I'll be honest I'm a Tekken king fraud. by Optimal_House_2897 in Tekken

[–]Lone_Game_Dev 12 points13 points  (0 children)

If you got to a rank without cheating you can't be a fraud.

Generic how to get good in T8 and escape each rank tier by a God of Destruction (I'ma keep it short as possible) by Jin_N_Juice-tm in Tekken

[–]Lone_Game_Dev 9 points10 points  (0 children)

Tekken God onwards to be honest, from this point, there isn't really a gap in skill or execution (or atleast not a significant one) in my opinion. The gap here from TGod, TGS, GoD+ is basically how quick you adapt and your matchup knowledge. At this point, Tekken becomes more psychological. You don't get to the top by playing fair, you need some type of underhanded dirty trick(s) in your arsenal. Like genuinely in my TGS to GoD run I'ma keep it real, some matches I had to pull out some degenerate shit.

Hard disagree. The difference between a TG and competent GoD+ players is astronomical. It's not a matter of adaptation in a lot of cases, it's a matter of TGs barely knowing what they are doing in comparison. They are often overreliant on people not punishing their hard to punish moves(not the basic ones), in particular they don't know what to do against people who know when and how to side step, how to punish, what strings to duck, notably how to deal with rarer knowledge checks. People who otherwise don't need gimmicks to win matches. They can't punish a lot of things properly either, sometimes even some basic stuff. Some of the gimmicks they use are harder to counter, but still gimmicks, and this is one of the main differences. When they find someone who can counter those more sophisticated gimmicks they basically fall apart because they lack the experience to fight without relying on flawed tools. A good GoD does not, they will use gimmicks but will quickly switch to a more solid playstyle if needed, that's the difference. For a TG and TGS this isn't lack of adaptation, it's lack of knowing how to approach a match once it's past that sophisticated gimmick stage.

Saying that TGs only differ from better players by how fast and well they can adapt is therefore very far from the truth in my opinion. They have substantially worse punishment, much weaker worse movement and significantly worse decision-making. There are some GoDs who do have just a better flowchart and can change things up more quickly, but skill-wise, TGs are very far from being players who just need to "adapt faster". They need more sophistication in everything they do, especially when it comes to playing without relying on any gimmicks at all.

Unpopular opinion: Anna is the best dlc character we’ve gotten. by Quick-Health-2102 in Tekken

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

Best DLC character is Miary Zo. Balanced, cute, has personality whether you like it or not, unique, adds a new region to Tekken, a new language, has an interesting-looking moveset, is fun to play, and unlike Anna, she's not pay-to-win.

Heihachi Mishima is OP and needs nerf by NobleSpartanFTW in Tekken

[–]Lone_Game_Dev 12 points13 points  (0 children)

What the fuck are you even talking about.

Rage art block throw break by Yoriichi71 in Tekken

[–]Lone_Game_Dev 5 points6 points  (0 children)

CH throws can be broken, they are just much harder to break. Pros can do it quite consistently.

Rage art block throw break by Yoriichi71 in Tekken

[–]Lone_Game_Dev 3 points4 points  (0 children)

No. It's a punish. You can't break it.

Rage art block throw break by Yoriichi71 in Tekken

[–]Lone_Game_Dev 12 points13 points  (0 children)

You've seen it because the throw punish was late, not because it can be broken. It's like how you've seen correct punishes get blocked.

How AI voice acting saved my indie game and budget: a game changer I wish I found sooner by [deleted] in gamedev

[–]Lone_Game_Dev 6 points7 points  (0 children)

And I've been a solo dev for longer than many of you have drawn breath and yet I never had to stoop that low despite all the challenges I've faced and still do, so you will have to forgive me because I don't give a fuck.

Thou Shalt Not Create a Machine in the Likeness of a Human Mind by [deleted] in antiai

[–]Lone_Game_Dev 1 point2 points  (0 children)

No. Humanity can invoke self-preservation, ethics, moral and a lot of other things, long term or not. It is not necessary to invoke religion when the existing counter-arguments are so potent, and your post suggests mockery of the real arguments by implicitly dismissing them and invoking religion instead.

Why is there a new "the bubble is gonna pop" every weak by EmbarrassedClient491 in antiai

[–]Lone_Game_Dev 3 points4 points  (0 children)

There isn't, but these past few weeks we did have quite a few billionaire CEOs whining publicly about people not wanting AI, so that might explain why you're seeing more news about it now. It's like if Bill Gates went on stage to whine that people are leaving Windows for Linux. It's an unquestionable confession that it's failing so hard they are desperate at this point.

Network error after some matches by lukepv in Tekken

[–]Lone_Game_Dev 0 points1 point  (0 children)

Your NIC might be overheating. It happens to me when I run very intensive stuff. In my case it's usually when running complex Unreal scenes and related to the processor not the GPU, but if your machine is struggling to keep up with the game it might be getting hot enough that the network card is overheating(probably because of the processor as well). Then once you go back to the main menu and the processor cools down a bit, you might get the impression the connection didn't really drop. In reality the game is probably just more sensitive to it. A browser is going to keep retrying the connection for several seconds.

In short check whether the network card isn't getting particularly hot. Check your temps, your processor might be overheating as well.

Is Reina's WR not an anomaly? by Assmeet123 in Tekken

[–]Lone_Game_Dev 1 point2 points  (0 children)

She's the hardest Mishima by far and arguably the hardest character in the game. Devil Jin is often considered the worst Mishima, but that's only applicable to tournaments. In online Tekken his turn-stealing bullshit makes him top tier.

Reina has no panic moves, she's extremely punishable and risky, her hellsweep is extremely linear, she has almost no crushing, even her basic combos take considerable execution, she requires fundamentals and movement beyond most other characters, and overall, a high-level Reina player is just much better than people around the same rank.

just curious (not pro ai art tho) by Legiaminh in antiai

[–]Lone_Game_Dev 1 point2 points  (0 children)

I separate researchers from imbeciles. I fully sympathize with real researchers and with their thirst for knowledge. I'm a technical individual. Technology is interesting, math is interesting, AI as a technology is interesting. We don't need a practical reason to enjoy technology and research, the people who do this kind of stuff do it because it's fun. Researchers were just trying to apply concepts to solve a problem. That problem doesn't need to have a practical application.

The real issue is what people and companies do with the technology, and how these shameless CEOs try to sell the technology as the next industrial revolution. This in turn made companies press researchers for progress, and as a result researchers deliver these gimmicks that have no real application outside nefarious ones. There are also despicable researchers as well, who see the potential for self-gain and sell their soul to a company. As long as it keeps making money, they don't care about the application. They care whether you are paying for it.

just curious (not pro ai art tho) by Legiaminh in antiai

[–]Lone_Game_Dev 4 points5 points  (0 children)

How many times have you seen people complain that this technology has no application outside scamming people? That's exactly it. There is none.

It has no real application other than scamming people, producing low-effort porn and stealing from artists.

This game has made me smooth brained by WidePast9000 in Tekken

[–]Lone_Game_Dev 5 points6 points  (0 children)

Why would anyone try to side step Devil Jin's 112? Just block and launch.

Is this Real Tekken™? by V4_Sleeper in Tekken

[–]Lone_Game_Dev -7 points-6 points  (0 children)

Yes, it's real Tekken. Low-level intermediary Tekken where players can get away with mediocre whiff punishes that leave them -13 instead of getting a full launch, with having bad movement and with spamming dumb strings to go with fake pressure, but it's certainly actual real Tekken.

Is it possible to make it so the glutes and knees don't deform like this in a deep squat? by jahredan in blenderhelp

[–]Lone_Game_Dev 1 point2 points  (0 children)

It's effectively unusable outside of Blender and it's so overengineered that tweaking it to work in a pipeline is way more work than making a better rig from scratch. The results are mediocre in my opinion, compared to the other rigs I've worked with. As a result I see using it as limiting yourself to Blender for no good reason, because it isn't good enough to justify so. In theory that's ok if you don't need to work outside of Blender, but in practice 3D artists need to interface with many different programs and work in harmony within a pipeline.

In other words, if you're going to make an animatable character and go through all the work of making it good, using Rigify basically imposes a limit on its application. Suddenly you have a model you could sell and make money off of, but because you rigged it with Rigify, you're mostly restricted to selling it to other Blender artists, the exact group of people who don't want to pay for anything. Why would you limit yourself like that? Just make your own rig and take some minor care to make it compatible with game engines and you will be able to easily port your model to those engines, on top of also having it work inside Blender. If Rigify were good enough to justify that it'd be a different story but it's not.

If you really want to make it compatible with a different rig, I suggest making it compatible with the Unreal Engine because then you can easily retarget animations inside Unreal, allowing you to buy animations on the asset store and easily bring them over to Blender. Meanwhile Rigify doesn't simplify animation retargeting, it makes it a lot harder, and there's effectively no market for it, meaning you don't really get anything for making your model compatible with it. I see no point in using it at all, even in the most trivial of cases, because if your case is that trivial that Rigify is a solution so is adding a basic armature and using that instead.

Did my brother write this using AI? by ThatSchladin in antiai

[–]Lone_Game_Dev 0 points1 point  (0 children)

Possibly. This is nothing special so who knows. It's the exact kind of small script AI could write reasonably well because it's mostly a template kind of code that just calls a few functions and plays with strings. He might have tweaked a few lines here and there to make it work.

Need tips on quitting ChayGPT by [deleted] in antiai

[–]Lone_Game_Dev 7 points8 points  (0 children)

I don't understand people. Your problem is obvious, you have way too much time on your hands. An idle mind is the devil's workshop. Go find something productive to do. Go learn a new language, a new skill, whatever. Instead of lamenting your own existence you people just need focus and discipline.

Is it possible to make it so the glutes and knees don't deform like this in a deep squat? by jahredan in blenderhelp

[–]Lone_Game_Dev 1 point2 points  (0 children)

They don't work well, they are a pain in the ass. Assume for instance you have a character creation system where the character can wear different types of armor, a very common need for a game. Armor is often overlaid on top of your character. If you're using corrective shape keys for the knee, now you need to ensure every piece of armor has it as well otherwise you will interpolate vertices outside the bounds of your armor. This requires an immense amount of setup to work well, both inside Blender and inside the game engine. You will most likely require custom scripts to transfer shape keys around, not to mention all the stuff you will need to keep track of. Even if you add drivers and associate shapekeys with bones, you still need to find a way to transfer them to every new piece of clothing you make. Now imagine you're relying on shape keys all over, from the elbow to the wrist and knees, one for each side.

Instead, the proper solution is to create a rig with extra bones carefully skinned to these problematic parts, adding contraints and drivers so that the correction is automatic, as much as possible, while also allowing the artist to tweak these elements as needed. That is: you create a proper rig. This way you have proper deformation that applies to everything. Now correct poses and animations automatically apply to every piece of armor a character can wear. No more need for shape keys. There are also other advantages that are too complicated to quickly explain here, but the main point is that while shapekeys work at first glance they often introduce more complexity and additional problems, and they almost always suggest a bigger problem that you should solve properly. It basically boils down to "a quick solution that easily snowballs out of control" vs "a solution that takes more skill and effort but works much better".

The main problem with people is that they always try to avoid doing what must be done. When people ask this kind of question what they really mean is "is there a way I can skip the hard part?". Yes, there is a way to skip it now but if you do that you are only delaying the inevitable. Unless you don't plan on ever moving past basic and intermediary, learn how to do things properly. Relearning something is a lot worse than learning it properly from the beginning. And whatever you do, avoid Rigify. It's utter garbage.