top of a full list of Priority sequences. She's got a few taunt sequences, a few Running Attack sequences, and a few branching sequences on top of those. Thank you!!!! This is going to be really helpful for ideas in chaining taunts! 💡
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Post by Dawnbr3ak3r on Nov 22, 2023 3:05:18 GMT
Yeah, I'm using the default moves less and less often. I use them more for rookies. When I make a new edit, I make their "main roster" version first. Then I make a second version for their rookie status and downgrade the moves. Lol, even with the CASSANDRA roster, I've decided that they're less rookies and more "edits in a bubble" because I've come to really enjoy the lower stats and reasonably faster-paced matches. There was a few times on my last stream where matches were ending in seven or eight minutes, but typically still went for around ten, which is the intended goal. I'm having more fun fiddling about with different Special Skills and I've noticed the ones that don't have them are fairing differently than the ones who do, but the ones that do have certain Special Skills aren't totally dominating. Reborn isn't as OP on an edit with 1s across their Defense Parameters, but it's totally bullshit on ones that have high Defense Parameters - As LordMo once said: If you wanna make a motherfucker of an edit, give them Reborn and a shitload of stats. I need to develop another "top star" edit that has Strike Back. I have a couple of edits with Blood and Hardcore, and that's been interesting. I also want to try making edits that use some of the Fighting and Return styles that I don't typically use, such as Ground style. It's been a fun project so far. Yeah, that makes sense. I do remember that PC development was new for them and they admitted as such. I guess they figured it wasn't a popular enough platform to get as many players as it did. It just always seemed to me that PC was the perfect platform for Fire Pro and better than the PS version for creation. I had never used Steam workshop before but it seemed tailor made. I wish they had realized that too and planned for that. I neglected to mention that the original launch version of Skyrim was a 32-bit executable and it also exhibited the same issues that Fire Pro exhibits. Skyrim Special Edition has a 64-bit executable, and that came out about a year or two before Fire Pro World did. I often source back to Skyrim because it's one of the only games I'm aware of that made the jump to 64-bit. Elder Scrolls and Fallout games both use the same engine, which is not Unity. Those games use the Creation Engine, which is based on the Gamebryo Engine. ...I really should have gone into game development, now that I think about it. I can keep this game going for a while if I'm selective and do regular pruning of moves. I have had to delete a lot of edits and moves that I thought were cool but aren't so relevant to me anymore. I realized this year that a save full of edits and moves I really respect was holding me back from having a smaller save that was functional for playing the game the way I wanted and focusing on making my edits without crashes. I've always thought "Make stuff for you and if people like it, make it available to them" which kinda goes hand-in-hand with "Make stuff. Doesn't matter what it is. Make it." I really should go back to a steady drip of releases on the Workshop, rather than dumping whole swaths of stuff all at once. I have a lot of edits that not everyone is gonna like or download. A lot of my edits are experimental "Hey, what if this works?" kind of stuff. That's how I've always been. If I trimmed down my downloaded edits, it would realistically be very small compared to the size of an FPCPP roster. And in five years, we'll be able to go through the entire MCU while deleting workshop items to make the game functional 😁 I don't think I could stomach watching that much superhero related content. The last time I watched anything related to the MCU was Guardians of the Galaxy, which I saw for the first time about a year or two ago. Thank you!!!! This is going to be really helpful for ideas in chaining taunts! 💡 The most fun part of making an edit is injecting it with character. The hard part is having enough priorities left over to be able to do it. As with the "real" thing, tights-and-boots wrestlers who only "wrestle" are kinda dull to me. I've got quite a few grapplers hidden beneath layers of gimmicks. Does an edit do a Running Lariat? Have them roll their arm before to "pump up" the crowd, or add it after to show how devastating it was, even for them. Is the edit a pain in the ass? Have them taunt the opponent after evading their attack. Are they a show-off? Have them flex after a body slam. Use the "puke" taunt after the Airplane Spin to sell nausea. Have your babyfaces fire up after their signature moves; Have them point to the crowd. Move Craft has even given us the opportunity to make heels be absolute shitheads and not be reliant on Groin Punches, as amusing as the bell-clinging sound effect is. Like I said before: Make stuff. Do whatever you want. Make it as weird as possible and if it's too weird, reign it in. The viewer should be shocked when they see an edit pulls out a knife. Make those fork attacks someone's gimmick. You can do just about anything and nothing should stop you from doing it. Yeah, I'm preaching, but sometimes you gotta do stuff to do stuff.
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