Jump to content

Sean O'Game

The Donators
  • Posts

    1,802
  • Joined

  • Last visited

Posts posted by Sean O'Game

  1. So now that I've gotten the game and had a little time to sit and play it, I am enjoying it for the most part! But, uh... Just a quick question. 

    What are people's suggested scenarios? Someone sent me a gigantic mega pack of a ton of AAW scenarios, and they're okay, but they kind of uh... They kind of feel like the old EWR RaveX databases, if you know what I mean. Is there some other good scenarios I should be looking for, or is AAW the standard?

  2. On 08/06/2021 at 16:52, OctoberRaven said:

    Yeah, all together it's 200ish USD. But it's worth it, the only thing I'd skip on is Parts Craft unless you're going to be making dudes with custom parts, though IDK if you need that to download people with custom parts or not. Maybe?

    You do. So Parts Craft is basically mandatory on PS4 if you plan to download edits, since most of the quality PS4 makers updated their edits to use custom parts.

  3. 3 minutes ago, Ms. Christmas Drag said:

    So genuine question, what are the consequences of using someone else's mod as a base for your own?

    The consequences are being a right cunt.

    No, really, I'm not even sure if we technically have a rule on EWB to handle this. Even if we did, the worst that could happen is deletion and a possible ban... But nothing stops you from hosting the mod elsewhere in that case.

    Like, realistically, the fuck is Genadi gonna do? Sue someone? Over something he has zero claim of ownership to?

    He needs to get off his high horse. The Mod Squad has been a leech off TEW16 since the start. All it's done is intimidate potential new mod makers into not bothering out of fear of reprisal or crossing the big bad Mod Squad.

    It takes three seconds for asking permission to use something as a base. Even I've done it in the past. Usually, unless you're Genadi, they're going to say yes anyways as long as your project isn't literally just their own.

    If Genadi and the Mod Squad really cared about the community, they wouldn't be making trailers for their mods. They wouldn't be spending years on their mods. They'd be making bases for new mod makers to spring up from, like I suggested we do. They'd be making resources to prop up the community and encourage new mod makers to undertake the task, and make the barrier to entry less steep for those inexperienced. But, no. Instead, they're the ones making all the mods and keeping it within their own territory, and refusing to allow their work as a base if the mod would compete with their own.

    They aren't the plucky young indie team  getting crushed by the big dogs. They're Activision-Blizzard.

    • Like 1
  4. No, it wasn't a baseless accusation, technically. The entire Mod Squad is incredibly Anti-EWB tbh, having been a member, so Genadi's statement is technically 'based' on the concept he's decided on that EWB is incredibly childish and elitist. <_<

    I hear people mentioning a collaborative group effort and I just wanna say, I'd be down for it. I kind of like the idea of pooling together to create like, a community resource pack of sort. Locations, match types, etc. Something that can easily be imported to help streamline some of the work for potential mod makers.

    • Like 1
  5. So I might be in an odd position in this debate where I can provide a little insight others might not be able to, as I worked with the Mod Squad for a period of time and can attest to their inner workings.

    The majority of the group is quite... Anti-Adam to say the least. They do not like him or his methods, which is their right I suppose. However, it is important to note that the group has a tendency to be very much their way or the highway as a whole. Well, rather, their leader Genadi does. He's very much the type that does not easily change from his initial opinion, and will stubbornly stick to it even if it's not the best for the group or mod in question. He also is apparently best mates with Meltzer and emails him often, so make of that what you will.

    The Mod Squad was a good concept in theory, starting off. A group of the better mod makers working together to get things done much quicker, and put out quality mods for the community. The problem is, internally, not only is there very little actual support for the mod scene outside of their own bubble, they have a tendency to not even help their own outside of the core mod makers.

    Case in point, I had wanted to branch out and make a 1998 mod... Instead, Art Of War was made for 1998 by Genadi. A project I was given no indication existed even as a member, and I was subsequently told to just do another year. The result being an unfinished mod where I not only had no assistance in finding resources (half of the benefit of the Mod Squad), but they also handed the same year to another member as well... Likely knowing neither of us would finish, as neither of us was given any real support. Hell, as far as the GDS forums go, the whole reason they started Wrestling Nexus in the first place was to try to usurp the GDS forums due to distaste for the state of it.

    From all my dealings with the Mod Squad, it's left me incredibly jaded on the entire concept of mods being Freeware or not. By nature, I'd say no. Permission should be needed from the original mod makers as a matter of respect. If permission is not granted, prune the thread/mod from the forum. Nothing stops them from distributing it in other places but... that's neither here nor there.

    The problem comes in, in my mind, what do you do when the original mod maker is incredibly disrespectful themselves? When they want to show no respect towards their own community, why should they be afforded respect themselves?

    In the end, C-Mil put it best though. If you're so anti-sharing you'd object to someone using your work as a base, you probably shouldn't be sharing said work in the first place. It's highly custom mods for a title where high customization is the main drawing point. You have no actual legal rights to your 'product' in this case, so it comes down to a matter of ethics and nothing more. If you're so protective of your 'work' in a game so heavily hinged on customization, don't share your work in the first place.

  6. Horde or Alliance? I have a 120 Mage on Horde side if you need a DPS, and as long as we're same faction we can still instance together no matter the realm iirc. (I know I instanced with a friend from Moon Guard while in a Hyjal character)

  7. 9 hours ago, ChrisSteeleAteMyHamster said:

    I loved Crash 1. Completed it on PS1 and PSP. I hear the controls are different for the PS4 version (using the 2 and 3 controls) which makes some of the Crash 1 levels horribly difficult.

    Actually, I know the levels you're talking about, and that's not an inherent controls issue with Crash 1. All three of the games use one new, unified physics engine which is the cause of the issues in all three games. Especially introducing jump sensitivity and the new hitbox (Which is now a pill instead of a circle) to Crash 1 levels where the level design is not made or adjusted to it.

    I love the original Crash 1 and have 100%'d it several times on virtually every console it's been put out on, even if I think it's objectively horrid from a design standpoint. Once you take some time to adjust and learn the physics of the remakes, NST Crash 1 easily becomes the definitive Crash 1 even with its glaring flaws. Although that's not hard considering it adds a proper saving system, and changed the rules for getting clear gems. 

  8. 3 hours ago, Christmas said:

    I love my oldest son, he’s a sweet and thoughtful little boy that wanted to surprise me with a game for Christmas. He picked out Crash Bandicoot because we could play it together and it was kid friendly. 

    OH MY GOD I FUCKING HATE THIS GAME. This thing is the biggest piece of fucking trash ever. A potentially fun platform game is spoiled by being ridiculously hard, having poor controls, and just generally being the least user friendly gaming experience I’ve ever seen. 

    But my kid likes it even if we can barely get through half a stage.

    Try to track down Crash 2 or Crash 3, unless you have a PS4 in which case shoot for the N Sane Trilogy, which fixes half the issues with Crash 1 and includes 2 and 3.

    While the original Crash trilogy is my childhood and I love it, OG Crash 1 is the drizzling shits. 2 and 3 do everything better.

    • Like 1
  9. Okay! I got the confirmation I needed, and am going to start work on an Edit guide in the next few days! But first, I'm giving an early warning to all Edit Makers here.

    The defensive parameters section is HEAVILY mistranslated in English for three important stats. Power should be Aerial (Defense against high flying moves), Agility should be 'Crushing' (Defense against moves that use the opponent's body weight), and Arm should be Lariat. The Lariat stat is... well, self explanatory.

    • Like 1
  10. 15 minutes ago, Apsham said:

    I thought that setting something to cloned remove a lot of stuff?

    In Returns. To the best of my knowledge it doesn't currently do this in World, so it works as a temporary workaround until Spike Chunsoft fixes the glitch. 

  11. Casual reminder that you should try to make a habit of just cloning the workshop edits you DL for the time being anyways, as there's currently a huge bug that makes it so workshop edits have their priorities reset to Weak Strike > Pick Up Opponent, thus making it so many won't ever go for a pin. 

    I'm waiting on some sort of answer on a major question I sent in to Spike Chunsoft before I make my guide. I was going to just do a CPU Logic guide, but I've decided to just do a flat out Edit Mode guide for all aspects of it, in order to give a better base for everyone to go off of. I'd pump the guide out ASAP, but I need that answer because without it I can't even do a whole section properly due to a potentially gigantic bug in Edit Mode. <_<

  12. 7 hours ago, =BK= said:

    So here's a question. Is the logic system the same as FPR? Like, I'm wondering if I can load up FPR and copy down the logic of Muta, Styles, Sting, Hayabusa,etc and then make them in FPW and give them that correct logic.

    Er, yes and no.

    The logic system is mostly the same, but you can't actually access the logic of Default characters in FPR. When you clone a default character it resets their parameters and CPU Logic, so unless you have edits of them with fully done CPU Logic, that won't work out too well.

    Would anyone like me to do some sort of Logic Guide for Fire Pro World, actually? While I'm still fine tuning my current edits, I've spent a lot of time in that section, and I feel like CPU Logic is even simpler to grasp in World. Plus it'll help other early adopters, since half the edits on the workshop don't have the AI done for them. :P

    EDIT: Actually, doubly so, since there's currently a glitch when it comes to getting Edits off the workshop that makes certain parts of the CPU Logic glitch out. So that guide might be useful for anyone to have really...

  13. Just now, Apsham said:

    In what sense? Seems about standard to me.

    I was just coming back to say; ignore me. The tutorial gives you the instructions wrong. It says after you whip them into the corner to just hit Run, but you have to hit the same direction + run. I thought I was going nuts. <_<

  14. They did actually change a BUNCH of hitboxes, and the physics in all three now match, and are based on NA Crash 3's physics. (Region makes a difference because in the originals, the different regions got different physics in a lot of cases. For instance, the PAL version of Crash 2 had a slightly faster ground movement speed for Crash and a higher jump.)

    The biggest change, and one that is definitely fucking veterans over more than anything, is the fact that now all jumps are pressure sensitive. In the originals as long as you hit X, you jumped full height. Now, how high your jump is depends on how long you hold X, so it's causing people to whiff jumps just because they held X for just one frame too short.

    .... TL;DR I'm a current/practicing speedrunner for the Crash games and have been helping crack open the N Sane Trilogy to find the best speed tricks, and here's the best answer I can give as to why the N Sane Trilogy feels much harder. <_<

    • Like 1
  15. Re: Walker

    Spoiler

    Play defensively. If you play offensively, Akuma will just phase through you and punish. You need to punish him by either hitting when he goes to strike or right after he strikes and is still in recovery frames. And when he goes for the triple hadouken at a distance, punish with Devil Beam since it lifts you into the air.

     

  16. 5 hours ago, Kaney said:

    I always enjoyed Tekken, the silly cutscenes and stories were always fun to go through but I don't think I could justify dropping full price on it. I loved Hwoarang, is he still around?

    Yes, he is actually! While several characters didn't return, Hwaorang did.

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. To learn more, see our Privacy Policy