User talk:Bmuig

Welcome to StrategyWiki!
Hello Bmuig! Welcome to StrategyWiki. Thank you for your contributions. If you have any questions, just contact a sysop through their talk page or post on the staff lounge, and they'd be happy to help. If you need help editing, check the StrategyWiki Guide. If you have a question about the content on this wiki, you can check out our staff lounge page. If you want to ask questions or hang out in IRC, we're usually around. On the other hand, if you have ideas for StrategyWiki, bring them up on the community portal talk page. Please remember to sign your name on, and only on, talk pages by clicking or using four tildes (    ); this will automatically produce your name and the date. Finally, please do your best to always fill in the edit summary field as this helps to document all of your hard work. Feel free to delete this message from your talk page if you like, or keep it for reference. Happy editing! -- 17:56, 8 September 2007 (CDT)

Nice job
Hi Bmuig. I have to say, I was pretty impressed with your work on the AOF move list. You made a custom template, but you kept it in the style of the other move lists, so I think it worked really well. The individual character pages need to be established, but I can help you out with that. Are you interested in working on any other move lists? Obviously, we're lacking in the Neo Geo department at the moment. Let me know what you think. Thanks. Procyon (Talk) 11:19, 9 September 2007 (CDT)
 * I think the word you were looking for is thesis? What and where are you studying?  For your first wikipage, you did an amazing job.  Most people who have made a lot of wiki pages still have trouble figuring out how to set up templates like that, so it's very impressive.  Don't worry about time, this site isn't going anywhere, it will still be here when you finish more important work.  It's always fun to use this site as a way to take a break from more serious work :)  I don't have any suggestions for your page, you did it largely the way I would have.  We just have to make the respective character pages, and I've been kind of lazy about maintaining that.  But again, there's no rush.  Procyon (Talk) 14:05, 9 September 2007 (CDT)
 * Hi Bmuig. Once again, an outstanding job.  The sort order thing is a very bad system that I was using to keep Category:Move lists sorted properly.  For AOF (which I just changed to A0SAOF), it breaks down like so:


 * A: To get AOF listed under the As
 * 0: To get AOF listed above the character pages,
 * S: The S is for SNK (C for Capcom, M for Midway, and N for Namco)
 * AOF: The abbreviation of the game.
 * Like I said, not a great system, but it works. I'm going to create the character pages for you right now. Procyon (Talk) 15:53, 13 September 2007 (CDT)

Future games
Hi Bmuig. I know that you had plans for working on Art of Fighting 3, but I was hoping that you could take a look at Category:Wii_Virtual_Console and make whatever games are listed there as a priority as well, if you are interested in working on them. Thanks very much! Procyon (Talk) 09:45, 15 September 2007 (CDT)
 * Awesome, you did a terrific job on Fatal Fury :) I don't know if you notice, but I have bee establishing the character pages for you, such as Move Lists/SNK/Andy, Move Lists/SNK/Joe, and Move Lists/SNK/Terry.  You are terrific at making these lists!  Procyon (Talk) 19:41, 15 September 2007 (CDT)

Responses

 * 1) You are free to change the completion stage of any guide that you work on, any time that you wish.  That's part of our be bold motto.  In the Header Nav for the front page, find the num=0 and change it to a 1 (or even a 2 if you like).  1 is for more than a stub, but not much.  2 is for a good amount of critical information filled in (like the move lists).  3 is for nearly complete and 4 is for very thorough.
 * 2) You are correct about the problem of the move lists.  All of the information does need to be created, and updated, and maintained twice.  There is a way around it, but it's actually more work than the way we do it now.  We would have to create Templates for every single character's moves in every single game.  Then the pages would just be lists of templates.  That's more of a resource drain on the database, so we settle for having to update two pages.  It's a bit unfortunate, but better than the alternative.
 * 3) I am currently out of the industry, but I did do cursory Artificial Intelligence when working at several studios.  I would be happy to help you as much as I can.  My knowledge of AI is probably not as in-depth as yours and I primarily only developed finite state machines.  But feel free to ask me anything that you would like, and I will do my best to answer you :)  Procyon (Talk) 18:04, 16 September 2007 (CDT)

Small optional request
Hi Bmuig. Once again, fabulous job with AOF3, and I'm delighted to see that you are working on KOF94 now. I had a request for you, and it's completely optional, you don't have to bother if you don't want to. But I noticed that your style does not include the use of which puts a  between the moves and the buttons. I usually use it as the very last part of the motion, before any of the buttons are mentioned. A lot of the other move lists use this, but you're not required to. I was just hoping that you would consider using it in the future. Thanks very much, and keep up the amazing work.

P.S. Prod and I are considering a big change to the way that the Move Lists are set up. It would address the problem that you pointed out about having to make changes to each list twice. It won't affect any of the work you are doing now, and will only slightly change the way you contribute moves in the future. I just wanted to let you know, and will tell you when the change takes place. Thanks!


 * You made a very good point about the plus. Maybe I should consider removing it from my lists?  I don't know...  I guess the thing that I liked about it was how it helped line up the lists visually.  I'll give it some thought.  Please feel free to edit and improve Template:cade.  It shouldn't be protected.  Let me know if you need any help.  Procyon (Talk) 20:01, 27 September 2007 (CDT)
 * Oh, before you edit cade, please make sure that you have intimate knowledge of ParserFunctions, in particular #switch, as cade relies on it to work. If you need any help with this or would prefer someone else to add them in just in case, let either me or Procyon know and we'll help you/put it in for you. Thanks! -- 21:37, 27 September 2007 (CDT)


 * Looking at the various movelists the plus really helps for visual organization (creating a visual line). Also, even though someone might be confused that + doesn't determine the difference between sequential and simultaneus pressing, it's basically a given that its simultaneus to an extent (you press the button as you complete the motion, not AFTER, unless some game actually has that).  If there is a sequential delay we just say "Actions then... action."  See Move Lists/Capcom/CVS2 for examples.  -- 01:10, 28 September 2007 (CDT)
 * These aren't actually arcade buttons though are they? These images should go under their own template (possibly NeoGeo) rather than pushing them into cade.  If they are arcade games, then shouldn't they be using the already set up cade with the current images and not additional NeoGeo images? -- Prod (Talk) 07:43, 28 September 2007 (CDT)
 * No, Prod, it's cool. The Neo*Geo was both a home console, and an arcade cabinet hardware.  Since the console (at least, the non-CD version) was over $700, more people played it in the arcade than at home unless a console port was made to the SNES, Genesis, PSX, Saturn, etc.  GF takes this approach as well by listing every single Neo*Geo game under the Arcade category as well.  And seeing how the ABCD buttons are going to intermingle with the punch and kick buttons (you'll see when the KOF94 move list is complete), it an appropriate categorization. Procyon (Talk) 09:09, 28 September 2007 (CDT)

Neo Geo buttons
Hi Bmuig. You never need to apologize, and you never bother me, so please do not feel that way. Here are my personal thoughts on the matter. I did envision the lists looking the way that you described in the fourth point, with being used when  or  does not matter. There are two alternatives to this: There are pros and cons with both approaches.
 * 1) As you said, say  or  when it does not matter which one to use, or
 * 2) Use  instead of  and  instead of.

With #1, the move lists become larger in size (not a big deal), and people who don't play those games on the Neo-Geo, but rather the PlayStation 2 for example, won't always know what button A, B, C, or D is. The configuration screens usually say "Weak Punch", "Strong Punch", etc.

With #2, a Neo-Geo player now has to think about which button maps to Light Punch instead of knowing right away to use the A button. And as you said, it doesn't work at all for games like Art of Fighting or Real Bout Fatal Fury.

It sounds like the biggest concern that you have is about the look of the images. Indeed, looks very different than. But that can be fixed. Blendmaster could make a new version of A that looked like but was colored red instead, and could have a "A" where the "L" is. Some problems can be fixed simply by uploading new images.

Ultimately, I leave it up to you because I think that you are very talented, and understand fighting games very well. By the way, we are starting to reorganize the Move Lists a little bit. Take a look at Street Fighter II, and hit Edit to see what we did so far. Procyon (Talk) 15:28, 28 September 2007 (CDT)


 * I know what you mean, it seems odd to me to have the move lists on the intro page as well, but we did it to keep all of the Street Fighter II games in the same Table of Contents. Likewise, all of the Fatal Fury games, and all of the Art of Fighting games will share the same Table of Contents.


 * I plan to move the character pages as well, I just haven't gotten to that yet. The idea is that there will be one Blanka page for the Street Fighter II series, one Blanka page for the Street Fighter Alpha series, and so on.  So there will be one Terry Bogard page for the Fatal Fury series, one Terry Bogard page for the Real Bout series, and one Terry Bogard page for the King of Fighter series.  Actually, there may have to be many King of Fighter pages.  Like one for 95, 96, 97, and 98.  Another for 99, 2000, 2001, and 2002, and so on.  We'll have to see how it works out.


 * Unfortunately, I'm not really the best at designing buttons. Blendmaster is, but he hasn't been available to work on StrategyWiki for a while.  I could try to make something, but for holding a button, we usually just write "hold " or something.  (See this example.) Procyon (Talk) 17:25, 28 September 2007 (CDT)


 * Probably one of the reasons there is no "hold button" image is because the only game that heavily relies on button charges is Killer Instinct (and Killer Instinct 2). We only wanted to make as few images as necessary to keep it from getting confusing.  But if you feel it is necessary (e.g. it occurs in a majority of character's moves,) by all means, please add one. Procyon (Talk) 17:45, 28 September 2007 (CDT)

Check out Street Fighter II/Characters/Ryu when you get a chance :) Procyon (Talk) 21:54, 28 September 2007 (CDT)