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Post by OrochiGeese on Jul 3, 2020 5:38:19 GMT
Two versions of the Cthulhu Clutch, a chickenwing sleeper with body triangle. WOW! Those are both awesome and I especially like the back grapple one. They are both really smooth! These are the ones both Kathy Queen and William King uses, and the last ones that Queen will be using so I can update her on the workship. (BTW OrochiGeese that means I updated Queen on the workshop)
Woo, just checked and she's updated!! 😎 Robin: "So, when do I get my custom moves!! Geese already got 5 STO variants!" *stamps feet*Geese: "No whining." *Robin stamps on Geese's feet*
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Jul 3, 2020 8:32:29 GMT
Quan Chi's Famous Leg Rip is now finished and on Steam. The final result is great.
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Post by OrochiGeese on Jul 3, 2020 10:35:47 GMT
I just edited a wrestler to include one of my created moves as their finisher.
I tried to upload it to the workshop and it said:
"Item contains unsubscribed move data"
I then subscribed to my own move, equipped that version, and then the upload worked 🤷♂️
So does that mean we need to have duplicates of all of our moves in the game? One in blue and one in green?
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Post by Dawnbr3ak3r on Jul 3, 2020 11:06:53 GMT
I just edited a wrestler to include one of my created moves as their finisher. I tried to upload it to the workshop and it said: "Item contains unsubscribed move data" I then subscribed to my own move, equipped that version, and then the upload worked 🤷♂️ So does that mean we need to have duplicates of all of our moves in the game? One in blue and one in green? It's really dumb, but yes. I'm not sure if the ModPack can bypass this, but it's worth checking into.
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Post by OrochiGeese on Jul 3, 2020 11:36:59 GMT
It's so dumb. Not only is it inconvenient, but it means I have to have doubles of each move!! That's redundant as hell and just mucks up the move selection screen on edits even more.
On the plus side, I've found a good usage for that "pause menu -> hold "S" button" tactic that I never got much use of before Move Craft. Turns out that it's great for slow motion to check out each individual frame of a move in a match! It's not always so easy to tell if the move is connecting properly by just watching it normally. But slowing it down allows you to see if the contact is proper as well as check out how each frame looks.
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Post by October Raven on Jul 3, 2020 12:00:22 GMT
Two versions of the Cthulhu Clutch, a chickenwing sleeper with body triangle. WOW! Those are both awesome and I especially like the back grapple one. They are both really smooth! These are the ones both Kathy Queen and William King uses, and the last ones that Queen will be using so I can update her on the workship. (BTW OrochiGeese that means I updated Queen on the workshop)
Woo, just checked and she's updated!! 😎 Robin: "So, when do I get my custom moves!! Geese already got 5 STO variants!" *stamps feet*Geese: "No whining." *Robin stamps on Geese's feet*To be fair, these were relatively simple to make. The back grapple is pretty much just the crossface chickenwing but with a body triangle added, and the other is an altered choke sleeper with a body triangle and arm placement changed. I also made slight (still balanced) changes to damage values to reflect that it's a chokehold and one's that's fairly over in-universe.
Personally I don't like that the hooked arm is different in each of them but since the one that's less accurate (ie how a cartoid choke is normally applied) is the rear grapple one and it'd probably look worse with the correct positioning it really can't be helped.
I'm also going to do a face up version which will probably be more difficult as it'll involve transitioning from seated, but Queen doesn't have that one in her moveset anyway. It'll probably take me two sessions just to get it down (I do these during NXT and AEW so I can stop and watch the TV when something really interesting happens).
Fortunately King's other move should be a bit simpler to do.
Also I just realized there's a couple Corey O'Brian moves I want to make. Three if I decide to give him the Figure 4 Stump Puller he used on Agent 1.
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Post by OrochiGeese on Jul 3, 2020 12:25:43 GMT
To be fair, these were relatively simple to make. The back grapple is pretty much just the crossface chickenwing but with a body triangle added, and the other is an altered choke sleeper with a body triangle and arm placement changed. I also made slight (still balanced) changes to damage values to reflect that it's a chokehold and one's that's fairly over in-universe. The body triangles really add a ton to the visual of it and may not have been that easy to make either! Personally I don't like that the hooked arm is different in each of them but since the one that's less accurate (ie how a cartoid choke is normally applied) is the rear grapple one and it'd probably look worse with the correct positioning it really can't be helped. Yeah, I think the arm has to be at least a little different due to the different positions. I think that it's a better strategy to make the move look as good as it can for each specific position rather than shoehorning the same grip in just so the two moves look the same. We can fill in the rest with our imagination. I'm also going to do a face up version which will probably be more difficult as it'll involve transitioning from seated, but Queen doesn't have that one in her moveset anyway. It'll probably take me two sessions just to get it down A face up version will probably look more like the back grapple one but will be hard to pull off that initial transition. I like the idea very much though! Also I just realized there's a couple Corey O'Brian moves I want to make. Three if I decide to give him the Figure 4 Stump Puller he used on Agent 1. Agent 1: "...it's just cruel to make that now." 😁 I've been making a few variations of the original oosotogari for Geese but I'm not sure which one I want to use for him going forward. Also working on another big move for him 😎
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Post by Senator Phillips on Jul 3, 2020 16:13:17 GMT
I just edited a wrestler to include one of my created moves as their finisher. I tried to upload it to the workshop and it said: "Item contains unsubscribed move data" I then subscribed to my own move, equipped that version, and then the upload worked 🤷♂️ So does that mean we need to have duplicates of all of our moves in the game? One in blue and one in green? There's a better way. Go ahead, download the move, and use it to upload, then replace it with the local version and unsubscribe. It's some extra work, but keeps you from storing duplicates.
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Post by OrochiGeese on Jul 4, 2020 0:15:27 GMT
I just edited a wrestler to include one of my created moves as their finisher. I tried to upload it to the workshop and it said: "Item contains unsubscribed move data" I then subscribed to my own move, equipped that version, and then the upload worked 🤷♂️ So does that mean we need to have duplicates of all of our moves in the game? One in blue and one in green? There's a better way. Go ahead, download the move, and use it to upload, then replace it with the local version and unsubscribe. It's some extra work, but keeps you from storing duplicates. Oh wow! That is great news! 💡 Would I have to resubscribe and choose the move again if I want to upload the edit again?
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Post by Senator Phillips on Jul 4, 2020 0:21:31 GMT
There's a better way. Go ahead, download the move, and use it to upload, then replace it with the local version and unsubscribe. It's some extra work, but keeps you from storing duplicates. Oh wow! That is great news! 💡 Would I have to resubscribe and choose the move again if I want to upload the edit again? Yep, you would, but it's not that big of a deal unless you're pulling a Senator and making ten tweaks and uploads of the same edit within an hour.
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Post by OrochiGeese on Jul 4, 2020 1:02:10 GMT
Oh wow! That is great news! 💡 Would I have to resubscribe and choose the move again if I want to upload the edit again? Yep, you would, but it's not that big of a deal unless you're pulling a Senator and making ten tweaks and uploads of the same edit within an hour. You just described exactly what I do too 😁 I edit, upload, sim, re-edit, re-upload, rinse & repeat throughout a night of working on edits! I've lost too many edits and improvements to game crashes so I don't chance losing any work that may help. I think maybe what I'll do is keep the subscribed moves on the edit until I feel they are at a place where I won't need to update them much. It feels a bit simpler this way even if its unwieldy with the duplicates.
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wepner
Steel Johnson
Posts: 144
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Post by wepner on Jul 4, 2020 2:17:11 GMT
I'm just starting out on movecraft and figured I'd never really be able to make anything but this turned out pretty solid for an afternoon of work. No custom frames or anything fancy like that but it gets the job done and fits an edit of mine really well.
Btw how much damage should you give a move I have no context for how much a 1 or whatever really means to spirit or a certain body part (you know the one I mean). If I started with an airplane spin does it default to that much damage or what?
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Post by IamAres on Jul 4, 2020 4:09:38 GMT
I'm just starting out on movecraft and figured I'd never really be able to make anything but this turned out pretty solid for an afternoon of work. No custom frames or anything fancy like that but it gets the job done and fits an edit of mine really well. Btw how much damage should you give a move I have no context for how much a 1 or whatever really means to spirit or a certain body part (you know the one I mean). If I started with an airplane spin does it default to that much damage or what? That looks pretty solid! The thing I would tell you for damage is to think about the "main" part of the move and use that as a base. So like, if you saw that move in a match, you'd probably assume the damage came from the Canadian rocky buster part, so I'd look at that move's stats - just pull it up again if you don't still have it loaded - and basically use the stats from that as a baseline. You could add a couple points of spirit/breath damage to account for having been airplane spun first. I couldn't see all of the "animation list" menu, but do you have it looping like a submission, like the default airplane spin? Or did you take the loops out and copy and paste a few loops manually, making it a slam with a long animation in front? Two reasons: one, if you left it looped like a submission, they WILL stand up as soon as it's over like with the default airplane spin, giant swing, etc. It'll act just like the airplane spin does now, with the slam after being basically a visual effect. Two, if it's NOT a loop, all those damage numbers, etc. will be for one time. If it IS a loop, all those numbers will be the damage that happens each time it loops. That's why slams do like 20 damage and submissions do like 2. If you set a guy to take Canadian rocky buster-level damage ON EACH LOOP, you're gonna be axe murdering some people (they'll still pop up after though). As far as baselines, I know there are data sheets out there for R, and a spreadsheet for World, with all those values. If you haven't found anything before then, I can link you that spreadsheet when I'm back at my computer. You can also look up individual moves in Move Craft - all their info is under "status." But a super, super general-rule breakdown is that light grapples tend to do around 10 health damage, very little spirit. Medium grapples tend to do between 15-20. Large grapples tend to do 25-30, and maybe half that in spirit. Submissions do far less, usually 1-2 health and spirit, and about double that for a body part it affects (remember with submissions, this is per loop). I don't think there's any move in the base game that does over 40 damage. Again, that's super general and off the top of my head, but it's a rough starting point if you were wondering if like, 50 damage is average.
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Post by OrochiGeese on Jul 4, 2020 6:26:07 GMT
Wow, Wepner!! That looks great for any attempt at a move, especially your first one! 😲
Really like the concept and how smooth it is!
Ares, that is very helpful information about submissions and the general damage numbers for each category 💡
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Post by fullMETAL on Jul 4, 2020 6:55:20 GMT
Oh my god, it just hit me for real when I saw Wep's Amazon av in this custom moves thread and realized that it would be possible to perfectly port classic wrestling games to Fire Pro now. Like, 2-frame Pro Wrestling and Tecmo World Wrestling moves on 8-bit custom sprites, the weirdly-smooth LJN WWF games' moves on 16-bit sprites, and Slam Masters, classic games!
:O :O :O :O :O
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