Toribash
I meant, it should be reversed, uke and tori should be swapped, since the current tori is defending, and the current uke is attacking.
so tori should be heavier.
and uke slightly faster.
swapped.
Hi!
There is also an issue like this with certain moves. What i mean by this is that if you do a move that is exactly symmetrical with uke/tori and with no interferance from their surrounding environment the move does not necessarily result in a symmetrical movement from uke/tori.

I am just poiting this out, i am fairly sure that it is for the same reasons as the original debate in this thread.
PARANDROID
Changing the core gameplay now will ruin the year's worth of replays in Toribash's replay database. Leave it as it is and stop whining that you can't make pretty symmetrical moves.

I'd put the c-word here, but then veb would have to move this thread to wibbles.
Last edited by Ducky; Dec 17, 2007 at 10:13 PM.
<ducky> The game.
<siku> ducky: i didnt know this was 2005 and 4chan
<siku> sorry, i hate the game and you should shut the fuck up about that retarded bullshit
<siku> you should link us to awesome and edgy motivational pics next or maybe pedobear
<siku> inb4 rep needs toriprime or vip lmao rofl that /b/ is grate
<siku> is this the part where you educate me on memes, further showcasing your amazing 4chan findings
<siku> word x is a meme lmao rofl
<+veb> someone make ducky smod
Such as in the Blender.mod I just set both uke and tori to relax and uke fell in with like 5 seconds until tori fell in.

*cough* mods aren't symmetrical *cough*
I would know, I made blender.tbm. The whole landscape is a little too far on tori's side.
ive also noticed in sp when doing a flip or something i randomly spin a little as if i rotated my chest for one frame then held it again and it is pretty annoying sometimes
Before you criticize someone, walk a mile in their shoes, then, by the time you criticize him, you'll be a mile away, and you'll have his shoes
Elbo, what's that got to do with this topic? Surely the twist you're finding is due to momentum, not differences between Uke and Tori.

Also: Uke might be heavier so he's harder to dislodge from defensible stances - that is, he's more tenacious/resistant against being shoved away by attacks. There's also the psychological expectations/stereotypes of attacker and defender - I expect an attacker to be faster, rather than stronger, than a defender.
Last edited by 3vi1; Dec 20, 2007 at 12:32 AM. Reason: It's grammar time!
"Call yourself alive? I promise you you'll be deafened by dust falling on the furniture,
you'll feel your eyebrows turning to two gashes, and your shoulder blades will ache for want of wings."
There is one move that really proves something is wrong - if you do it one way - uke gets dm, if you do it other side - there is no dm at all.

There it is (mod classic):
hold all, contract right pec, raise right shoulder, left-rotating chest and left-bending lumbar, space, lower right shoulder. dm.
now try do the same with changing sides.
failure.

Maybe that's good thing to know, before deciding on your opener's side, btw.
Last edited by Sahee; Dec 20, 2007 at 01:10 AM.
deady: "Sahee (...) you bitter Pollock (...)"
personally... i find all of these "bugs" really annoying!!

i think that tori & uke should be 100% equal.
I'm not sure, but it would seem that there's a symmetry bug and tori/uke differences? has the symmetry bug been cleared up?

the whole twisting story when limp story and any differences between tori & uke should be fixed... i also feel that the differences in joint and body part placement are silly... here's an example

joint l_knee
radius 0.14
pos 1.2 1.0 0.8
axis 1 0 0
rot 0 0 0
range 2.3 0.0
strength 4.0
velocity 40.0

joint r_knee
radius 0.14
pos 0.8 1.0 0.8
axis 1 0 0
rot 0 0 0
range 2.3 0.0
strength 4.0
velocity 40.0

why is it not like this?
pos 1.0 1.0 0.8
pos 1.0 1.0 0.8

and even taking that offset into consideration, the hips still seem to be in the wrong place.

joint l_hip
radius 0.16
pos 1.21 1.0 1.4
axis 1 0 0
rot 0 0 0
range 1.0 -1.8
strength 2.0
velocity 12.0

joint r_hip
radius 0.16
pos 0.79 1.0 1.4
axis 1 0 0
rot 0 0 0
range 1.0 -1.8
strength 2.0
velocity 12.0

theoretically (in relation to the other joints etc.), i should be like this:
pos 1.20 1.0 1.4
pos 0.80 1.0 1.4

but practically, i should be like this:
pos 1.00 1.0 1.4
pos 1.00 1.0 1.4

regarding draws and double-dq's... too bad!! that should just be the way things are... a draw is a draw... a double-dq is a double-dq... no need to tweak tori & uke!!

i also found that when using the worldbuilder... placing 2 objects equal distances apart from '0', as in a wall behind tori and a wall behind uke, doesn't work properly... which means that the players must be unequal distances apart from the center-point (or '0','0','0' in x,y,z world coordinates)

in regard to all the replays going down the tubes... is it really such an issue?
if so... then this should be implemented into a future version... toribash 4.0?

toribash should be 100% symmetrical in all aspects!! it's a pity it hasn't been from the start...
Originally Posted by Haemo View Post
personally... i find all of these "bugs" really annoying!!

i think that tori & uke should be 100% equal.
I'm not sure, but it would seem that there's a symmetry bug and tori/uke differences? has the symmetry bug been cleared up?

the whole twisting story when limp story and any differences between tori & uke should be fixed... i also feel that the differences in joint and body part placement are silly... here's an example

joint l_knee
radius 0.14
pos 1.2 1.0 0.8
axis 1 0 0
rot 0 0 0
range 2.3 0.0
strength 4.0
velocity 40.0

joint r_knee
radius 0.14
pos 0.8 1.0 0.8
axis 1 0 0
rot 0 0 0
range 2.3 0.0
strength 4.0
velocity 40.0

why is it not like this?
pos 1.0 1.0 0.8
pos 1.0 1.0 0.8

and even taking that offset into consideration, the hips still seem to be in the wrong place.

joint l_hip
radius 0.16
pos 1.21 1.0 1.4
axis 1 0 0
rot 0 0 0
range 1.0 -1.8
strength 2.0
velocity 12.0

joint r_hip
radius 0.16
pos 0.79 1.0 1.4
axis 1 0 0
rot 0 0 0
range 1.0 -1.8
strength 2.0
velocity 12.0

theoretically (in relation to the other joints etc.), i should be like this:
pos 1.20 1.0 1.4
pos 0.80 1.0 1.4

but practically, i should be like this:
pos 1.00 1.0 1.4
pos 1.00 1.0 1.4

regarding draws and double-dq's... too bad!! that should just be the way things are... a draw is a draw... a double-dq is a double-dq... no need to tweak tori & uke!!

i also found that when using the worldbuilder... placing 2 objects equal distances apart from '0', as in a wall behind tori and a wall behind uke, doesn't work properly... which means that the players must be unequal distances apart from the center-point (or '0','0','0' in x,y,z world coordinates)

in regard to all the replays going down the tubes... is it really such an issue?
if so... then this should be implemented into a future version... toribash 4.0?

toribash should be 100% symmetrical in all aspects!! it's a pity it hasn't been from the start...

my friend that isnt a bug it was purposely put in the coding to prevent a double dq when people do the same move in multiplayer if it was a bug it would alture the game so badly that it is shit and no one plays it
Originally Posted by Dexter
if god is with me and if i belived in god and im sure he is in the room with me, i just wish he brought a extention cord