StrategyWiki:Staff lounge/2013/August

Create Category:Vector images
Any thoughts? --RAP (talk) 05:27, 31 July 2013 (UTC)
 * I was working on adding images in Acno's Energizer/Objects and talking to, I noticed there's no Category:Vector images (or Category:Vectors).
 * I questioned whether it has to be a file of a vector image, or a file of a screencapped vector image for the category to be created. After telling it's just a screencap, Moydow clarified it doesn't have to be under a file format.
 * I gave an image from the game to Moydow and told that it came from an Adobe Flash game from 2000; he determined it is a sprite.
 * I objected this answer because the image before being image captured is scaleable due to being made from vector graphics, especially from a SWF (Adobe Flash) file. The image is upscaled to 500 percent internet browser zoom from the level editor of the game. Moydow clarified that this is the closet definition to categorize the image as a sprite.
 * I pushed on and asked if creating the category is determined by a minimum number of files. Moydow doubted that and for the fact that vector graphics are a relatively new thing, more of less. He points out to the wiki having a lot of screenshot images, justifying on having it's own category.
 * Lamenting on adding the category after uploading. Moydow told me to go to this page for discussion and opinion as an opportunity.
 * Examples of vector graphics besides Adobe Flash games in the internet are Castle Crashers and other games from developer The Behemoth.
 * I find vector based images really cool, and we have a lot of vector images already on the site (anything of the format .svg). We could potentially create a category for it similar to Category:Panoramic screenshots.  However, as with most of our categories, they're generally pointless for browsing, but are an interesting classification system. -- Prod (talk) 06:06, 31 July 2013 (UTC)
 * It has to be SVG image file and not just a snapshot of the SVG image in the form of PNG image file to be a thing? Welp, better grab a SWF extractor for it to happen. I have no experience with SVG image files at all. Would love to apply it to sprites, though, they originated from being sprites, not being vector graphics. --RAP (talk) 06:41, 31 July 2013 (UTC)
 * Vector images scale because they are made up of code that renders when the image loads. That is why it can scale. A .svg file is a text file containing all of the code. Take a look at http://inkscape.org/ for a free SVG maker. Make a simple file, save it, and then open the file in a text editor (e.g. Notepad or TextEdit). -- 17:00, 16 August 2013 (UTC)

Bringing back an old discussion
Having a resurgence of interest in fighting games (mainly due to getting street fighter on 3ds and spending a lot of free time hitting bots around), I've reread one of our previous discussion on the scope of fighting games. I'd like to view this issue from another angle, in that our guides don't encourage people to add in-depth info (though they don't discourage them from doing so either). For example, what if a very experienced, high level Super Generic Fighter 3.14 Explosive Edition player who is a master at the Shotoman character and has detailed knowledge of the character's moveset and top tier matchups, particularly on Shotoman's intricate Fireballdouken mechanics and his matchup against Chargeguy, stumbles on to our site with little to no knowledge about wiki markup. He goes to the Shotoman page on the Generic Fighter 3 page, which features move lists of that character from vanilla Generic Fighter 3 to Ultimate Generic Fighter 3.14 Explosive Edition Reengaged. He tries to contribute his wealth of knowledge, but doesn't know where to start, since he doesn't know how to add headings or make tables. After reading through the editing help page, he decides it's not worth his time and leaves.

What I'm saying is that our fighting game guides as they are right now don't have the layout for players to add advanced or detailed strategy in, particularly minute nuances or specific information about a normal or a character matchup. Ideally, character pages should look like Brawl's Kirby page, which has a full moveset table and a matchups section, letting anonymous users and experienced editors alike contribute what they know easily. We should have a short gameplay overview, a comprehensive moveset analysis that covers every normal, command attack, special and super, a practical combos list and a matchup section. Having the base layout of the guide laid down encourages people to add in information that they know, while having to set up the structure of the guide themselves might drive some potential editors away, especially if they only just found the site. T.testLP(talk) 10:18, 19 August 2013 (UTC)
 * Also, I am aware that the suggestion for page layouts is similar to part of the in-depth fighter analysis project. I know that I can just add it in on any page I wish, but I worry it could affect the completion stages of some of the CS4 guides. It might also make shared character pages long and convoluted, so I'd like to discuss it here first. T.testLP(talk) 15:48, 19 August 2013 (UTC)