User talk:Procyon

I welcome any and all feedback here, so please post your thoughts. Thank you.

Archived discussions:
 * 2nd half of 2006
 * 1st half of 2007
 * 3rd quarter of 2007

Name
As in the star, the raccoon genus, or the release group? -- Prod 23:51, 10 October 2006 (CDT)
 * lol, the raccoon genus. If I can't use Procyon, I sometimes use Lotor, or Plotor. ^_^  Procyon 07:58, 11 October 2006 (CDT)

Shenanigans
You're just waiting to +b me on IRC the moment I sign in! -- 19:24, 2 September 2007 (CDT)
 * That's just the kind of guy he is! :P echelontalk 19:27, 2 September 2007 (CDT)

Thanks Scott!!
You know, this leaves us with a lot more money left over from the monthly Google check. I say we put some of that toward getting us some more traffic! ^_^ echelontalk 03:11, 4 September 2007 (CDT)

SimCity 2000
It appears the Release dates section needs converted to the proper templates, I figured you would enjoy a minor project such as this, so you're more than welcome to jump in head first! :) -- 23:12, 5 September 2007 (CDT)

RE: CP Archiving
LOL sorry didn't realize that had changed I'll not do that any more. -Argash 16:42, 7 September 2007 (CDT)

Art of Fighting
Proc, this one's within your remit for cleanup. :-) -- 18:16, 8 September 2007 (CDT)
 * Sorry to add to this, but I would think Move Lists/SNK/AOF should use your templates as well. The author seems to know what he's doing, so perhaps a little guidance is all he needs.  -- Prod (Talk) 08:57, 9 September 2007 (CDT)
 * No, I understand what he did, and he actually did a nice job. AOF is kind of weird because it has these partial energy meter moves.  It was sort of a failed experiment that wasn't continued in any other SNK game, so it should be fairly unique to AOF. Procyon (Talk) 11:11, 9 September 2007 (CDT)
 * First of all Hi and thanks for the Compliments :) I will really try to help you guys out with the NeoGeo stuff, but I'm writing my Diploma right now (I don't know if that's the correct english word .. it's a very big paper you have to write before you can finish University) and I already took one day off to work on the AOF Movelist .... So I'll really try to work on some stuff when I find the time, but don't get your hopes up too much ...oh, and since this is my first Wikipage: if you have any suggestions or criticism or spelling-errors, just let me know....Bmuig 12:57, 9 September 2007 (CDT)Bmuig(Talk)

Volguard
Hey Proc, why is Volguard II in with Volguard? Was it not released, or something? -- 01:14, 12 September 2007 (CDT)
 * They should at least have separate main pages; the rest of the content is up to you (I've got no idea :-P). -- 11:13, 12 September 2007 (CDT)

Art of Fighting 2
I just uploaded my stuff for Art of Fighting 2, hope everything is OK. I noticed that you changed the category from the Art of Fighting Movepage to A0SArtOfFighting ... I did the same for AOF2, but I don't know what the AOS means :) please explain..

Yes, thesis is the word I was looking for ... I'm a student of Computer Science at the Technical University of Ilmenau ... it's OK, if you don't know where that is :), it's in the middle of Germany...

I think I'll start with the pages for the characters in the next days before I start working on AOF3, so there'll probably be some more questions soon...Bmuig 13:59, 13 September 2007 (CDT)Bmuig(Talk)

ZeldaWiki partnership
Sorry to bring this up, but I really let it get away from me. Remember when we were planning on implementing exchange links on our Zelda guides to ZeldaWiki, etc? Well, they just got back to me on that since I let them down. I'd like to chat with you sometime tomorrow about how we can implement these links in your (and other) Zelda guides, as well as whatever opinions you may have. Thanks. echelontalk 02:14, 14 September 2007 (CDT)

Future games
Just wanted to let you know that I'm working on it ... (I put the AOF3 stuff on hold, it was a rather big pain in the back anyway :. A allready finished Fatal Fury: King of Fighters and I just startet World Heroes. So you can expect some progress during one of the next days...--Bmuig 17:15, 15 September 2007 (CDT)(Talk)


 * Well, first of all: thank you very much for doing the character pages, things are really starting to look good :) .. But there are some things that came up:

..--Bmuig 17:15, 15 September 2007 (CDT)(Talk)
 * 1) I noticed that all my pages are still at completion Stage 0, shouldn't they be at stage 1 if they have the basic move List? I read about the stages at the comunity page but I still couldn't figure out the exact way to change them
 * 2) This is just a thought: all the moves on the character pages are copy & paste right now, right? Won't that get us into trouble in the future when somebody changes some mistake at the normal page of the game and then we have two different versions of the moves? Isn't there some way to link from the page of the game to the Character page, so that have only on Version and all changes done to that version change all the linked Versons, too? (As I said it's only a thought ... I really don't know if the Wiki-Framework is capable of such things ... but since it works in Templates there should be some way...)
 * 3) This is more on a private level :) : I saw on your page that you were (and hopefully still are) working in the games industry. As I told you before, I working on my thesis right now. The thesis is about implementing a test environment for AI-Agents of turn-based strategy games (which I have done allready and which is working very fine) and the implementation of two different AI-Agents for that environment (priority based, which I'm working on right now and which is a big pain and Finite-State-Machine based, which I haven't even started yet). So thing is, that I'd like to do a chapter about the "state of the industry", how that whole AI stuff is handeled in development totay and which Systems are used mostly ... So I'm looking for somebody from a games company to answer some (very basic, nothing really specific) Questions about how they handle AI...Maybe you happen to know something about AI Development or know somebody that I could write an Email to? (Oh, in don't feel bad if not .. I used to work at a Games-Company here in Germany, so I allready got some answers, just figured: the more the better) ... As I said before, this is completely not StrategyWiki related, but I just had to ask :)

JoJo's stuff
Thanks for helping out, man. Yeah, I didn't really know what you were talking about at first, but I dig you now. Also sorry for responding slow, I'm kinda new at this whole thing. So if you wanna get Jotaro and Joseph's pages transferred, I'll write the rest of them in that same format. --Tape 13:55, 16 September 2007 (CDT)


 * 1) Alright, thanks for the suggestion. I look at a few guides and filled in all the stuff I was missing.  I'll definitely try getting another character in later today, using the Capcom format.  Thanks for the help! Tape 04:44, 17 September 2007 (CDT)

about the optional request
Hi Procyon

First of all thank you very much again, that AOF3 list was a real pain and I'm glad that it is finished ... I'm pretty sure that it still misses tons of stuff but at least the obvious and important stuff should be in it...

about the +: I've been thinking about this for quite a while and the problem is that I'm usually use the plus to show that something should happen simultaniuesly, for example qcf A + C means that you have to do a quartercircle and then press A and C and the same time. So if I start using the + between the move and the buttens it would become something like this then: qcf + A + C, and I think that is a lot more unclear. It also gets to the point that there will be a + in almost every line since you usually have to do a motion and the press a button, so that the whole plus-thing becomes rather redundant and doesn't really hold any information value at all. So if you think that it's important to have the + between the motion and the button then say so and I'll change my style accordingly (it's really no big problem), but I honestly think that it's better understandable the way I do it now.

another thing: So far, I haven't used cade at all (I just recently found out about it by looking at the old KOF94 movepage). I'm rather sure that it doesn't make a difference at all (since it's very likely just a redirecter anyway), but would you say that it's better to use cade than to put the images directly into the code? And if I should use it, is the whole cade template protected or can I change stuff in it? I saw that it doesn't support the NeoGeo Buttons yet, so I'd have to add those first... --Bmuig 19:14, 27 September 2007 (CDT)(Talk)


 * Hi, it's me again... :) I've been thinking about the KOF94 List all day long and I decided to format it the same way that I did the other Movelists so far, meaning that I'll discribe the meaning of the buttons at the top of the page (like means  for example) and work with the NeoGeo Buttons from there on...
 * The thoughts behind this are:


 * 1) In the Street Fighter Movelists, the buttons are not used as the Movement of the figure on screen but as the Buttons the player has to press, so with the NeoGeo stuff we schould absolutely go the same way and list the buttons and not the actions
 * 2) In King of Fighters, each button could be represented with an Punch or Kick sysmbol, but what about (for example) Art of Fighting, where there are only two Kick/Punch buttons? You would have to use Kick, Punch,C and D there, which is not a good idea in my opinion....
 * 3) Since there (hopefully) will be quite a lot of NeoGeo games at some point we should try to have all the movelists with a similar flavour, the only way to achieve this is to use the NeoGeo buttons everywhere
 * 4) In the current KOF94 list, there is (incorrectly)  and  used for everything, so I thought about using those when it doesn't matter which Punch-Button you press and then use  etc. when it is important that you press the strong punch Button. But I think that this way would be really confusing, you would have both  types of buttons in the list. So I think its a lot clearer to say  or  when you can press any punch button
 * so, if you got an oppinion on this please let me know, if not I'll jut go ahead :)
 * oh, and sorry for bothering you, but I figured it's better to clear things up now than to redo the whole thing again and again ... --Bmuig 14:54, 28 September 2007 (CDT)(Talk)

Just took a (rather short) look at the new Street Fighter page, and it looks very nice, but About the people that play KOF94 on a playstation: that is why I allway put the All Fighters stuff on top of my pages, because there it says NeoGeo-A == weak Punch etc. ... One last thing: I found out that there is no charge down button (or at least I dind't find it) .. so since you made all the other buttons ... if you find some time, could you make one please? --Bmuig 16:49, 28 September 2007 (CDT)(Talk)
 * I can't really explain it, but it somehow feels strange to have the movelist on the start page, of a game .. I know that it makes sence and all, but it still feels strange somehow ... maybe I just have to get used to it
 * it's also rather strange that you keep all the movement info on the individual character pages and link to it over through the page of the game. was that a technical decision? Because if it wasn't I'd really change it around, since you usually (or at least I do) work on a game and then port it to the different characters. And this way you also get into the danger that people will edit the moves of one single character to all have the same style, so that the pages of the games become really messed up ... I know my grammer is strange but I hope you understand what I mean :)

I just thought since there is and  and even  there should also be a hold down button (it looks pretty strange to put hold into the movement part) ... I think I'll just use my amazing Paint Shop skillz an rework ;) ....--Bmuig 17:41, 28 September 2007 (CDT)(Talk)
 * IRC/msn? -- Prod (Talk) 18:45, 28 September 2007 (CDT)
 * And I thought you were going to sleep :P -- Prod (Talk) 23:19, 28 September 2007 (CDT)

Street Fighter 2 - Ryu
omg ... this is really nice ... very very good work there guys. I esspecially like the big sprite on top of the page, that looks really cool :) just two thoughts: will there still be a Ryu page at capcom/ryu? where you've got links to SF2-Ryu, Alpha-Ryu etc..? And I think that it will be a loooong time before other (not SF2) character pages will have even half the amount of information, but that's OK (you've got to have goals in life :) ) so, once again: very nice job you did there...

whar be da minutes?
I gave Garrett the link to the log, but I'd think others who didn't make it (and possibly Garrett as well) don't want to read that much to get the gist of what happened, so hop to it :P (I know they're a pain in the @$$ to do, I had to write minutes of the meetings for a few months for Boy Scouts... it wasn't fun). -- 15:38, 2 October 2007 (CDT)
 * Thanks ^_^. Oh, and search the log for "Sep 29 16:04:54" (w/o quotes), that line and onwards is pretty funny =) -- 15:47, 2 October 2007 (CDT)

Moves List Throw Identifier
How should we denote what move is a grab or not? Blend could make us a little Icon for. -- 17:38, 6 October 2007 (CDT)
 * Yeah which is why we need the identifier. I don't really think italicizing will be very effective, and also there are abilities that have different effects at different ranges.  If we could have a Close and a (Close) we would be able to denote required versus optional ranges.  A small prefix image like that (like MAX) won't hurt.  -- 18:11, 6 October 2007 (CDT)
 * First of all, I can't read Japanese so I don't know what details are in there or not. BUT, I don't care how they do things.  It's not the best way, even if it is a big company.  If it's just basic throws, governed by the controls page I think it's fine that we don't include them.  But if they are an actual move, a named move like on Athena's page, I think we should have a marker for them (especially for supers).  It's not too much information, you're leaving out something big!  If we left out Max's it would be the same way.  We don't need to have the Max icon because people can figure it out themselves; but these guides are to help reinforce those confusable nuances so people don't have to!  Also the little markers help people pick out certain moves from others (in many guides and manuals its hard to distinguish a move from another just by its name and button combination).  -- 20:35, 6 October 2007 (CDT)
 * It comes down to how it helps or not. If we have it, we use up some space for the image, and we have to edit all the movelists to contain it.  We then provide our visitors with information that isn't presented anywhere else in that fashion - this information is generally for skimmers.  Maybe this should be put to vote?  I mean.  This stuff doesn't matter to me really because I don't have any fighting games that I don't know how to use (I just re-learned Zangief, Raiden, and E.Honda's moves in hopes of gaining some inspiration for this discussion).  I dunno.  If we forget it about it its not a problem of course...  Maybe I'll bring it up next year.  -- 04:05, 7 October 2007 (CDT)

Thanks for the move lists info but...
Thanks for clarifying the standard on the move lists. Ironically, I was working to remove the list from The King of Fighters '95 so it would match The King of Fighters '94 while others were working for the opposite effect. This kind of thing should be on the Move List project discussion page, though. I'm willing to help with the move list thing (standardizing them on this site anyway, I don't play fighting games so I can't really help make the lists), but I don't know what end we are working towards. New User 15:02, 7 October 2007 (CDT)