User talk:Blendmaster

The boss and navigation templates for EarthBound look so much better now! I'm looking forward to a finished product of this guide. I think it'll turn out pretty well. --Dukeruckley 06:20, 15 June 2006 (PDT)
 * Thanks, I spent way to much time on those. Sorry that I can't contribute much to the content though. I played through Earthbound about 2 years ago and Im just starting to play it again now. I still need to work on more map overlays. --blendmaster 10:10, 15 June 2006 (PDT)
 * While you're playing through the game again, you oughta check over what I've been writing. I'm sure I made a mistake somewhere that could be fixed or at least missed something that could be useful to put in.--Dukeruckley 10:15, 15 June 2006 (PDT)

Earthbound images
I noticed you created the Earthbound Images category, presumably from the discussion in community issues. If you take another look there, you'll see that opinion moved away from categories for images from every individual game, and moved to more general categories. You might want to think about that category again. --DrBob (Talk) 11:59, 16 June 2006 (PDT)
 * Well, it depends on how many Earthbound related images are uploaded. Even if I uploaded them into a game sprites category, theres hundreds of different sprites from games, and it would still be a huge set, albiet slightly smaller. I can put all the images in the Category: Game Sprites, but I still think there should be a separate Earthbound Images category subset, so if someone contributing to the Earthbound guide needs an image, they can check the category to see if its already uploaded instead of trying to browse through a giant category of all sprite images or artwork/boxshots whatever. --blendmaster 13:28, 16 June 2006 (PDT)


 * It's a tricky one really, and I'm on both sides of the fence. On one side, it would make categorisation of images better, but on the other hand, it would create a massive amount of new categories, which would really make my job cleaning up all the mess more hell than it currently is. More discussion required in community issues, methinks. :-( --DrBob (Talk) 13:40, 16 June 2006 (PDT)

Relicensing your contributions
StrategyWiki is transitioning from the GNU Free Doc license to the new StrategyWiki Public license. But in order to do so we need every contributor to each guide to sign their name on this page. There is more information on the transition there but if you could sign your name it would greatly help the strategywiki mission as a whole, thank you. -- Mason11987 (Talk - Contributions) 08:48, 30 June 2006 (PDT)
 * ok. --blendmaster 10:37, 30 June 2006 (PDT)

Control-downleft
This image appears to be corrupt somewhat. When the problem with uploading PNGs is fixed, could you re-upload it please? (Could you also work on some control button images for other consoles? :-P ) --DrBob (Talk) 04:18, 16 July 2006 (CDT)


 * Yeah, I always wondered why that one didn't show up. I'll upload that, along with the ps* ones I have finished. --blendmaster 13:31, 16 July 2006 (CDT)

More images
I've got to say, the control images you've done are brilliant, and I hope you continue to make more, but in the meantime, could you perhaps quickly make some (largish) images for the four big boxes on the Main Page. I'd like to bring some more colour to it, and I think images would do the job nicely. :-) --DrBob (Talk) 07:11, 9 August 2006 (CDT)
 * Well, thank you! I'll see what i can do for the main page. Probably something like the main page for the gentoo wiki. Unfortunatley, I have band camp for most of the rest of this week(yes, I am a high school student), so I might not get to them till Sunday or Monday next week. --blendmaster 21:55, 9 August 2006 (CDT)

Arcade controls.
Here's how I would break it down. There are two major categories of arcade games that I'm concerned with, Capcom's and Neo-Geo's. There are others that I will go in to after these two.

For Capcom, a majority of their fighting games use the three by two button layout like Street Fighter II. The major categories are punch and kick, and they each break down by strength; light, medium, and hard. Some fighting moves use any punch or kick, some moves use a specific strength of punch or kick, and some moves require two or three of the same kind of button be held down. So at the very least, you need a good punch button and a good kick button. Then to add to it, you could have a punch button with a little (L), (M), or (H) in a corner somewhere to designate the strength. Likewise for kick. Also, it's rare, but a few of the Capcom moves use the Start button as well.

For Neo-Geo, it's much simpler. There is only the red A, the yellow B, green C, and blue D buttons. Some games still have a general punch or kick button for their moves, so the punch or kick used for Capcom will still apply.

Of course, for both Capcom and Neo-Geo, you need a joystick knob in 8 directions (I don't think neutral is required, but sometimes a move necessitates that the joystick be released before continuing. It's very rare.)  Also, a few of the directions need charge indications (like for Guile's Sonic Boom which is hold back for two seconds, then forward.)  Back, Downback, and Down definately need it. I've seen some games that charge Downforward and even fewer that charge Forward, but none that ever charge in the up directions. Now this may be more work than you really want to do, but you could theoretically create glyphs for the more common motions like the fireball (d, df, f), the dragonpunch (f, d, df), the 360, the half circle (b, db, d, df, f) and their reverse counter-parts. But that may be more work than you really want.

Now as for other games that don't fall in to the above categories, there's games like Mortal Kombat that have a run and block button, and games like Namco's Soul Calibur that have a guard button and two different attack buttons, but they can each be added if and when someone actually decides to create entries for them.

That's about all I can think of off the top of my head. Before I found strategywiki, I was responsible for the Fighting Games Moves book project in wikibooks (which was appearantly moved to wikiknowledge,) you can check that out if you like at http://www.wikiknowledge.net/wiki/index.php?title=Fighting_Game_Moves Procyon 18:14, 15 August 2006 (CDT)


 * As for other specialty controls, I took a look at what MAME emulates:
 * left and right sticks (Smash TV and a few others use these)
 * up to 10 buttons (usually labelled A-whatever or 1-whatever, but sometimes in Roman numerals)
 * select (not sure how often this is used)
 * 1-4 players start (sometimes uses "P#", other times uses special symbols)
 * trackball
 * analog stick
 * paddle (as far as I know very few games use this)
 * dial (as far as I know very few games use this)
 * That's pretty much it other than Mahjong keys and racing pedals. What player a certain control applies to can probably be implied in the guide itself. GarrettTalk 19:58, 15 August 2006 (CDT)


 * Wow, those were pretty through answers! I'll have to get started on some of the basic stuff. Since the arcade template can scale, I can add more specialized stuff after I get the joystick, kick/punch and maybe player start buttons. --blendmaster 20:54, 15 August 2006 (CDT)


 * Take your time blendmaster, this is a pretty heavy project. I'm also the guy who was in charge of the MAME 32 Plus command.dat project (technically, I still am, but I haven't taken contributions in ages.)  If you want to see what kinds of extended glyphs I'm talking about, check out http://home.comcast.net/~plotor/commguid.html
 * I would definitely say that some of those glyphs are completely unnecessary, but some of them were very useful. I was way in to cataloging fighting game moves, and then I slowed down a lot.  I'd still love to make a definitive guide on this site though.  Let me know if you need more help. Procyon 21:10, 15 August 2006 (CDT)