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Post by OrochiGeese on Jul 4, 2020 7:47:14 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 Yeah, the possibilities are endless 💡 With Parts and Move Crafts, Fire Pro has finally evolved to be what we always knew it could be: A canvas for all pro wrestling creativity. Now our dream matches can look and move almost completely authentically: 8-Bit Star Man from Pro Wrestling vs. 16-bit Gunloc from Slam Masters is a reality now.
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Post by Dawnbr3ak3r on Jul 4, 2020 10:02:59 GMT
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Post by gonzalez on Jul 4, 2020 11:53:00 GMT
So somebody can re-create the LJN Royal Rumble/RAW two handed serial killer choke?
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Post by invader3k on Jul 4, 2020 15:14:15 GMT
So somebody can re-create the LJN Royal Rumble/RAW two handed serial killer choke? Probably. I don't see why it wouldn't be possible. There is already a standing choke in the game. Would just have to be modified to keep the attacked wrestler up and sort of have them struggle back and forth.
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Post by QueenNemma on Jul 4, 2020 23:20:50 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 I would pee myself if a WWF RAW moveset happened. I love that finger-crippling masher.
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Post by SonnyBone on Jul 5, 2020 0:14:20 GMT
Animation on this isn't great but I saw it while browsering twitter and immediately thought of being able to use parts of the ring/arena that I haven't before...
Like the guardrail, timekeeper table, etc... it's gonna be arena based moves though so you'd need different versions of your edits based on the arena you choose... but could be awesome for big shows with a big crazy spot that you never see in another arena...
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Post by QueenNemma on Jul 5, 2020 0:30:42 GMT
Any workarounds for using more than 2 body parts? I got the idea to combine hands for certain taunts to shape them, but it won't load parts in red...
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Deleted Member
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Post by Deleted on Jul 5, 2020 6:49:35 GMT
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Post by Dawnbr3ak3r on Jul 5, 2020 7:35:00 GMT
I intended to only make an O'Connor Roll Release/Throwing Suplex, but wound up making a Thrust Dropkick that could Ring Out if the conditions are met. This sequence is 100% perfect conditions set up through Logic.
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Post by OrochiGeese on Jul 5, 2020 8:05:12 GMT
I saw his RYO/Art of Fighting moves a few nights ago and am super impressed! Can't believe he can pull off that specific move though 😲 These are awesome and I downloaded them a few minutes ago. Those submissions are especially great! I intended to only make an O'Connor Roll Release/Throwing Suplex, but wound up making a Thrust Dropkick that could Ring Out if the conditions are met. This sequence is 100% perfect conditions set up through Logic. Wow, I love the O'Connor Roll Throwing Suplex move! Sooo smooth! And the Thrust Dropkick to outside opens up so many options! I haven't made a move that can Ring Out yet. Aside from the LM setting in the + menu of the animation menu, is there anything else that you had to do to make this move capable of doing this? Did you do anything with the animation of the defender who falls out of the ring? Animation on this isn't great but I saw it while browsering twitter and immediately thought of being able to use parts of the ring/arena that I haven't before... Like the guardrail, timekeeper table, etc... it's gonna be arena based moves though so you'd need different versions of your edits based on the arena you choose... but could be awesome for big shows with a big crazy spot that you never see in another arena... Holy sh*t at this entire spot but I am l stunned at the complete "vertical camera angle" of the dive at the end. I don't recall ever having seen that kind of thing in Fire Pro, not to outside opponents. It looks awesome here! I was working on an avalanche corner move earlier this week where attacker lifts the opponent and stands on the little area to the left of the top turnbuckle. But he pulled it off much smoother than me.
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Post by Dawnbr3ak3r on Jul 5, 2020 8:33:42 GMT
Wow, I love the O'Connor Roll Throwing Suplex move! Sooo smooth! And the Thrust Dropkick to outside opens up so many options! I haven't made a move that can Ring Out yet. Aside from the LM setting in the + menu of the animation menu, is there anything else that you had to do to make this move capable of doing this? Did you do anything with the animation of the defender who falls out of the ring? I altered the RX values of the Defender on the last few frames so they'd land closer to the ropes. This is what I have it set to for the + options:
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Post by OrochiGeese on Jul 5, 2020 9:00:08 GMT
Cool, thanks!
I didn't realize you had to set both "18" for AS and also "1" for AE to have a wrestler get up dizzy afterward.
But I'm glad you don't have to set a specific "falling outside" animation or mess around with the "R" rope priority setting.
Did you have to change the "r" setting defining whether move is inside or outside the ring?
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Post by Dawnbr3ak3r on Jul 5, 2020 9:22:35 GMT
Cool, thanks! I didn't realize you had to set both "18" for AS and also "1" for AE to have a wrestler get up dizzy afterward. But I'm glad you don't have to set a specific "falling outside" animation or mess around with the "R" rope priority setting. Did you have to change the "r" setting defining whether move is inside or outside the ring? The dizzy effect is so the attacker has time to do a dive to the defender on the outside. It's more of a failsafe, if anything. I didn't mess with any other settings outside of the RX settings.
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Post by Dawnbr3ak3r on Jul 5, 2020 9:32:17 GMT
I've seen quite a few teleporting moves on Twitter and in Discord and was wondering how people are doing the flickering fade-in/fade-out effect.
My guess is that it's placing empty frames in between attack/taunt frames to create the effect. I'd like to be able to do that for one of my supernatural edits to create a possession type move.
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Post by OrochiGeese on Jul 5, 2020 9:48:28 GMT
The dizzy effect is so the attack has time to do a dive to the defender on the outside. It's more of a failsafe, if anything. Ahhh, that makes sense. Good idea to make that happen. Speaking of failsafes, can you set anything in the move to make sure the opponent stays down longer? From what I've heard, and experienced, you aren't supposed to set the final frame for longer than 1 second. If you do that, the attacker won't be able to pin or interact with the defender at all. I didn't mess with any other settings outside of the RX settings. That's a relief to know that you didn't have to mess with the animations itself. I've seen quite a few teleporting moves on Twitter and in Discord and was wondering how people are doing the flickering fade-in/fade-out effect. My guess is that it's placing empty frames in between attack/taunt frames to create the effect. Yeah, I think you use empty attacker frames to create that effect. And if you're going for kind of a trippy Akuma-style teleport, you can alternate empty frames with regular frames showing what the animation looks like. I kinda did this by accident a few times 😁 I'd like to be able to do that for one of my supernatural edits to create a possession type move. Last night I was also thinking of supernatural moves!!!! I love your idea of a possession move. Maybe a magic spell -> possession -> "stop hitting yourself" 😁 Too bad we can't have an edit take possession of another in a Battle Royale to shore up their numbers!
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