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Post by OrochiGeese on Jul 10, 2020 3:31:00 GMT
And now with William King's moves complete (and King himself updated accordingly), I'm going to change gears a bit, making strikes designed for jobbers with massive self-damage to help them job faster EDIT TO AVOID TRIPLE POST: steamcommunity.com/sharedfiles/filedetails/?id=2160651358 <- The Jobber chop. Not gonna bother with a video for this. It's a chop without the sell animation. Will make a sell animation version if people want it. A bit experimental, as I gave it absurd amounts of self damage (100 Stam/100 Spirit, for reference the Burning Hammer does 33 Stam) Dunwich Horror looks awesome! I love the delay in the air to really build to that impact!! Also love the face up Cthulhu Clutch! It may be my favorite version out of all of them actually 👏 If you made a sell animation for the jobber chop, would it be the jobber selling it? Like holding their arm and grimacing? Or would it be the defender selling it by shrugging? Love how the damage exceeds Burning Hammer 😁
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Post by Dawnbr3ak3r on Jul 10, 2020 3:38:36 GMT
Per my last post about Counter Forms:
https://www.reddit.com/r/firepro/comments/hiaac9/default_forms_list_handy_resource_for_move/
View shared this in the FP2 Discord.
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Post by Dawnbr3ak3r on Jul 10, 2020 10:07:30 GMT
Do you like magic? What about Hip Swinging? Would Kazuo Saji be into it? Perhaps. I had to remake this because I *really* really screwed it up the first time I tried to make it work. The second time around, I started with an Eye Rake (To differentiate between this one and the Possession) and it continues into the Rattle Performance from the default Spell animation (Since I really don't like Ninjutsu-esque attack opener for it), which then puts a spell on the opponent, forcing them into a Hip Swing loop. I wasn't able to test out the damage, but I attached the damage form to the Eye Poke itself. This one isn't a submission like the Possession is. It's three loops and then ends. I also really like the Shocked! Taunt animation at the end. I gave it the Stumble flag until I can reliably troubleshoot why the defender springs back to their feet instantly. I'm debating creating some sort of floaty magic grapple if I can fit it into her move-set, but for now, this, Possession, and the Phase Shift Bronco Buster will do.
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Post by OrochiGeese on Jul 10, 2020 10:47:49 GMT
Do you like magic? What about Hip Swinging? Would Kazuo Saji be into it? Perhaps. Saji: "Hip swinging is magic. Totes subscribing to this." which then puts a spell on the opponent, forcing them into a Hip Swing loop. I wasn't able to test out the damage, but I attached the damage form to the Eye Poke itself. This one isn't a submission like the Possession is. It's three loops and then ends. So when you say it isn't a submission, do you just mean that they can't give up? Do you have the submission flags set but made it so they can't actually submit? Or did you actually set the loops in the Settings menu? I haven't messed around with a Loop yet. I also really like the Shocked! Taunt animation at the end. I gave it the Stumble flag until I can reliably troubleshoot why the defender springs back to their feet instantly. Shocked! Taunt totally brought this home 😁 Stumble flag makes sense for what happened too. They are so confused then just collapse. I'm debating creating some sort of floaty magic grapple if I can fit it into her move-set, but for now, this, Possession, and the Phase Shift Bronco Buster will do. Does a robust argument truly exist against creating a floaty magic grapple if one can? 😁
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Post by Dawnbr3ak3r on Jul 10, 2020 10:52:39 GMT
So when you say it isn't a submission, do you just mean that they can't give up? Do you have the submission flags set but made it so they can't actually submit? Or did you actually set the loops in the Settings menu? I haven't messed around with a Loop yet. I looped it by duplicating the Hip Swing Taunt enough times to match the amount of frames of the Rattle loop. There was still some empty frames left over, so I filled them with the Shocked! Taunt and it worked out perfectly. I had to add one or two frames at the beginning and end, but it works, so I'm not gonna complain. I opted to do it this way because the Rattle loop isn't really a perfect loop and there's a *ton* of frames on the Rattle loop. The move, as it stands, lasts almost a full 10-real-time seconds.
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Post by October Raven on Jul 10, 2020 12:36:24 GMT
And now with William King's moves complete (and King himself updated accordingly), I'm going to change gears a bit, making strikes designed for jobbers with massive self-damage to help them job faster EDIT TO AVOID TRIPLE POST: steamcommunity.com/sharedfiles/filedetails/?id=2160651358 <- The Jobber chop. Not gonna bother with a video for this. It's a chop without the sell animation. Will make a sell animation version if people want it. A bit experimental, as I gave it absurd amounts of self damage (100 Stam/100 Spirit, for reference the Burning Hammer does 33 Stam) Dunwich Horror looks awesome! I love the delay in the air to really build to that impact!! Also love the face up Cthulhu Clutch! It may be my favorite version out of all of them actually 👏 If you made a sell animation for the jobber chop, would it be the jobber selling it? Like holding their arm and grimacing? Or would it be the defender selling it by shrugging? Love how the damage exceeds Burning Hammer 😁 Nah, nothing like that. I meant just doing a chop with the normal sell animation. Though TBF, that's not really anything anyone else couldn't do, just mod the damage values.
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Post by superlobo on Jul 10, 2020 15:04:43 GMT
Does anybody have any pointers on how to make "Grapple Movement" work? I tried to pattern my move after the back grapple PK, but for some reason my guy will just continuously run the ropes instead going for the kick. I don't think I'm missing any flags and I'm out of ideas on how to fix it.
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Post by Dawnbr3ak3r on Jul 10, 2020 15:12:14 GMT
Does anybody have any pointers on how to make "Grapple Movement" work? I tried to pattern my move after the back grapple PK, but for some reason my guy will just continuously run the ropes instead going for the kick. I don't think I'm missing any flags and I'm out of ideas on how to fix it. Maybe check the Superstar Elbow's flags, perhaps the Lightning Speed too. I don't have experience with Running Grapples like these yet so I can't help anymore than that. Perhaps one of the toggles in the settings on the left-hand menu could help. There's stuff like "Run to Ropes" and other things like that.
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Post by ligerbear on Jul 10, 2020 16:10:37 GMT
hey there was a new patch?
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Post by Senator Phillips on Jul 10, 2020 17:37:53 GMT
I can confirm the new patch fixed the problem with the custom moves in small and medium not being available in larger move categories. This is extremely useful.
Do be sure to re-register the moves, so they can function as such.
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Post by October Raven on Jul 10, 2020 23:20:44 GMT
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Post by superlobo on Jul 10, 2020 23:22:26 GMT
Does anybody have any pointers on how to make "Grapple Movement" work? I tried to pattern my move after the back grapple PK, but for some reason my guy will just continuously run the ropes instead going for the kick. I don't think I'm missing any flags and I'm out of ideas on how to fix it. Maybe check the Superstar Elbow's flags, perhaps the Lightning Speed too. I don't have experience with Running Grapples like these yet so I can't help anymore than that. Perhaps one of the toggles in the settings on the left-hand menu could help. There's stuff like "Run to Ropes" and other things like that. Thanks but I figured out the problem. Turns out the start distance was set the zero the entire time which makes it impossible for these type of moves to work. Lesson learned I guess.
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Post by Sinoble on Jul 11, 2020 0:22:16 GMT
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Post by OrochiGeese on Jul 11, 2020 6:35:19 GMT
Any idea why a K flag isn't triggering an audience reaction to a move? I have two moves that are similar but the timing is slightly different between offensive and defensive frames. I'm thinking maybe the K flag is somehow not triggering as a result of that. Maybe it's a voice sample thing? If you made a sell animation for the jobber chop, would it be the jobber selling it? Like holding their arm and grimacing? Or would it be the defender selling it by shrugging? Love how the damage exceeds Burning Hammer 😁 Nah, nothing like that. I meant just doing a chop with the normal sell animation. Though TBF, that's not really anything anyone else couldn't do, just mod the damage values. Ahh, I see, thanks for the explanation 💡 And glad to see some new jobber moves uploaded! So when you say it isn't a submission, do you just mean that they can't give up? Do you have the submission flags set but made it so they can't actually submit? Or did you actually set the loops in the Settings menu? I haven't messed around with a Loop yet. I looped it by duplicating the Hip Swing Taunt enough times to match the amount of frames of the Rattle loop. There was still some empty frames left over, so I filled them with the Shocked! Taunt and it worked out perfectly. I had to add one or two frames at the beginning and end, but it works, so I'm not gonna complain. I opted to do it this way because the Rattle loop isn't really a perfect loop and there's a *ton* of frames on the Rattle loop. The move, as it stands, lasts almost a full 10-real-time seconds. So you didn't use the "Number of Animated Loops" section in the Settings menu then? I have no idea how to use that setting so I was curious if you used that there. Looks like you just added/duplicated the loops within the animation list itself rather than in the settings menu. And it sounds like you did it just so the offensive and defensive libraries would match up with each other. That has been one of my biggest challenges recently and is causing all types of difficulty for some of my weirder concept like moves 😟 Welcome to the C!C 👋😄 What a great first post too, showering us with gifts upon your entrance 🎁 All 3 are great but super WOW at that Hell Smasher!!!!! I absolutely love that move 👏 Is that based on a real life wrestler or did you make that one up? In either case, it's animated perfectly and has a ton of impact. I love the angle of the bump too.
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Post by Dawnbr3ak3r on Jul 11, 2020 9:09:43 GMT
So you didn't use the "Number of Animated Loops" section in the Settings menu then? I have no idea how to use that setting so I was curious if you used that there. Looks like you just added/duplicated the loops within the animation list itself rather than in the settings menu. And it sounds like you did it just so the offensive and defensive libraries would match up with each other. That has been one of my biggest challenges recently and is causing all types of difficulty for some of my weirder concept like moves 😟 Define the submission loop, then assign the number of loops in the Status Menu. Then, if desired, define if it should check for a submission or not. I think the K flag defines if the wrestler's voice activates or not. Don't quote me on it as I'm not entirely sure and just kinda spit-balling. Crowd reaction is tied to a Status setting.
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