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Post by Fuee on Jul 19, 2021 9:45:47 GMT
The torque's part of it for sure, but the main thing with the last two was just trying to combine two moves with totally different positions Just a ton of busywork to make it work
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Post by OrochiGeese on Jul 20, 2021 5:20:19 GMT
Yeah, that's one of my other hang-ups 😁
If I see a move where I have to bridge two totally different move positions together, I'll often just avoid it. I've tried manipulating the body parts to be "somewhere in the middle" of the two moves and it's soo time consuming and often not that satisfying a result. So what you did here was incredible 👏
My other condition for doing moves these days is not having to reverse the directions they are facing since the shadows just get sooo messed up and it takes forever to fix them. I always get that frame toward the end where the defender just kinda doesn't fall or lie down in the correct position.
I'll only take on a direction reversal if I really really want it the finished product move.
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Post by Fuee on Jul 20, 2021 5:34:24 GMT
Oh, reversing is really easy actually. Repositioning them is entirely just flipping the RX/FX numbers from positive to negative or vice versa, like: And L to R if the frame's got a Y flag, which I always forget to do It's still tedious if you've got a lot of frames to reverse, but using the 100 or 10 digits speeds it up considerably
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Post by OrochiGeese on Jul 20, 2021 5:43:41 GMT
Oh wow, that's really helpful!!! 💡
So you just reverse the positives into negatives. And you do that for the wrestler model positions as well as the shadow positions. For some reason I have had issues doing this before. I don't know why.
I've had soooo many problems trying to do this "manually" with the shadows not lining up. I have a few moves I'd love to reverse so I will definitely give that a try. Thanks!! 😄
Do you have an updated description of what the Y flag does. I'm still a little unclear. In other words, why would reversing the positions not ordinarily require an "L to R" switch even if the Y flag wasn't set?
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Post by Fuee on Jul 20, 2021 6:08:50 GMT
The Y flag makes it so the move can be broken up, but only during the frames flagged with it. And now that I think of it, you'd also need to pay attention to U/D and the height flag if applicable, so like... if a gorilla press is broken up during the stall, and you have the defender with U and height at, say, 2, he'd snap around so he's falling on his back, and from about knee height instead of above the attacker's head. IIRC height flags go like 1-2 are shin/knee height, 3 is waist, 4-5 is chest/head, and everything is incremental above that
Of course if you don't wanna deal with that, you could always just remove the Y flags and make more of the move uninterruptible
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Post by Fuee on Jul 20, 2021 6:11:11 GMT
Also yeah, I had a rough time repositioning things for a while myself, and I think only got it when someone here pointed out the +/- thing, but I don't remember who it was or what thread Definitely one of those obvious in retrospect things, but weirdly obtuse before it's spelled out 😄
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Post by Fuee on Jul 20, 2021 7:49:07 GMT
Also also Sledgehammer B Enzui Sledgehammer B Going for more typical pro wrassly sells
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Post by OrochiGeese on Jul 20, 2021 9:46:37 GMT
Also yeah, I had a rough time repositioning things for a while myself, and I think only got it when someone here pointed out the +/- thing, but I don't remember who it was or what thread Definitely one of those obvious in retrospect things, but weirdly obtuse before it's spelled out 😄 I really wish FPW didn't keep switching the directions for the different positions in the game!! I've spent so long reversing the positions even when I somehow got it right the first try! But at least I have a clear and reliable process now thanks to you so I won't be as intimidated. It's worth brute forcing the +/- numbers for certain moves that I really want to make. Definitely easier than some of the other challenges in the mode. I still haven't tried any moves to the outside 😭 The Y flag makes it so the move can be broken up, but only during the frames flagged with it. And now that I think of it, you'd also need to pay attention to U/D and the height flag if applicable, so like... if a gorilla press is broken up during the stall, and you have the defender with U and height at, say, 2, he'd snap around so he's falling on his back, and from about knee height instead of above the attacker's head. IIRC height flags go like 1-2 are shin/knee height, 3 is waist, 4-5 is chest/head, and everything is incremental above that Of course if you don't wanna deal with that, you could always just remove the Y flags and make more of the move uninterruptible This is all REALLY helpful! 👏 Does this mean that the U/D and L/R flags don't matter at all unless the Y flag is set? Do those directional flags only inform what direction the wrestlers are when they get hit out of a move? I was painstakingly making sure that every those flags were set correctly for every animation frame: whether Y flag was set or not. The less said about my adherence to the height flags, the better. Yikes...I'm not sure I've set those for any of the moves that I've done. Luckily, most of the "cloned -> lightly modified" moves didn't really need it. My confusion during this whole discussion is really one of the main reasons that I haven't posted any moves publicly for a while. Although I've made a ton in the past 6 months, I tend to not have the patience to finish them by putting the proper "polish" with the tags. I also kind of forgot to check "vs. wrestler sizes." So I have like 50 moves but I have to go through them all to make sure there are no glitches. Since I primarily sim 1 on 1, I would have no idea if the "Y" flag wasn't set right by me since there is no one to interrupt the new moves. So I really have to check everything manually.
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Post by OrochiGeese on Jul 20, 2021 9:50:22 GMT
Also also Sledgehammer B Enzui Sledgehammer B Going for more typical pro wrassly sells Amazing impact on these!! I can even see using these as an "O" move to set up a running attack or a C2C. The back grapple one looks like it's gonna break his spine in two! 🦴 Also, apparently I'm in good company as I also made some "hammer" moves this week!! I converted the 3-man sledgehammer move into a one-man move for Front Grapple and Back Grapple. I'm making a "drummer" edit and wanted to give him part of a "drum solo" that started with the sledgehammer move. Definitely going to give him your sledgehammer move too for a single hit 🥁
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Post by Fuee on Jul 20, 2021 11:10:42 GMT
I still haven't tried any moves to the outside 😭 Those can be a real pain for sure, BUT I think the biggest thing to watch for there is that when a dude's standing on the outside, their shadow should be about waist-high instead of under their feet because the shadow is always at ring mat height. It makes positioning rough when they're in any other position, but I think a trick you can possibly try is to temporarily mark every frame with the A flag and set a small hitbox in the center of the shadow, and then turn on whatever option it is in config that displays a static image of a standing defender touching the hitbox. I think that'd give you a sort of approximate marker for where the dude you're trying to position should be Does this mean that the U/D and L/R flags don't matter at all unless the Y flag is set? Do those directional flags only inform what direction the wrestlers are when they get hit out of a move? I was painstakingly making sure that every those flags were set correctly for every animation frame: whether Y flag was set or not. I... don't know for sure, but I think so. I forget to even look at them so often and never have dudes ending moves in the wrong direction from that The only time I can think of where it was really necessary was the Cactus Clothesline recently - in that, the defender tumbles out of the ring by position because the grapple 2-step move type apparently won't let the defender end the move outside of the ring any other way. The L/R flags came into play there because the tumble animation is different depending on which way the flags say they're facing; the animation ends with the defender standing, facing right, and that would've had them take a nasty neck bump that really didn't fit the move, so I switched the final frame's flag to L and now they land on their feet and kind of whirl a bit and fall down; if you pause the game during it and hold triangle (or whatever the frame-by-frame button is for you), you'll even see him snap to facing the wrong direction for one frame after he lands. Fortunately, that animation's quick enough that I don't think it's greatly noticeable unless you're looking for it Anyway, short answer: outside of the Y flag, I think it only matters on the final frame(s) of a move if you have either of the edits involved able to ring-out by position The less said about my adherence to the height flags, the better. Yikes...I'm not sure I've set those for any of the moves that I've done. Luckily, most of the "cloned -> lightly modified" moves didn't really need it. My confusion during this whole discussion is really one of the main reasons that I haven't posted any moves publicly for a while. Although I've made a ton in the past 6 months, I tend to not have the patience to finish them by putting the proper "polish" with the tags. I also kind of forgot to check "vs. wrestler sizes." So I have like 50 moves but I have to go through them all to make sure there are no glitches. Since I primarily sim 1 on 1, I would have no idea if the "Y" flag wasn't set right by me since there is no one to interrupt the new moves. So I really have to check everything manually. Oh dude I'm the same way. I keep thinking I need to go back through all of my moves and check height flags, vs sizes, all that stuff and fix it if need be Fortunately the height thing doesn't seem to be something that comes up a ton in matches, though, and from what I have checked, it doesn't seem like the different sizes really get janked up unless you're doing something wacky, like having dudes spit hands because the hand is going to be mist. As long as their parts are fairly reasonably placed in relation to others, the game seems pretty good about following along. Some weapons seem to be bugged, though, like the fork will only be in the right place for one size no matter how much I try to fix it. I think Dawnbreaker's had the same issue with it, too
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Post by Dawnbr3ak3r on Jul 20, 2021 17:21:50 GMT
Yeah, weapon moves are a lot of patience, trial and error to get to work properly. I don't like working on those kind of moves.
What's the chance of getting a Double Sledge Attack in the vein of Ivan Putski?
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Post by Fuee on Jul 20, 2021 22:45:28 GMT
Isn't the blazing chop pretty much just that?
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Post by Fuee on Jul 22, 2021 13:44:38 GMT
Rolling Kneedrop (running) '' (head face up) '' (head face down)
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Post by Staubhold on Jul 22, 2021 21:19:22 GMT
Rolling Kneedrop (running)
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Post by Fuee on Jul 23, 2021 1:36:16 GMT
Went back and made the stall less of a crane pose Lariat → Bulldog Bulldozer Lariat - pretty much just the stomping lariat if the dude just ran the other dude over instead of switching animations on contact
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