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Post by Fuee on Nov 29, 2020 3:26:32 GMT
Whoop, slight lie, here's one more Running Death Valley Came to me when I was tying up some loose ends and I was like yeah what the hell
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Post by OrochiGeese on Nov 29, 2020 10:41:29 GMT
Really love that spike and the rotation right after! 👏
Fitting last move before a well deserved vacation! ⛱
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Post by Fuee on Dec 24, 2020 14:58:47 GMT
beep beep it's the move truck Shooting Star Press C Sheer Drop Powerbomb/Jackknife German Suplex B German Suplex C Oni Koroshi Legsweep Complete Shot/Flatliner
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Post by Fuee on Dec 25, 2020 12:21:48 GMT
Chokeslam B Angle Chokeslam B One-Hand Angle Chokeslam And I've run into a weird issue I have no idea how to solve. I was trying to do a Dragon Suplex/Neihan combo, and it looks good in movecraft: But in ring check, the attacker is always wholly in front of the defender: Their RY positioning is equal, timing's all synced up, and rearranging parts and part priority doesn't seem to affect it at all. I feel like there's something I'm missing but I don't know what it might be
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Post by Dawnbr3ak3r on Dec 25, 2020 12:32:38 GMT
Trying to remember if there's a visual priority elsewhere that could be causing the issue. I know about the parts priority in the menu on the right side of the screen.
Perhaps I'm thinking of the setting that changes the rope visuals and that may or may not effect it.Perhaps it's the 'P' column. A, B, C and D settings dictate the visual display priority. You can try setting specific frames for the Attacker to C, maybe D - One of the two should make it so only the background parts (The leg in the back, in this case) are obscured by the Defender's body during the Full Nelson submission. If that doesn't fix the issue, then you can try adjusting the visual priority of the legs of the Defender and arms of the Attacker in the parts list. If neither of these fix the issue, perhaps copy-pasting the forms to a new move tab will fix it.
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Post by Fuee on Dec 25, 2020 13:10:44 GMT
Actually yeah, I don't think I've really messed with the P column for this one, for whatever reason That might just be what I was missing
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Post by LankyLefty17 on Dec 25, 2020 22:42:56 GMT
I would also double check the S frame alignment- I had that issue on a move and it was because the S frame needed to be later in the sequence, basically be well after the sub loop and be on
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Post by OrochiGeese on Dec 26, 2020 0:31:26 GMT
I would also double check the S frame alignment- I had that issue on a move and it was because the S frame needed to be later in the sequence, basically be well after the sub loop and be on This is exactly what happens to me 90% of the time I'm having this problem. It usually happens when I am merging two moves and forget to remove the "S" after where the "contact break" would occur in the first move. Once you keep that "S" in there, the two wrestler models won't "interact" properly any more since the game thinks the contact is broken. You only want the "S" at the very end of the move. Of course, this could still be an issue with the P column or in the individual parts columns as Dawn said. I would say that, out of all the issues I've had in Move Craft, this is the issue that regularly plagues me the most. It's also really frustrating that the move preview window doesn't show this issue and that you have to go into the test mode to try it out. Given the annoying CPU in test mode, some moves just can't be tested easily (like double team moves) and so I find it's easier to go into 1P exhibition mode with a dummy CPU edit that I have set logic to behave LOL.
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Post by OrochiGeese on Dec 26, 2020 0:35:20 GMT
Legsweep Complete Shot/Flatliner I am all about this life right here 👏 The default complete shot moves look like a happy offensive accident with so little impact. Your move is incredible and blows the defaults away. Some serious oosotogari energy in here 😄 Also love those new brutal chokeslams and the beautiful shooting star presses!!!!
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Post by Fuee on Dec 26, 2020 10:30:15 GMT
I would also double check the S frame alignment- I had that issue on a move and it was because the S frame needed to be later in the sequence, basically be well after the sub loop and be on This is exactly what happens to me 90% of the time I'm having this problem. It usually happens when I am merging two moves and forget to remove the "S" after where the "contact break" would occur in the first move. Once you keep that "S" in there, the two wrestler models won't "interact" properly any more since the game thinks the contact is broken. You only want the "S" at the very end of the move. Of course, this could still be an issue with the P column or in the individual parts columns as Dawn said. I would say that, out of all the issues I've had in Move Craft, this is the issue that regularly plagues me the most. It's also really frustrating that the move preview window doesn't show this issue and that you have to go into the test mode to try it out. Given the annoying CPU in test mode, some moves just can't be tested easily (like double team moves) and so I find it's easier to go into 1P exhibition mode with a dummy CPU edit that I have set logic to behave LOL. Well I'll be goddamned At first I was thinking that couldn't be it because I was pretty sure I hadn't made any splices at the separation point of any of the moves in it, but it turned out there was one errant S frame on the defender's side of things right before the attacker starts his flip, and now it works perfectly iono how I'd never run into that issue before. Thanks, dudes And man, speaking of the ringcheck being annoying, I usually play on 125%, so at least half the time I'm trying to check a move, my timing's all off and I just get clowned on for like half a minute before I'm used to it again >:| Hasn't changed much visually, but updated gif anyway: Dragon Suplex → Neihan
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Post by OrochiGeese on Dec 26, 2020 10:59:21 GMT
Well I'll be goddamned At first I was thinking that couldn't be it because I was pretty sure I hadn't made any splices at the separation point of any of the moves in it, but it turned out there was one errant S frame on the defender's side of things right before the attacker starts his flip, and now it works perfectly iono how I'd never run into that issue before. Thanks, dudes This used to plague me all of the time. It almost caused me to give up my Oosotogari -> Top Mount move cause attacker would always be in front of the defender for the top mount part due to the remaining "S". I'd forget to remove the "S" for the attacker and/or defender part of the library after the initial move. I can't remember how I even figured it out at first - it may have literally just been trial or error in testing every possible error out. But it's my first go-to troubleshooting strategy now when I see something like this happen. REALLY glad your Dragon Suplex -> Neihan move is working because it is beautiful 👏😭 I don't have any edits who use the dragon suplex currently but I want to change that for your move! 😁 And man, speaking of the ringcheck being annoying, I usually play on 125%, so at least half the time I'm trying to check a move, my timing's all off and I just get clowned on for like half a minute before I'm used to it again >:| I've been playing more 1P recently to set up spots for GIFS and I still get constantly clowned by that supposed jobber defender in Ring Check. He has a knack for stopping me from replicating two moves in a row. I really wish we could somehow set him to inactive but I don't think we can. That's why I find it actually more satisfying to quickly load the move on an easy to access edit and then take the testing into an exhibition match against a jobber whose logic I set. You won't get them throwing you outside the ring or irish whipping you to mess up your spacing. Also, it's almost impossible to reliably do tag team moves in ring check. You need exhibition mode.
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Post by Dawnbr3ak3r on Dec 26, 2020 12:27:46 GMT
Good to see you got the move fixed!
@geese: There's a mod in the ModPack that disables the AI of the Ringside Check dummies that you might want to check out, if you use mods.
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Post by OrochiGeese on Dec 27, 2020 0:50:38 GMT
Wow, thanks for that info! That is a REALLY good and time-saving reason for me to get the mod pack 💡
I hate the Ring Check AI. It mocks us all by existing. It's existence is a pox on our creative engine.
With DLC completely done at this point, it would be a good time for me to get the mod pack. It would just be funny if the driving reason I finally got the Mod Pack (after all the times I said I was going to then changed my mind or got distracted) was to get the Ring Check wrestler to finally stand still and do their damn job 😁
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Post by Fuee on Dec 27, 2020 9:37:45 GMT
I wouldn't be surprised if the ring check AI is the way it is so you can also check to make sure you've got the right reversal type set But man it's a real dick about it Also, a couple of cutters I forgot to post Diamond Cutter B Diamond Cutter B (back counter)
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Post by Fuee on Dec 27, 2020 21:26:45 GMT
Rolling Double German Suplex B Rolling Double Mayan Suplex B Falling Pumphandle Slam/Stretch Armstrong Pumphandle Front Powerslam/Meltdown
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