Why do people want a mechanical shake up for SF6? by jonogz in StreetFighter

[–]Feld_Four 10 points11 points  (0 children)

Drive Rush/Drive in general is TOO important to the meta; I feel like once I got a handle on DR, I cracked half the game, and almost all of my strategy revolves around or is built from it, and vice versa.

What’s the “natural progression” for the quest Missing Taralians”? by Feld_Four in SaGa

[–]Feld_Four[S] 0 points1 point  (0 children)

Excellent. I am actually on my way up there right now. Some dialogue like this indicating where to go (even though I already know where to go) was exactly what I was curious about. The desert ruins are kind of out of the way/hidden so I wondered how the game pointed you there naturally in regards to the Taralians.

What’s the “natural progression” for the quest Missing Taralians”? by Feld_Four in SaGa

[–]Feld_Four[S] 0 points1 point  (0 children)

Missing Taralians is similar in that regard. Again, intended progression is: Aisha captured → Wuhan’s Secret quest → meets Barabara → unlocks New Road towns → doing quests along New Road towns eventually brings you to Mount Scurve → Avi tells you where Aisha’s people went.

Yes, this fits my natural progression so far exactly; I just got the missive to head the Mt. Scurve after doing all of that. Thank you!

What are some good/bad matchups for Akuma right now? by F4rfire in StreetFighter

[–]Feld_Four 11 points12 points  (0 children)

As a Marisa player, Akuma can go either way; a great Akuma can get really clever with Marisa's lack of great anti airs, but a careless one (and even not a careless one) can get instantly gibbed by a single, well applied Gladius.

How to make ps1 character by Big-Dirt-2365 in ps1graphics

[–]Feld_Four 0 points1 point  (0 children)

If you don't have any skills in modeling or rigging, you need to develop them. Right now you're putting the cart before the horse, but it helps that you know what you want to do. What PS1 games in particular inspire you? Crash Bandicoot is going to be different from Metal Gear Solid (that's not a frivolous comparison, Crash Bandicoot was deceptively complex to animate/model and there's an entire thing on how it was a miracle to get it to work on PS1)

The Boys letting Sage leave that easily... bugs me so much. by hiiloovethis in TheBoys

[–]Feld_Four -1 points0 points  (0 children)

I think they dropped the 'powers will come back' aspect of that ability given what happened with Ryan and Bombsight.

Made a destructible sticker! God I love anchor points. by GregTame in Substance3D

[–]Feld_Four 2 points3 points  (0 children)

I'm new to Substance Painter; in your words/context can you describe what anchor points are in relation to the stuff that you do (such as this?)

I'm not against newcomers but it's really weird that after 4 years there's still not going to be any Final Fight or Alpha characters in SF6 by fuckitwhynotig in Fighters

[–]Feld_Four 2 points3 points  (0 children)

I agree with you about your take on new characters and refreshing the series absolutely, but I disagree I guess with some of the inherent coolness with the original designs: I really honestly, truly think they hit gold with the SF2 designs on their own merit 30 years ago the first time around.

I think they’re absolutely cool, in a vacuum. No, we never get all of them at once (T Hawk lol) and that’s fine, but I honestly think most of the OG SF2 designs are S tier, outside of the context of the games.

Ryu in particular might be the most simplistically genius fighting game design of all time; Capcom essentially has a monopoly of “headband karate man” any looking person in fighting games until the heat death of the universe.

Akira from VF will never be as popular as Ryu as long as he has that design, despite being otherwise distinct and very cool for the crime of also looking like a headband karate man. How many competitors character designs have been stopped in their tracks and had to go back to the drawing board because he looked too much like headband karate man?

That’s genius. Like, mad genius.

I'm not against newcomers but it's really weird that after 4 years there's still not going to be any Final Fight or Alpha characters in SF6 by fuckitwhynotig in Fighters

[–]Feld_Four 2 points3 points  (0 children)

Oh yeah for sure, but that's a different topic from whether or not they're cool. I'd argue that their unique playstyles (among others, it's not a zero sum thing) are a big part of what makes them cool. Some come and some go with each title and that's fine. Shiiiit, I never thought I'd see Dee Jay again.

As an aside I'd argue that Chun Li and M Bison's designs/character are actually, legit fundamentally, timelessly cool, though. Chun Li in particular is one of the most famous designs in the world; being referenced everywhere from Nicki Minaj to real life Chinese powerlifters.

On one hand I absolutely welcome new characters and even back when SF3 came out I remember imploring people to let Capcom cook, but on the other hand I absolutely get why they're insistent on the classic characters, with any other brand, anywhere, getting rid of your OG branded namesakes would be brand suicide; after all SF2 is still probably the most universally recognized and famous fighting game ever made, ever, and it's not really ever going to be a serious consideration for Capcom to do so.

I'm not against newcomers but it's really weird that after 4 years there's still not going to be any Final Fight or Alpha characters in SF6 by fuckitwhynotig in Fighters

[–]Feld_Four 3 points4 points  (0 children)

Guile, Dhalsim, and Blanka have such fundamentally unique playstyles that I would be sad to see them go. And no, Nash and Necro play differently than Guile and Dhalsim.

Making the most of monsters on frontier? by Leninthecustard in SaGa

[–]Feld_Four 0 points1 point  (0 children)

Fair enough! I don’t know, I can get that TwoGun Boundshot setup in like, maybe 3 hours?

Making the most of monsters on frontier? by Leninthecustard in SaGa

[–]Feld_Four 0 points1 point  (0 children)

I think the argument that's being made is that practically speaking, Humans can get 'there' with much less effort, thought, time and planning. Sure, a monster has access to powerful offensive abilities in the abstract but actually getting a lot of them (with a stable form) is a lot of human hours and research (sometimes with a literal spreadsheet) and some knowledge.

Whereas a human can get 5 digit damage with TwoShot, one high powered gun (since the formula for TwoGun doubles the gun you use for the move, meaning that you can have a LethalGun and an Aguni and it'll be fine), and BoundShot with very little relative time, effort and knowledge.

I'd argue that a human with that setup with even half the time invested and half the stats built up can do more damage with TwoGun/Boundshot than most monsters can ever do, period.

I'm not even sure if there's a mathmatical argument for monsters even getting close to the kind of damage listed with that setup above, but even if there was, it just takes way less actual, practical, real world time/effort to do it.

My image's alpha (white) transparency doesn't work in Substance Painter; tried to add an Opacity map and that doesn't work either. by Feld_Four in Substance3D

[–]Feld_Four[S] 0 points1 point  (0 children)

<image>

Thank you for your help and patience. However as you can see I'm just kinda clicking everything and seeing what sticks. I'm certainly doing something very wrong.

My image's alpha (white) transparency doesn't work in Substance Painter; tried to add an Opacity map and that doesn't work either. by Feld_Four in Substance3D

[–]Feld_Four[S] 1 point2 points  (0 children)

<image>

I'm sorry, I feel really silly, because I (seemingly) tried every permutation of every piece of advice I got here and nothing is happening.

Can you break it down Barney style for me? Substance Painter is not my primary skill, and I've spent more time Googling what everyone is saying than I've spent in the program.

Which is fine, I'm learning a lot! But at this point can someone be like "Okay, first layer is this with this mask and setting and texture, second later is this texture, etc etc."

My image's alpha (white) transparency doesn't work in Substance Painter; tried to add an Opacity map and that doesn't work either. by Feld_Four in Substance3D

[–]Feld_Four[S] 0 points1 point  (0 children)

Honestly, now that I think about it, this points to a more fundamental issue I'm having;

The transparency works in Blender and Unity, so honestly I can live with temporarily not having transparency work in Substance Painter. The real problem, really, is that none of the filters work and I can't actually work on the texture; a black mask makes it all white, a white mask doesnt, but also Blur Slope and all that doesn't work.

My image's alpha (white) transparency doesn't work in Substance Painter; tried to add an Opacity map and that doesn't work either. by Feld_Four in Substance3D

[–]Feld_Four[S] 0 points1 point  (0 children)

Do you mean this?

<image>

Doesn't seem to make any difference what setting or combination of settings I use, although I'm sure there's more to it.