Forum Fighters: Rewritten (Discontinued)

Alright, let’s see if using a fork runs into any of the rules.

The first set of rules I could find are the official forum post by Luxa telling us what we can and cannot do on and off the forums

Rule 0: you must be 13 years of age
No big deal here, definitely does not effect the fork.

Rule 1: be kind
We are kindly trying to him find a way to use this fork.a

Rule 2: reduce spam
This idea of the fork came up less then 4 times, safe enough to assume it’s not spam

Rule 3: reduce excessive topics
I’m quite sure that pumpkin might be one of the few in the forums with the brilliance to code a fork. So this rule doesn’t really apply to us.

Rule 4: listen to moderators
We listened to our mods and obeyed his order to wait while he tries to contact Luxa … This has yet to prove results

Rule 5: no nsfw
Pretty sure edited forms of data aren’t nsfw… Unless they cause someone to slip and fall!

Rule 6: flag Rule-Breaking Content
Well, we haven’t done it yet so we can’t have broken and rules :v

Rule 7: Only wick editor content
Now this is a rule worth some consideration.
At first glance one might think that a fork doesn’t fall under wick content and isn’t allowed.
HOWEVER it would be a bit … Stupid to ignore the fact that it’s a fork of wick itself, making it legal under this rule.

Rule 8: no linking to chatrooms or Private Discussion Forums
Other then the official wick editor discord itself im pretty sure the forum does not contain such links

Rule 9: no personal information
Rule doesn’t not apply

Rule 10: bans
Nothing much here BUT it’s to note that the rule states we can be banned at anytime for any rhymes or reason that the mods consider “bannable” but thatll never happen to us :D
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Right? O-o

Rule 11: remixing
This is the most interesting rule of all, so listen up.

Forking, would count as remixing, since our friend made it by “remixing” the code of the current wick editor. This also means we can use this remix, since the rule actually encourages remixing of all kinds.

This therefore means that this rule confirms that we can use the fork :00000000000000000000

Rule 12: ban evasion
Unless I’m banned for being cool, I think we might just be able to use this form >:D

I’ll just be reading the GitHub rules now, but it looks like our runway is clear and the fork is ready for liftoff.
Ill tell you guys If I find something that might effect us…

well jovanny has asked pkhead to not continue with the fork (jovanny also seemed to stop working on his own fork from what I can remember), and I don’t exactly have the authority to say whether forking is allowed or not, so… maybe we can wait for updates from CMU?

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I had a meeting last week with Luca and CMU, and I asked about it, and they gave us green light to share our editors here. I have already told @pumpkinhead to share it a few days ago. It is now up to him.

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Yeah not being able to share a fork didn’t make sense in the first place since every community I’ve seen with a legal modding scene allows you to share them. Like BeepBox, Minecraft, and FNF. By legal I mean it’s permitted by the copyright license

My fork’s source is at https://github.com/pkhead/we-lua in the test2 branch. I had to use my older Lua fork repo because GitHub doesn’t allow me to fork a repo more than once.

This is the link to my fork’s GitHub page: pkhead.github.io/we-lua/

The page’s build is actually a little outdated. I’ll have to remember how to update that.
It took two hours but I finally figured out how to update the page. (Don’t look at my previous edits)

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Maybe change the welcome message to mention the that it’s modified
(Made a pull request to do it)
it’s in the closed pr section cause i deleted the original repo

So! I take this as we can use the fork to improve our frame rate, yes?
And that we can start to work on the project on the fork?

pkhead’s fork turns the JS into Lua… how do we, uh, revert that?

also @Jovanny do you think 1.19.4 is better than 1.19.3, despite technically being a test editor?

Yes it is. It has the hits function working for sub clips among other features.

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running some benchmarks, lets see the speed difference.
The first tests will be run on firefox which is notoriously terrible at running ffr/big wick projects in general with the July 6th build

Loading directly into a match:
On the standard editor we find that if i start the project on the Biggie Tree frame, and wait for the fight to start, it runs at an abysmal 5 FPS
image
On pkhead’s editor, doing the same procedure, we find it runs much faster, in the neighborhood of 10-16 FPS
image

The following tests are the same, but will be run on MS edge, a chromium browser.
The Regular editor runs in the neighborhood of 10-15 FPS
image
pkhead’s runs at an astounding 18-25 FPS, almost the intended speed of the game!
image
Big performance difference, already worth the switch.
Not everything has been tested, i only tested the fight, so compatibility may have to be tested, but judging by the fact only 5 commits were made, compatibility may not be a big problem.

edit: i was wrong, will gradually add bug reports.
bug 1: the loading sounds screen i implemented a few updates back doesn’t work right, it keeps playing despite many things telling it not to.
bug 2: the display panel keeps flashing if you click any tagline buttons or go to another page
bug 3: keybinder errors, says ‘up’ is not defined
bug 4: almanac doesn’t really work right, and the page transition stops working after a few (about 2-3) transitions (maybe the game is too fast?)
bug 5: biggie tree randomly goes EEEEEEEE (only meant to happen when key combo is pressed)
bug 6: peon is mighty fast (again, game running too fast)
that’s all i can find for now.
Most of these bugs are related to a frame being too fast, or it not stopping, which makes me wonder…
Is the game running too fast?

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No it doesn’t. As I said I had to use my older Lua fork repo – stuff related to that is in the lua branch. Everything relevant’s in the test2 branch. The site’s domain is also slightly misleading. I don’t want to rename the repo because it might break some stuff with GitHub Desktop that’d only take like a second to fix but I’m too lazy to do so.

@Watrmeln Thanks for the bug finding. Some glitches may also happen because my optimization means unload scripts no longer work. I’ll have to make that work a different way – calling them in the function that moves the playhead, instead of after a frame gets unloaded like it does in vanilla. But I think unload scripts were broken in the first place.

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And yet another task completed! I’m sure with a bit of optimization and pk’s fork we will be able to reach out goal 30fps!

Now… For key binding…

Do you guys remember that song I made for the crystal valley level? I found it here. In retrospect it kinda sucks to be honest as the crystal valley level theme. You know that kind of sounds like a song I would make in early 2021-- Nevermind. But you really know what? Songs I made in early 2021 give me a sort of nostalgic vibe-- Nevermind. But actually I’m not sure if it’s because it’s my old songs, or if it’s because the songs themselves have a nostalgic aura.

Anyway I bring this up because I was working on a song like that again a while ago, just for fun. This is the BeepBox link. I didn’t finish it and don’t listen to the part that isn’t looped because I started deviating into FNF style music for some reason. Then I deleted the melody of that part after realizing what I’ve done.

But Kringle’s take on this is probably better than mine. I forgot what where it was.

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Congratulations!

Does anyone know the post where it featured the animation style of the game? I think it featured two people fighting with swords.

this was never confirmed to be the style of cutscenes though. this was just crafter flance’s style

Oh. Well, if I were to make the animation style I’d say maybe we should make it smooth but a bit clippy. What I mean is to not go crazy on in-betweens or something. Like a unique style.

I might animated it later.

This is my take on the animation style! I think it’d be good for cutscenes.

Animation style7-23-2022_10-50-40.wick (29.1 KB)

If you download the file and scroll through the frame that represents the “Hand,” you can see that there’s not much in-betweens. It’s sorta clippy and also smooth at the same time. I hope this can become the style of the cutscenes in the future :slight_smile:

Oh, and this also goes for the head as well. If you scroll through the frame that represents the “Head,” the only reason it’s smooth is because of the movement and the clipping. For two frames it’s the same frame, but then on the others, it directly turns around. Like for example, one frame is the back of the head, then right after that the other frame shows the head already twisted around.

I think smear frames should also be used, thus is why I made the ball less “clippy.”

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That’s… Pretty neat!
Crafter’s camera angles are good, but the style your presenting is quite nice!
This can be the style for most of the normal characters
For buggy-er character and enemies, their animation should be choppier and disjointed to really create the feeling that your fighting something that’s really really wrong.

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Oh and remember a few million years ago when I thought that we should make it possible to customise the weapons of each character?
Yeah, not my best ideas.
Instead, I’ll introduce you guys to badges!

I don’t have the mock-ups with me now but here’s the jisk of it

  • each character has a certain number of badge points, badge points represent the total weight of badges you can carry. So while there is not true limit to the number of badges you can carry, you are instead limited by their quality.

So let’s say Temperi has 12 badge points, and I just got a badge that…

- 25% of dmg delt is returned to the dealer
- plus 20 Max Hp
- MINUS 10% dmg vul.

This badge has a “weight” of 2 points

Is Temperi were to equip this badge, and is hit with an attack that deals 100 dmg she will instead receive 110dmg and whatever dealt the dmg will receive 110/4 dmg back

See how much simpler this is compared to designing coding and animating new weapons?

It’s simplicity makes it so that it’s very unlikely to cause problems and it’s design still makes the player think wither this is a good idea or not, since adding a down side makes it so the badges aren’t plain upgrades. This badge’s downside actually “helps” by increasing your dmg vul, which increases your dmg output.

Also, this badge has a weight of 2, meaning Temperi can use 10 more points worth of Badges.

In summary, the whole point of badges is encourage the player to adjust their playstyle in order to reap the rewards of the upsides while also adding a layer of challage to regular combat.