Haha, i did namedrop kind of a lot of FGD mods huh? Totally wasn’t keeping track. While i was making the video i just wrote down people’s names in a txt file whenever someone gave me a good editing suggestion or provided helpful feedback or whatever. But if you asked me to explain why any particular name is in there, i hella couldn’t remember now.
That’s cool, i know a lot of people feel that way. In the past i’ve done everything by hand on standard DC controllers, but i felt it was time to try out programmable controllers and such. That’s why at the end of the intro it says, “Look past the difficulty level of the gameplay and try to see the ideas.” I’m not trying to be modest there. I’m trying to say that i took the execution limitations out of the equation therefore you should take them out of your grading criteria.
Whenever you see dope ideas in the video, give me a point. If all you see is insanely difficult combos but no innovation, then i shouldn’t get any credit. That’s the essential grading rubric for tool-assisted videos.
All i care about is finding new stuff and redefining boundaries. It’s not my fault that the SF community has covered 90% of everything that exists within the practical limitations of human exection. For example, that WW triple Sonic Boom combo took me 3 weeks to develop with tool-assistance, including all of the different variations that i went through before i settled on that one. If i had to do it manually, it might have taken me 3 months before everything fell into place. So that combo would still be shown at Evo2k7, but the whole video would be about 45 seconds long and contain about 4 combos total. That makes it unrealistic to even attempt something of that caliber. But those are the kinds of combos i was interested in for this project so i had to go out and get programmable controllers.
I still don’t expect everyone to be cool with tool-assisted videos but you can’t please everyone. I’m comfortable with that.