Actually, Fate Unlimited codes is by 8ting
Cavia is only a publisher, like Capcom
thats what i intially thought but wiki showed cavia but this what i get for not doing proper reseach and just wanted to respomd quickly. Thanks for the correction.
on another note i want to share
"whats with gaming" has two episode that think is worth sharing
Besides the sf4 pic catching my interest, as gamer i grew to appreciate games that donāt stifle my abilities by having multitude of artificial barriers like locking mechanics out from players and such, so I naturally grew to love fighters because outside of its nuances i felt controls in these games were just right. I experience many fighters with traditional (2d/2d.5), advance (3d) and unique ones (smash, pychich force, senko no ronde). Iāve become more of fan of fighters and generally prefer fighter base more of weighting risk rewards ( JJASB, Rivals of Aether, Melty, j star victory, shin kohime) with moderate execution needed reaction needed. As oppose to high Fate/unlimited codes, Smash, GGAC, Gundam extreme vs, Street fighter IV/V)
Their alot times people from scrubs and professional feel something ācheatingā, ive felt my share of this especially in on line gaming.At one point I felt option select and infinite is cheating or using top tier but i since learned my folly and how skew these were. How ever I sill have ill feeling towards some of this stuff but instead of criticizing them Iāll attempt to find a counter for them, if not presence then Iāll jump into another game where their not as strong. While fighter is about maintaining advantages while minimizing your risk. Option select seem to change that by letting you do action that cover situation if your opponent theoretically choose the appreciate appropriate counter. I donāt mind mechanics like blitzsheild(XRD/mechanics), Recoil guard (EFZ). I dont like infinites due to player completely maintaining the advantage until the ko appears. how ever im ok with ToD if player have to use use some resources and get specific situation (fatal counters). Or at least had more the opponent had more than opportunity to do the same in the same match.
Hi, Iām relatively new to the community having followed fighting games since the days of SF4 and MvC3. I was referred to take this discussion here in the lounge.
I would like to gain a deeper insight on your thoughts on āskillā in fighting games as gamers.
My main question is āWhat do you consider to be āskillā in fighting games?ā
There are a whole range of things that affect how people perceive the definition of āskillā in different fighting games. Do you think skill is subjective to an individual or is it perhaps something viewed as a standard in the FGC?
For existing or new players or players interested in playing fighting games at a competitive level, what key elements to do you believe make up āskillā in fighting games and why?
In turn, why do you think new players have difficulty in reaching a certain level of skill in fighting games?
Some points related to skill may include:
⢠Execution
⢠Game peripherals (arcade sticks, game pads, keyboards etc.)
⢠Cultures
⢠Communities (FGC or other game communities)
⢠Psychological Strategies (e.g. baiting the opponent, reads)
⢠Player Research (e.g. learning about characterās tools and matchups)
⢠Gender (perceptions of gender in the context of skill in fighting games)
⢠Environment (e.g. local arcade set-ups, playing online, personal space)
EDIT: clarified question
What do you actually want to ask and why are you asking it?
It seems you want us to do preliminary research for you. All of these topics have been covered to death at one point or another. Some of these require hella paragraphs that aināt nobody got time to write.
Plus, no one cares about gender on the fgc, if you are good you are good, simple as that.
Yes my previous post is related to research. Iām sorry, I should have clarified my post.
My main question is āWhat do you consider to be āskillā in fighting games?ā
Skill is simply winning and winning consistently.
Ok, i am gonna give you some hints on what we call skillset.
1st of all every game is different so some games require you to develope some skills over others, but in the end, there is a core set of skills or fundamentals that a good player needs to have to be competent.
Those are
Spacing, or the ability to control the space between yourself and your oponent. Stuff like footsies, jumpsies or whatever some people call it falls under this. This is done through a combination of your movement and character tools like pokes and specials.
Reading your oponent, the ability to predict what your oponent will do given a situation
Add quick decision making, adaptability and flexibility.
Of course you also need a decent amount of dextresity and reflexes.

Yes my previous post is related to research. Iām sorry, I should have clarified my post.
My main question is āWhat do you consider to be āskillā in fighting games?ā
Ehā¦there are a lot of āskillsā in fighting games. This is a terribly broad question. I think what youāre trying to ask is āwhich skills do you need in order to be competitive in fighting games?ā Thatās something thatās been discussed to death. But what is the research for, who are you that is writing it, is the community going to get a copy of the research, who do we call if you acted like a tard and wrote a bunch of untrue stuff?
So many questions.
just curious, looking at SF 4 entrants for texas showdown, iām just wondering did other games like marvel 2 and 3s see big drops in numbers when sequels came out. Just kind funny as a spectator i guess at how 4 went from the main event to āyeah i guess it existsā almost in such a short amount of time.

just curious, looking at SF 4 entrants for texas showdown, iām just wondering did other games like marvel 2 and 3s see big drops in numbers when sequels came out. Just kind funny as a spectator i guess at how 4 went from the main event to āyeah i guess it existsā almost in such a short amount of time.
Unless the new game is hot garbage is very common that once a new sequel drops the last game is left behind.
Sometimes games can co-exist if they play very diferent from each other, but is not that common.
A lot of people hated or burned out on SF4. Plenty of people were ready to jump ship.

just curious, looking at SF 4 entrants for texas showdown, iām just wondering did other games like marvel 2 and 3s see big drops in numbers when sequels came out. Just kind funny as a spectator i guess at how 4 went from the main event to āyeah i guess it existsā almost in such a short amount of time.
It doesnāt help that Evo dropped the game like hot garbage but we have time for 2 smash games. Odds are good that it stays a 3-500 player game at Evo if they support but smash milfs. Different issue than what happened between the PS2 to PS3 jump from the old SF games to SF4 since USF4 wouldāve been getting played on PS4.
I havenāt gone back to see if this has been discussed in this thread (or elsewhere), but Iāve been curious for a long time why (unless Iāve missed something obvious) no major publisher has ever actually bought GGPO as middleware. Is it their asking price? It just seems that since the GGPO team announced that theyād be interested in licensing the software, every studio with a budget has scrambled to develop and hype their in-house roll-back netcode⦠none of which seems to work as well as GGPO itself. Is it that prohibitively priced?
Also, did Riotās purchase of Radiant Games take GGPO off the table for non-Riot studios/publishers? I havenāt seen this addressed so Iām guessing ānoā, but I honestly canāt tell if GGPO belongs to Radiant or some other entity.
Namco has a GGPO license.
Wasnāt sure if it was worthy of its own thread, so Iāll put this in here. Been working on a fan-made fighter for a while (made using Game Maker) and finally released a playable build: VGFC - Worlds Collide.
[details=Spoiler]

Credit to @roknin for the logo, heās also working on some cover art for it but that isnāt ready yet[/details]
ā¦yeah, Iām terrible with names
Thought you guys might enjoy it, so Iām sharing it here.
Currently lacking a lot of stuff (aside from the roster size), but itās still a WIP and Iāll continue to work on improving it/adding more. Right now it has Arcade with some AI opponents, barebones training mode (itās basically versus but with infinite time/health and the ability to turn the hitboxes on/off with Start), and 4 versus modes:
Standard Versus (1v1)
YOLO Versus (You die in one hit, but thereās no chip damage, all mechanics are enabled by default, and you have infinite meter)
Honest Versus (some may remember this from back in the scrubquotes thread, basically a mode that removes all of the ācheapā stuff that scrubs complain about)
[details=Spoiler]https://youtu.be/V05tPjNNSPs
From an older build but the premise is the same[/details]
Team Versus (3v3 fights, similar to KOF)
It also supports button and keyboard mapping and should work with pretty much any controller or Arcade Stick. Also supports custom music so you can assign your own bgm to each stage or the main menu (.mp3 or .ogg files).
Some screens:
Spoiler
http://i.imgur.com/ozuXL0i.png
http://i.imgur.com/zTo0nnv.png
http://i.imgur.com/w58qso3.png
http://i.imgur.com/y7MPZzM.png
http://i.imgur.com/sNmjiOT.png
Gameplay:
[details=Spoiler]https://youtu.be/gBlIvoYqNHQ
The vid is from January, Iāve made some tweaks since then such as the addition of tech rolls. Couple of my friends playing so not the most high level stuff or anything.
Also note, boss versions of characters (God Rugal, Evil Ryu, Violent Ken, Shin Akuma, etc) are just glorified palette swaps. They have some different idle animations/win poses/taunts, but gameplay-wise theyāre identical to their regular counterparts.[/details]
(Credit to @āPhantom Angelā for the battle UI and @Smashbro29 for being the announcer)
If anyoneās interested, you can find a download link for it on here:
http://vgfc-worlds-collide.herokuapp.com/
Itās a wiki of sorts that Iāve been building for it. Still has a lot left to add though, but you can find the download link at the bottom of the home page (or click on āDownloadā at the top).
Let me know what you guys think. All I ask is that any criticism be more constructive than just āitās trash.ā :razz:
You used Game Maker, huh? Iāve been wondering what engine should be best for making an indie fighter:
-Game Maker
-Unity
-LOVE2D
-Mugen
-Others?
Iāve tried Unity, I really donāt like working with that engine. And it really seems unsuited for making a fighting game with (though not impossible).
Game Maker is just what Iām used to, as itās good for smaller projects. If you want to go big though, I think the Unreal engine is one worth looking into.
Iāve been using Love2d because I wanted to learn how to program something by typing it out instead of drag and drop.
besides that, I find it easy to implement stuff and debug things with.
EDIT:also, libraries like AnAL and TLbind make the process of animation and controls easier.

Iāve been using Love2d because I wanted to learn how to program something by typing it out instead of drag and drop.
besides that, I find it easy to implement stuff and debug things with.EDIT:also, libraries like AnAL and TLbind make the process of animation and controls easier.
Might have to give that a shot next. Iāve been avoiding using the drag and drop part of Game Maker and coding everything manually (lots of script work) but it still does handle a lot of things for you.