2009/12/16
4:25 am

Art: Theatrical Brave Earth Cover!


Before I say anything, lemme preface this by saying that this doesn’t come with some great announcement about BE or anything. As I’ve said on the forums, it’s on hold (actual hold, not IWSTK ‘dead’ hold). More explained in the quoted DA entry.

Naomi, in all her…. transparent glory?

I did this as one of my final projects for my Digital Illustration class. Naomi’s silhouette was roughed out from a few pieces of reference art in photoshop before I livetraced it (a requirement for the project) in illustrator and tweaked it further. As such there is no underlying lineart under there. I’m tempted to try and fill it in to see if it makes any sense, as it could also be a pretty cool illustration in it’s own right I think.

Anyways the project was to make a bookcover. I think, sans my name, this looks more like a game cover, but it works either way.

As a note to anyone who follows my development info but doesn’t read the forms, I’m currently not working on Tower in the Sky. I’m waiting for some tools to mature before I go back to it. It’s still the top project in my head at all times, but the time to go full force with it isn’t know. So consider it delayed indefinitely, but with my full intention to get back to work on it as soon as the situation justifies it. That said, expect news about a new IWBTG project soon.

2009/12/03
4:23 am

Art: Reese - Hot for Teacher


Just finished another picture! As usual, it includes the accompanying DA post. Had a lot of fun with the coloring. SAI is really much nicer than photoshop for working on this stuff.

Reese Nasaki (formally Reese Dresdner) is the wife of Kayin Nasaki and mother of Cassara Nasaki.

Reese is actually a German veteran World War I and II. During World War I she was gifted with eternal life when she was found fit to spawn a child with Kayin (who could not father children without godly intervention). Kayin, not knowing this fact, left, as he could not stand to be with another woman who would age to death on him.

By World War II, she became an extraordinarily skilled sniper. She eventually ended up switching sides, due to German atrocities, becoming a part of a special SIS unit, dedicated to eliminating SS officers. Near the end of the War, she comes across Kayin, who is stunned to see she is unchanged.

Her first response is to shoot him in the leg so he can’t run away.

From there, she got the live the quiet life, spending the next 60 years in relative piece with Kayin. Around the later years, she became fond of dying her hair (which is naturally brown). In 2000, she gave birth to Cassara.

Reese enjoys reading, particularly about history. She is fluent in a wide array of languages (which Kayin and her practice by playing foreign language scrabble). She is generally quiet and reserved, though she possesses an iron will. She is athletic, loves to be out doors (her favorite place to read), and often drinks over 10 cups of coffee a day.

While drawing this picture, I toyed with the idea of her becoming a highschool history teacher. I think this would be very fitting, but I’m not sure Kayin would like the hours involved! Perhaps a college level instructor would be more fitting!

2009/11/28
12:55 am

Gaming Rage! (Far less impressive than road rage!)


So I’m playing Trenchwars and a weasel appears infront of me! The weasel, as I wrote earlier, is pretty terrible and pretty much a no skill ship. But whatever, people deal with it. And so I did, by gunning him down, despite him cloaking. Since my ship can shoot a lot, I was able to follow him around by watching where the bullets hit. This is a pretty typical thing, but I don’t think he liked it very much!

This is the PM log from after that kill.

retskcin: ur shit
Kayin: lol what you’re weaseling and you’re going to cry because someone killed you? D: don’t be 14 and play the game
retskcin: learn to play not be a girl
Kayin: coming from the weasel. lol okay, keep up the vg rage, son
retskcin: i AM rage
retskcin: if you can’t understand that i am who i am and i will what i wann do
Kayin: Oh so you’re an idiot. :| gotcha
retskcin: so is my 12 years old brohter
Kayin: Now excuse me, I wanna play the game and not play “tough guy on internet”
retskcin: i had only enuf money to buy myself thru 7th grade
retskcin: my life is shit
retskcin: i am rage
retskcin: my mother is dead
Kayin: lol
retskcin: say that i called myself a tought guy
Kayin: hahah are you high or something
retskcin: my brothers are i am not
retskcin: i cannot even afford drugs for i spent it all on 7th grade
Kayin: cool story bro
retskcin: ty
retskcin: i hope my life of shit taught u something
Kayin: nah I’m pretty happy and obvious to the suffering of others :(
retskcin: ur life is grand my life is shit, can u stop banging my head with that fact?
Kayin: I lack the ability to relate to your suffering. :(
retskcin: u lack ability period
Kayin: oic!
Kayin: fortunately since I am so happy, I do not require an ego in games I play! I am okay being terrible! :D
Kayin: It’s like a super power!
retskcin: ur super power is to make my life of shit more shit?
Kayin: Thats also a pretty good super power imo
retskcin: i know more than u do about life
Kayin: Thats okay!
Kayin: I get to be famous on the intarwebs!
retskcin: ur shit
Kayin: Man, you don’t even have money. People GIVE me money because they like me so much. :D
retskcin: only shit nothing else
retskcin: u r lying
Kayin: :) I am hapy shit. Like a little poop with a smiley on it
Kayin: No seriously some british kid gave me a grand because of the game I made
Kayin: I recieve mention in the guiness book of world records: Gaming edition
retskcin: quit rubbing it in
retskcin: what is ur name?
Kayin: I was on German TV! I’m pretty happy with my life so far!
retskcin: i taught myself german, english, portuguess, and italian
retskcin: i already knew french
Kayin: Type Kayin IWBTG into wikipedia search! Wikipedia knows my name!
retskcin: how many languages do u know? huh?
Kayin: In fact I sorta made a whole game out of making people suffer!
Kayin: One, and I’m not that great with it! :D
retskcin: see? ur shit
retskcin: i’m better
Kayin: I did not know languages was a measure of personal success! Well, whatever makes you happy! :)
retskcin: u were spoon fed
retskcin: i wasnt feg at all
retskcin: fed*
Kayin: Starving kids in africa weren’t fed either! I feel no reason to compare my self to the infinite suffering of the world. :)
retskcin: my life is worse than africa
Kayin: worse than ALLLLL the AIDS in ALLLLL the africas :(
retskcin: i guess ur suprised for once u aren’t making a comment of my life compared to video games :)
Kayin: I thought I made a comment about your life being worse than all the AIDS in all the Africas!
retskcin: congratz, u learned something. ur shit, and only shit

I found this pretty funny. I’m fairly sure this was a troll attempt. While it failed at the typical troll objective, I found it pretty damn funny. I really can’t be sure how serious this guy is, but I find it enjoyable regardless of the exact context. :)

2009/11/14
5:19 am

Art: Actual and Fictional Kayins!


So I got two bits to post right now. One is a ’self portrait’ done when I got hit by a DeviantArt meme. Draw your self with whatever you’re wearing at the time. Boy they must be regretting that right about now! I find it to be…. disturbingly accurate.

So humorously I did this while working on a picture of Kayin, the character, which is posted below, along with the blurb I did for it on DA.

Well this took awhile, but I’m happy how it came out! Especially the background, which looked pretty bad when I first started on it! Kayin has been overdue for a new picture and this one I think does him a lot of justice.

Anyways, since I’m an RP fag, I wrote a blurb on the history that went into this picture.

Kayin is a very old character, both from when I designed him originally (14, though he is significantly different at this point) and canonically (born around 400 BCE). Can found himelf in Japan sometime in the early 1500s, also known as Japan’s Sengoku/Warring States period. The details are sketchy because I haven’t done the research necessary to codify the details on his time in Japan yet. What I am fairly sure of is that he finds himself in the service of some near by lord and, once proving himself capable with his ‘barbarian weapon’ (a bastard sword), is able to recieve training in the katana.

Despite being modernly known as a graceful, elegent fighter, that was not always the case. Compared to the average man of the day, Kayin possessed extraordinary strength compared to men of a world that was no longer magically awakened. Kayin’s power-based style at the time was too abusive toward the japanese blades, and he found himself slow to adjust.

Eventually Kayin would recieve a low ranking samurai position (social mobility into the samurai class was high up until the Tokugawa period) which he would maintain for some time, before becoming a drifter again. During this time, Kayin also found one of his several historic wives. Around the start of the Meiji Period, Kayin decided to further explore the world, ending up in the Americas.

Due to his relative strength, Kayin could wield two large swords effectively and would do so until the end of the modern era. Once past the modern era, the relative strength of combatants has become much higher and against more powerful foes, his strength becomes comparatively feeble.

Kayin has used many swords (and practically collects them at this point), but the two swords featured are particularly noteworthy…

Claíomh Solais: Whether this is actually the sword of Nuada Airgeadlámh is questionable, but the blade recieved it’s title due to it’s near indestructibility, extreme sharpness and it’s occasionally emittence of glowing light. Kayin would eventually learn to channel the swords power into destructive projectiles. The sword was lost at the end of the modern era and ended up in the possession of the Cruz family, and eventually became the weapon of Naomi Vos Cruz, who mastered this technique far beyond what Kayin could manage. The blade has outlasted it’s furnishings many times over, so Kayin preferred to use simple, practical and replacable parts for the hilt and handle.

Koutetsu-Kaze: Literally translates to “Steel Wind”. It is a katana of the Dotanuki school. These blades were more robust and slightly larger and heavier than a normal katana. Kayin found this blade to be the best match for his style, as it could endure his harsh techniques. Over time in Kayin’s possession, the blade began awakening magically, becoming practically indestructable and feeling usually light. The Koutetsu-Kaze is Kayin’s primary weapon, second only to the Claiomh Solais while it is in his possession. One issue with the origin of this weapon is, from what I understand, such blades did not exist in the Sengoku period, so it may just be a predecessor, rather than a proper Dotanuki.

This is also the primary weapon of Ogami Itto, from Lone Wolf and Cub!

2009/11/12
12:40 am

Cassara Commission


I got a commission from , the girl I was doing stuff on opencanvas with. She was charging ridiculously little for chibis and since I knew her, I figured it’d be a good excuse to pitch some money at her.

kayincommishfin

I really like how it came out so I felt like posting it. A cute Cassara is absolutely hilarious to me and it stands in comic contrast to Katie’s awesome but angry Cassara chibi over Here.

2009/11/11
9:03 pm

Open Canvas Fun! Drawing with Sanoshi!


My friend and I messed around with opencanvas a bit yesterday. Sanoshi bugged me to do it when she heard about how slow I draw, so we had some fun and tried to get me to learn to sketch a bit better! So heres a page we did…

kaysanooekaki

Makoto(with the straight bangs) and Naomi(with the purple hair) are mine. It was a lot of fun and Sano had fun drawing around whatever I was trying to do. Most of my art is a result of patience and slow tweaking, so my little sketches suffer a good deal, quality wise. Despite that I’ll probably do it again sometime!

2009/11/09
2:48 am

The Art of “Good”… Also Subspace/Trenchwars


Goodness

Generally speaking!

My friend Eric IMed me not too long ago. Eric is a very skilled guitar player, but seems to have some hangups when composing music. He certainly can compose, but he his hindered by this feeling that he needs to make “Music for Muscians”.

He asked me a generic question that touched on this. “Just because a certain artistic thing is hard to do, does that make it better than another artistic thing that is a little simpler?”

Well yes, I’d say it does. When something is easy to do, appreciation diminishes because such works are easier to find. That said, what constitutes hard is very subjective. So I brought up Death Metal. Eric likes Death Metal and many of the guitarists are extraordinarily talented. We could agree that playing like that is hard. But what about Queen? Queen is great, highly regarded and well, pretty excellent! Their music is rather simple (or, more accurately, minimalistic). Their songs are certainly easy to play compared to many other songs. But how hard would it be to be Queen?

Pretty damn hard.

Complexity is different from difficulty. Execution of an idea, even if it is simple, can be extremely difficult. Conceptualizing an idea and making it enjoyable and well received is hard. Finding the perfect blend between ‘minimal’ and ‘complex’ to make an idea shine is difficult. So we continue talking about this in musical terms for some bit and then he tells me why he asked.

He was comparing the roleplaying systems of Bunnies and Burrows to Mage: The Ascension. To be honest, I certainly ‘lol’ed.

It somewhat surprised me how the language to describe what made music good, when treated very generally, easily described what made other things very good. Cohesion, pacing, execution, technical merit and emotional enjoyment all apply to almost any medium. How one actually creates a creative work is based on the medium, but the general considerations are all the same. I find it interesting that even though I have no musical talent, I can talk to Eric about these things using this ‘common language’ of creation. It sort of helps view whatever you’re doing from a distance, and really look at what you’re doing or what you’re trying to accomplish.


Trenchwars

Slightly related, I’ve been playing a game that I get into periodically. I’ve been playing Trenchwars (A modded Subspace Server [which is now called 'Continuum']) for maybe…. 10 years? I haven’t played it as much as that number implies, but every year or so I pick it up and play for a few days, a week, a month. However long my attention lasts.

Anyways, I can’t talk about the actual game, because I never actually spent much time with it. From what I understand you fly around in space with Astroids-like Physics (this part is consistent with Trenchwars) and you have ships that pick up green boxes to power themselves up and fire a tons of rockets and bullets, while you fight to control several flags. Ships are relatively tough and if you’re powered up, you can survive for quite awhile!

Trenchwars on the other hand has a fixed armament for each ship(well, mostly, but for the sake of this post, it’s fixed). It explores asymmetrical game to a further level than the default game. The game also has one flag that is in a base that leads to ‘king of the hill like gameplay. The game also is very high damage, with many things killing in one hit. In both the normal game and this one, shooting lowers your energy, as does getting hit. Your energy also recovers over time. The amount shooting lowers your energy though is much less then in the standard game. I’ll get into the importance of that soon. I’ll go over the ships real quick.

Warbird: Nice, agile ship, that shoots a relatively high velocity shot that kills in one hit. The shot takes almost all of the Warbirds energy, giving it only a little bit of energy. This lowers the warbirds options. It can only fire one shot every so often (…3 to 4 seconds?) and after firing, it only has a little extra power to ‘boost’ around (which gives you extra speed). This is the standard ship for playing in the public zones and is the most respected in the pubcs.

Javalin: The other ’skill’ ship in the publics eyes. It has two attacks, a rocket (that one hit kills and can kill with splash damage) that will bounce once off walls. It also has a gun that shoots three shots out of it’s tail at a low velocity. These shots take relatively little energy and do only a little bit of damage. Where they are useful is in attacking enemies that are low on energy — say, a warbird that just shot and missed you. They’re slow so they can also be used to dissuade people from chasing you. The bounce rocket is considered a very high skill weapon. Good players bounce them through little holes and attack very specific area reliably, where other units can’t easily reach. They act like siege breakers in game.

In the hands of post players though, they serve to TK their team mates on accident. They has have this item that they can use that is a big afterburner that takes no energy but can only be used once. The jav can ram straight at things and fire a rocket when it’s a sure hit. A very cool and well designed ship!

Spider: I love the spider! The spider has a machinegun of weak shots that shoot at a lower velocity then warbird shots, but still pretty fast! Spiders are the workhorse of competitive play. They can lay down suppression and can lock down enemies by chasing them while shooting. A spider can’t fire forever (maybe 5 or 6 shots before you’re out of energy), but if you space out your shots well and hit the enemy occasionally, you can prevent them from attacking (well, in the case of the Jav and Warbird, who’s main weapons are high energy). You can also one-shot a warbird that just fired. Theres a lot of strategy in picking low energy targets, controlling space, supporting team makes and stuff like that with the spider. Despite this, people whine about the spider in public zones an tell people to ‘get skill’ for ’spamming red(weak) shots’. I see this as a hilarious disconnect within the community (The community for this game sucks by the way, but I’ll get into that later).

Anyways this ship is a cool inversion of the warbird.

Terrier: This ship gives the game a lot of flavor. It is the most important ship in the game. The core concept of the Terrier is that you can connect to it from anywhere in game, teleporting to it’s location. Then you can disconnect and go about your business. Originally in Subspace I think the idea was that you’d connect to other ships and supplement their firepower. In Trenchwars, while you can still do that, the main idea is to use it to get to the flag as soon as possible. Practically speaking, if your team has a terrier in the flagroom, you will receive reinforcements. The terr acts as a teleporter, basically. It is also insanely maneuverable, to great excess of the other ships. It fires 2 to 4 shots like the Jav (only infront of it and at even lower velocities), it has a teleporter that it can set up to teleport it’s self to an exact location once (used as an emergency escape), and has a ‘burst’ attack that it can use once that sends bouncing balls all over the place.

Writing this now, the terr seems like the best ship in the game. It isn’t. It’s very difficult to fight with, one on one. What it is good at though, is surviving and keeping reinforcements coming. It’s a wonderfully interesting ship that I think is well designed! Well, besides for the fact that the next ship can connect to it.

Leviathan: I hate this thing. It seems to be kept only due to tradition. So you’re flying in base, defending against some dudes. Then a blue rocket comes flying out of no where, hits the side of your base and half your team dies. To make matters worse, this guy might not even be on the enemy team. He’s probably on a private team! And he just wants to ruin your little basing game.

In theory the Lev is cool. It is slow as ass, turns as slow as ass, has an interesting armament, and a totally devastating rocket. Where the javalin is like a mortar tube, the Lev is like full artillary. It also has a shot thats more powerful then the Spider shot, but less then the Warbirds shot, can teleport like the terrier, and boost like the Jav. All this is required for the Lev to stay alive. It also has a ‘repel’, that pushes everything (such as you, rockets and bullets) away from it. I think it can use that twice.

A lot of players hate the Lev because they think it is lame and gets easy kills. I disagree. It’s hard to be consistent with the Lev. It’s slow and easily picked off if you’re not careful. While the Terrier is ridiculously fast, the Lev is that much more ridiculously slow. The thing that IS dumb is it has a really crazed risk/reward ratio and, when it gets it’s reward, it ruins things for everyone else. Random lev shots are frustrating. You rarely can see them coming and when you do, you can rarely get out of the way. They are massively disruptive to the game. But it gets worse.

Levs, thankfully, just can’t attach to terrs. They have to pick up a certain amount of ‘green boxes’ or kill a certain amount of enemies before they can do that. But once they do that, they can attack to a terrier and STAY attached. Then you basically have the fastest ship in the game, firing the most powerful shot in the game. To make it EVEN WORSE, often the terrier will have SEVERAL levs attached to it, while also being on a private team! So you and the opposing team are having a heated battle? Guess what, everyone is dead. These ‘Levterrs’ are the number one things that get between me and fun. Thank god Levs are banned in some of the zones to promote base play.

If you complain about the ship, an argument starts over whither or not it is ’skill’ or not, and to ‘get over it, you noob’, and a bunch of other crap, even if an established player complains. This ship just needs to be overhauled.

Shark: The shark is a pretty cool guy! He’s sorta fat and a little pokier then the other ships (just not like the lev). He has 3 repels, like the Lev, can lay up to 4 mines and has a low velocity rocket that does relatively low damage (has to either directly hit or hit VERY close to kill), but causes an EMP effect that prevents you from recharging for like, 1-6 seconds. The shark is the second most important ship, with competitive play using two sharks at a time (league play, for the record is one terr, 2 sharks and 5 of whatever isn’t Terrs or Sharks. Usually 5 spiders, but maybe a jav or a warbird. Or 3 spiders, a jav, and a warbird).

The repels are used to clear enemy Shark mines defending the chokepoint before the flag room, and are also used to ‘push’ their way through all the shots coming from the defenders. The sharks act as big shields for the team to get in. In competitive play, sharks don’t even use mines at the flagroom chokepoint (repelled mines can cause a lot of team kills or be used against you in various ways), and the sharks primary importance is JUST it’s ability to repel attacks and protect the team. I think that is pretty cool!

Lancaster: This ship is sorta meh, but I think it has it’s uses in public play. It fires like a shotgun, firing the same midpowered shot as the lev, at a velocity that I think is SLIGHTLY less then the spiders. It can switch between 2 and 4 shots in it’s burst. With 2 bullets, you can fire twice, and then a third time after a short bit of recharing. With 4 shots, you can one shot, but then can switch back to 2 shot to get a second shot. Both shots do the same damage (if you get hit by one bullet, the entire bullet formation disappears. Though this doesn’t happen if it hits wall sor other obstructions). It takes two of these shots to kill a full powered enemy. Generally the lancaster isn’t as good as a spider or the warbird at what they each do and falls depressingly between them. In public play with a weak team though, I find that the Lancaster provides the support of a spider, with more kill potential. This is important for killing terriers, which is HARD with a single spider. When my team has a few warbirds or spiders, I’ll just go for another spider instead. It’s 4 shot spread is good at controlling space though in the base. Could use a bit of an overhaul.

Also of course players hate this ship and call it the ‘lamecaster’ and say it’s or people who can’t aim.

Weasel: This thing is also annoying. It fires warbird shots (either 1 or 3) at almost no velocity and can totally cloak it’s self (Terrs and lancs have a radar that can be turned on to see them but it drains energy). They have no tactical use (it would be useful to assassinate terrs, if terrs didn’t murder them) and just serves as one of those annoying ‘randomly die’ game elements. Would be neat if it lost the one hit kill and gained some other utility.

So those are the ships. I think the 5 ‘useful’ ships are enough diversity to make for a cool game. Sadly the community sucks. Apparently the admins are all mouthbreathers who will bait people into doing stuff that will get them banned. Pub players will call ships ‘no skill’ even when they are the heart of real basing (the spider). Despite being 10 years old, everyone acts like 14 year olds, spamming ‘ez’ every time they get a kill, and calling each other noobs over every mistake. They won’t change the Lev just because it’s always been that way (even though they make minor tweaks to the game. Years and years ago, the lanc fired slower then the warbird but had instant kill shots and the weasel was much smaller then the other ships and could fit through tiny gaps to sneak places!). The forums contain no useful discussion outside people complaining that the game is dying (though it still gets 300 to 400 players on a good night, playing at the same time, the most out of any subspace server). They tried an experimental map replacement, but seemingly with little concern for how the presented game elements would interact with it…

Besides a handful of players, they’re all whiny ass scrubs! It’s really obnoxious! Also you’re a noob if you haven’t played for more then 5 years. And they wonder why their community doesn’t get new players.


Back to Goodness!

How to get competitively good at things!

So when I came back to play TW recently, I started to try and look at things differently. The last few years of fighting game play has changed how I approach getting good at any game or contest. Much like the above conversation with Eric, getting good at something like this is the same as getting good at a lot of other things! Amusingly I was thinking about this before my conversation with Eric.

So anyways the first step is always learning the ropes. Learning how to aim in trenchwars is the big thing. Leading your shot and making sure you’re even aiming when you think you are. In fighting games it might just be doing your moves, or hitting a combo. In an RTS it might just be as simple as knowing your units or having a basic build order. The problem is most people don’t get past this first part. A lot of times they even complete this step and don’t move on. They get better reaaally slowly.

So when you’re starting out your attention would be to shoot the other guy! You fly at him, aim, hit him or miss him and maybe die. In a fighting game you might go for a crossup a lot to try and hit your combo, or spam a move you just learned (lol Ken fierce Shoryu spam). You might even have reasonably developed tactics — good aim in trenchwars or some FPS, good unit knowledge and build orders in an RTS, good combos and tricks and traps in a fighting game… but yet you are still stuck in the same stage of learning. Why is that?

You are playing to ‘do your thing’. You are playing to ’shoot the guy’ or ‘do this counter’ or ‘hit your combo’. People often end up approaching games in this way almost like it was a single player game.

So what is the second step? Look for the game that is not obvious. Your goal is to shoot the guy, but getting there and getting there safely is different. You might be able to do your combo in a fighting game, but against a skilled player, how are you going to hit him? Getting a solid hit on a skilled player is harder then you think, let alone in the exact situation you want him to do whatever it is you’re doing.

So I was playing Warbird elim in trenchwars. Elim is a subgame, short for Elimination. You put a bunch of warbirds into a big area and have them kill each other. 10(or less, depending on how the vote goes) deaths means you’re eliminated. I was playing this to try and help my aiming. Due to the nature of the game, a lot of the fighting happens when the other guy isn’t even on your screen. Everyone is afraid to get in close. Since I wasn’t afraid to lose, I checked to score, found the best guy and went after him and watched what he did. I noticed that most of his kills against me where relatively close shots. He’d begin the confrontation far away and then when I missed, he’d get on top of me. Recreating that was harder then it sounded. So I watched him more. This worked in a similar way to a dogfight. There was potential energy and inertia involved. When he approached me he would come at ah angle that would allow him to dodge from side to side (about 45 degrees off of actually coming at me). This allowed him to dodge anything I shot at him. He’d then dodge in the way that would bring him the closest to me. When I started to try and make more distance, he would approach from the angle where I had the least amount of maneuverability currently (due to my ertia. Remember, this is like asteroids!). Then he’d shoot me in the face.

This was all very subtle and people could play for years without actually noticing this. They might even do it, having been ‘trained’ to do so in a Pavolovian way. While I couldn’t come close to this guys success, trying to recreate his tactics made me do instantly better. It’s elements like this in anything competitive that separate who’s okay from who gets great. Fighting games have a concept called “fundamentals’ that most new players act. Simple stuff like reading your opponent, learning their habits, targeting their or their character’s weaknesses. Stuff like footsies, which lets you hit the opponent out of his moves or how to block. Theres a hidden ‘middle’ game that most people don’t get to. They just want to shoot/combo/zergrush the guy. They don’t play the multiplayer game. They don’t force the other player to make decisions they don’t want to make. They don’t know how to truly capitalize on someones mistakes, especially small mistakes. They don’t change their game play as much as they should depending on the game state. They just want to play the game like a single player game.

Playing ‘with’ your opponent thusly is, how I see it, the ’secret’ to getting better at any game you play. I see that as one of the biggest hurdles anyone who wants to get good at a game has to get over. So if anyone reading this is trying to get good at a game, open your eyes and look at the path that leads up to your goal. Force your opponents hand and use whatever means you can to put your self in the best situation possible to accomplish your goal.

2009/10/30
2:08 am

IR Head Tracker


So I play IL2- Strumovik on and off. I’ll go a year or so without touching it, then fiend on it for a few months. Two things have always bugged me. My lack of real rudders (I’m tempted to build a rudder setup instead of spending 100+ dollar on some loose CF rudders that don’t even feel that nice, or even more for a decent Saitek setup) and the difficulty of tracking targets. I always wanted a headtracker, but IrTracker used to run for about 200 dollars. Now it’s about 100, but even then, I read about FreeTrack. Freetrack lets you convert a webcam and use IR LEDs to make a headtracking setup. Usually it involves taking the IR Filter out of your webcam and putting something like magnetic tape over the lens to block out normal frequencies of light. I instead opted for a Wii-Mote.

So I made a 3 point LED baseball cap, with a 9 volt battery just taped to the brim. It works quite well. The video doesn’t really show it’s true usefulness as I was flying with one hand and it was poorly calibrated. When I have it in the zone, I have great visibility in all directions, with the only trouble spot being totally behind me. I can usually manage a good peak though. Anyways heres the video. It’s really rough, but you should get the idea.

For reference sake, I used a wii mote through a bluetooth dongle connected with Bluesoliel. The IR LEDs are rated for 200ma and I have about 80 ohms of resistors connected to them. It’s pretty much super simple wiring wise. They’re wired in series. Also the LEDs are ground down so they produce a more defused light with a wider viewing angle. All and all, this crap cost me about 15 dollars, excluding th wii-mote which was just lying around.

2009/10/11
9:23 pm

Art: Ignition Trigger


Copied from DA…..

Cassara, with fire. One of those things I just have to draw periodically.

Besides just being incredibly strong, Cassara possesses an ability called the Ignition Trigger. This ability ‘triggers’ under intense emotional stress. This stress attracts fire spirits toward her until build so much spiritual pressure that the ‘ignition’ happens. The fire bursts into physical space and destroys things on Cassara’s whim.

The fire is not true fire, but selective, magical fire. Depending on Cassara’s anger it will either only burn things she hates, or, when extremely angry, things she has no concern for. She has no direct control over the fire usually, using it only as an impulsive action. Over time though she learns to focus her emotions in ways that lead to a degree of control over the flames, as pictured. Even still, the fire doesn’t act like a weapon she controls, but instead ‘accompanies’ her in her attacks.

I switched to using SAI for this picture. I only used photoshop to give her a bit of a breast reduction.

[link] Is the original.

Not that much of a difference, but enough to make a… well, difference. They look fine big like that I think, but they’re out of character. They’re probably still too big but theres a difference between “too big” and “titty monster”! The difference isn’t even that much, but anymore use of the liquify tool would probably lead to a muddy mess.

2009/10/01
11:56 pm

Blazblue Sucks (Random Post Compilation)


I got a few requests from people to post some of the stuff I say on other forms. This usually happens when I post a link to something instead of explain it and whoever goes “Oh wow why didn’t I see you say this”.

For the life of me though I can’t remember some of these other posts, so I’ll just go with this one from sirlin.net talking about why Blazblue is currently a terrible game. These are in response to other posts, but generally the context isn’t all that important…

Well I certainly dislike the game a decent deal and only touch it when other people want to. Heres theres MY reason.

Lets start with throws, because everyone knows they are rubbish. But that tech window isn’t bad just because it’s makes throws also extremely reactable for people with good reaction. 13 frames isn’t enough on it’s own to be teched on reaction, but with the throw startup of 7 frames(usually), some people become almost completely unthrowable. Someone like Justin Wong, who doesn’t play the game seriously and barely plays besides when he feels like dicking around in Chinatown Fair is, pretty much, basically unthrowable. Sure, everyone will get surprised occasionally and get thrown, but against some players it goes from a weak feature to a nonexistent feature. Also combo throw breaks are dumb and seem to only serve to make you not be allowed to relax a bit and recollect your self mid combo.

Oh yeah and throws have what, 0 proration? Fucking terrible throw system, guys.
Okay, now the second thing I noticed when I played the game. So you have these nice, huge, animu sprites and these nice big weapons and all that, but, somehow, everyone fights like they have T-Rex arms. The move sets feel like I’m playing Melty Blood! Any normals that do have decent range tend to be slow as dick. This struck me first when I was playing Tager and lamented how he has basically no good ranged pokes like potemkin. You gotta lota ass slow magnetism moves, but because of their speed, they don’t fill the same void. I remember thinking I’d play Jin because he looked like a cross between Johnny and Ky, but then when I played him I was like “Dang, these normals are pretty lack luster’. Of course then I realized within the game those are considered great normals. It seems ASW wants you either to be rushing shit down, or being kept out by zoners. Ugh. I like the dynamic between zoners and close in characters, but that doesn’t mean the close in characters have to be amputees. Using good normals to close that last bit of distance when getting in on a zoner is usually what makes that conflict so fun. Ironically some of the best normals seem to go to the zoners, who already are good at what they do. Sigh.

End of that story, I switched to Hakumen. Even though he sucks, at least he rewards old man virtues.

Okay okay, but I’m not done. So it’s okay that the game is unbalanced. First release and all that. It’s okay that Nu is too good, dumb balance mistakes hapena ll the time. What annoys me is, if you look at the systems, you can pretty much predict the tier list.

If you read about the systems you’ll be like “oh, okay, these are checks and balanced to keep zoners from being too good!”… But when you actually play the game, then you see no, thats not true. NEgative penalty seems to happen the most when rush down characters can’t get in. Guard breaks tend to happen to the rush down characters that can’t get in. Throw breaks let Zoners get out to range. Throws in general seem to favor zoners and all the crazy shit they put on the screen.

Also has guard breaks been good in any game ever? Even in good games that have them, people seem to groan about them even existing. Also why does negative penalty make you TAKE TWICE AS MUCH FUCKING DAMAGE. Oh my god is people blocking that much of a problem! MAYBE IT WOULDN’T BE IF YOU COULD FUCKING THROW THEM. OR POKE THEM. OH MY FUCKING GOD GUYS.
Also bursting is kinda dumb, but I think a burst that exists but you wouldn’t always want to use is okay. It does seem to suck too much right now though.
Also this game has the only tech rolls I’ve seen that are cool, since you can punish them something fierce and thats kinda fun. But I also hate that, if someone doesn’t know how to play and gets knocks down, they get their shit wrecked because they don’t understand the complex system for STANDING UP.

Well, it’s not exactly complex, but I think getting up safely should be a DEFAULT ACTION that you are able to MODIFY by pressing buttons.

Somehow the game is still fun, but I expected something more thought out from ASW. I’ve certainly had fun with worse games. But I’ve also had more fun with worse games. Fun doesn’t make up for the fact that a lot of the design ideas in the game are totally rubbish.

Wait wait wait wait. Now, I’m all okay with fewer buttons. I play 3 button fighters all the time. But

“Guilty Gear’s COMPLEX 5 button system” and BB’s “Easy to use 4 button system”.

One button is the difference between COMPLEX and EASY TO USE? Even though one of those buttons is a button that does weird shit? That’s just a ridiculous statement.

Depth per character? REAAAALLY? Man, people brutalize the concept of character depth. Depth does not equal “crazy gimmicks and game systems”.

STORY TIME. There was this game once. It was super duper popular. It was called Street Fighter 2. Then there was Super Street Fighter 2 Turbo which was less popular because people moved on to alpha because they didn’t know what ‘good’ was yet, and everyone was burned by Super Street Fighter 2 so whatever. We’re going to talk about Super Street Fighter 2.

Anyone who is any good will tell you that Super Street Fighter 2 has a lot of character diversity! You might be tempted to say “But no one controls dolls or bugs or throws sword!”, but please, bare with me. SF2 had no real systems outside of a basic combo system and very very limited juggle system. Yet the characters expressed a lot of depth and uniqueness! This had nothing to do with crazy core concepts, they just all played differently, even when they seemed the same. Ryu had great zoning and normals and was just great over all. Ken worse zoning, but had great anti air has tons of trickshot combos and tricks that makes him gimmick and mixup oriented. He had a super strong throw that could lead to all sorts of different mixup attempts. Balrog could rush down super aggressively, but against zoners he would have to play defensively until he got meter. Chun-Li has to vary her play style extremely based on her opponent. Bison has terrible defensive options but can deal insane damage and dizzy. Zangief is a grappler with actual good normals who can actually fight evenly with the series star fireballer, Ryu (infact, he may even have the advantage!).

This just keeps going. Depth comes from a lot of little things that all add up, not from some big, core gimmick. Also the system didn’t try and support one type of gameplay over the other, so all of them had a shot to be expressed evenly? Wanna block forever? Sure. Wanna try and abuse throws? Sure. Wanna play keep away? Sure. Want to rush down? Sure. Even if your particular character can’t do one of these things (though you can certainly try. See Thelo’s Honda compared to EA Megaman’s Honda), someone will.

Guilty Gear went in the right direction with this. The system generally only gives defensive options. Negative Penalty exists, but it takes so much work to get, that it’s a non feature. Otherwise, it only punishes blocking by raising your guard bar and it makes up for this by giving the defender green block and IB.

Guilty Gear characters have nuance and mostly aren’t dominated by their gimmick. Even when their gimmick dominates their game play, they have nuance. Nu can sit around throwing swords all day to zone. Venom has a bazillion possible setups to learn and create with his pool mechanic. He can’t just fill the screen with balls — thats one dimensional. He has to set up situations to express his gimmick.
Blazblue characters pretty much boil down rush down or zoning. Guilty Gear has more diversity in the heart of the game in the way characters interact. A character can be defined in many ways in Guilty Gear. Great normals, great setups, great throw great zoning, great whatever you want. I play the shittiest character in the game and I have a resource to manage that effects pressure AND damage output, unblockable setups in the corner in special situations, excellent poking abilities, but with limited reversal capabilities and strong meter dependence. Also he has one of the best throws in the game and very strong AA.

in Blazblue it’s like “Rushes down. Has a fireball. Can freeze things” Maybe you have awesome mixup or zoning but whatever.

Can’t have a good throw. Throws are bad. Normals are pretty ho hum and are designed mostly for pressure. Can’t really have a strong okizeme game since theres a lack of good knockdown and theirs a lot of ways to get up. Even if you do have good oki, you’ll have fewer chances to use it.
So what if you can freeze the guy? It’s just a combo off a poke. So what if you can mash D to throw laser swords? We’ve been doing this since Dhalsim. Counters? Old and with about the same gameplay as a prediction DP. Drain life? Who cares if it doesn’t change how you play. Throw bees on the screen? So what, we’ve been throwing fireballs, lasers, air fireballs, pool balls, limbs and.heck, even bugs already, for years now.

Some stuff in Blazblue is interesting. I think it’s cool that Litchi fights differently with her stick then she does without it. I think it’s cool that Tager magnetizes people. But for most of this stuff, the emergent game play from these gimmicks doesn’t add up to much. So what if Noel has button thats a rekka chain? Thats not all that different from just straight up rush down. Controlling the wind is neat, but you’re really not doing anything particularly special with it. It’s something and it allows her to do some stuff she normally couldn’t, but nothing that creates depth, magically.
The thing is, these abilities don’t have to magically create depth. They’re pretty much all fundamentally fine. It’s the core of the game thats lacking so it doesn’t let these gimmicks develop into anything other then what they are right now. Gimmicks.

Gimmicks are not the same as depth.

As for the designs of Blazblue being better, thats all opinionated, but I’ll just say the game looks great, but it seems that they are also less rememberable characters, by design. At least the story mode is better then GG so we actually get to learn something about them, but thats really it.

On how to change the game…

Lesseee….
Change throws. They don’t have to be GG 0 frame instant whiffless 1 button throws (That’d be nice, but whatever), but pretty much every number related to them need to be lowered. Startup, break window, damage output Damage output should still be relatively high and not go the route of SF in recent games. As long as the throws remain generally viable, a lot of characters will improve. Also no fucking throwbreaks for Tager’s 360. Come on you guys, seriously.

Change knock down system slightly. Give a damned default getup action (preferrably a get up like a normal fighter), make the quick getup look like the ’safe’ getup (the flipout. That looks like it should be the unsafe, fast one!) and maybe make rolls a little bit more risky. Having options on the ground can be okay but we don’t have to go crazy. Being on the ground is supposed to be “bad”, not “shrug”. Also more moves and combo enders that end in okiable knockdown.

Make guard crushes harder or make it so projectilers can’t guard crush( at least not with their zoning moves) so the rush down characters can actually exploit it.

Remove negative penalty, it has no redeeming value.

Modify some normals for the rangeless characters, by either speeding up some slow ass D moves or changing a move here and there.

Besides that, just balance the game more and make changes to characters that make for interesting properties and character interactions. It’s certainly doable.
Barrier bursts are sort of a neutral part of the game. Games without bursts are perfectly fine (and kinda preferable sometimes!), and games with good bursts have proven to be fine. The only thing you don’t want is for bursts to be too good. Then they’re disruptive.

I think improving them would be nice! Maybe make the DANGER state less extreme. But them being good or bad doesn’t necessarily effect the game much. It’s okay for an “OH SHIT” button to be risky and costly. I’d leave that one up to ASW.