I'm actually always asked about various things so I'll just explain in parts.
1.
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I'd say it's about 50-50 because of resources, but given the actual gravity of the project as a whole aside from anything considered misc I do everything myself. I don't have a dedicated "team" or anyone whom I work with consistently enough to call it so. I work with some behind the scenes occasionally, I'll ask for help when I get stuck, but usually it's a give & take. I'll make a character in exchange for resources etc, all of which to be used by & for the community when complete. I use a lot of resources made by the community, whether it be stages, portraits, chars, etc. You'll always see the original creators name for edits I always leave it untouched (there are a small few that thrive from praise alone & still believe in permissions & the like). As said before I was asked to make notations of my workings it's the only reason I do, but personally could care less about any personal gain.[/i]
2.
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I do what I can with what resources are available to me & I'll always go the extra mile to get what I want to make things better or make the impossible possible(such as older moves that were removed in newer games). I'm not a coding master, nor does recognition, or praise guide me as some others, I simply play fighters & surprisingly.. A lot of creators do not.. So much so that it does give me a core understanding of how things should/shouldn't work, but still having the freedom to do whatever I want(mugen). I'm always going back over & reworking some move or animation. Long process for me actually..[/i]
3.
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"Omg that name again.." "Pots" is the core system. Long before I even knew of the template I had been trying to piece it together myself using this http://mugenguild.com/forum/topics/code-snippet-archive-43756.msg264689.html#msg264689 Anyone ever reference this? lol those olden days. He basically saved us time in doing what I had already wanted to do myself regardless. So why would I not use something that incorporates exactly what I want to achieve? This isn't marvel, nor kof, nor etc, it's CVS. I'm street fighter player, own everyone mint condition blah blah it's my favorite series so with alpha, sf3, and cvs core it's a dream match. Not necessary to simply to do something I don't want to do to be recognized for being innovative? Oh hey, different color hit-sparks, cancels, variable order, "I'm different". Especially when I just wanna have fun playing the actual game itself. Not many on the competitive side when it comes to this engine, but it's actually surprisingly applicable. Also, last time I checked I've only seen "screen packs" or "ideas" for something like this. It has yet to be done to my knowledge. I have a different vision.. One that I want to see happen in my lifetime.. [/i]
4.
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Editing does have it's advantages at times & to the undiscerned eye it'd seem like only minor changes were made, but there is a lot that actually goes into it. I always end up changing everything from the inside out anyway unless I really really want to dedicate time from scratch, but with time constraints if not necessary I won't. Not to mention creators do make mistakes & you'd be surprised even those of great renown have things like infinite priority or zero recovery etc. Every single detail from frame advantage, to the way the move worked way back when in 99', to adding more sounds(personality) & blending them, to the moves properties & variations. Take a look at that last Terry video for reference. You'd immediately notice the high angle geyser HDM akin to the older kof games. Such a small detail I wanted to recreate. Various misc things you'd only notice if you are keen on the subject matter. Not at all necessary, but its decent fan service. [/i]
5.
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I own most of these games so it helps, but often times I spend a majority of the time doing research to make things as authentic as possible while maintaining a bit of flair to fit the current system. Using a template cuts the time at least 25% & given the amount of characters I work with it'd take me 10+ years to finish what I could in a quarter of that so it works out. Even still to actually "complete" a character to my standards that's still like 50+hrs individually each character & I try to make time for it everyday. Honestly when you see me make a video I'm usually reaching the half way point. I'd say the story/dialogue/quotes is the most time consuming. I'd REALLY dislike giving a character a false personality so I have to go heavily research every game, most times revisiting them myself. Character interaction is super important to me & frankly company's are lazy these days to implement it. It add much more depth to the character archetype. (OAN How much so I would love to give ken his "In a cold day in hell" line to Vega *ahem Bison!!) Everything thus far with the exception of, approximately 3 people have written dialogue for me(Only have used 1 so far :/), otherwise it's either out of pocket or akin to official text. I use "fightabase" to get official dialogue, if not from ova's & movies(basically tracing every iteration) then I usually mixie max it if necessary. I also take dialogue from other characters if they are unused & have a similar personality. "Silber" I literally revised an old unused quote from Akuma & combined it with his interest in Gai/seeing potential in him etc. Not that it's deserving of an oscar just an example of the process for everyone. I'll never just make something random up & at times I have to brainstorm to come up with something so simple. As much as I would like to make something lengthy I need a lot to work with & many, many, many of these characters never officially interact, or even speak. So take into account for each individual character I have to bring up to speed, add dialogue & quotes for them vs everyone(not including the time it takes to type the text, format it, index/clean,code, get the times perfect, get ports right etc(lazy lately on ports), use them to fight everyone in the roster(testing purposes), special intros, etc, blah blah. Even still it takes loads of time gathering all these things. I'm usually at an armory & the connection is always ass so imagine the time it takes to download/upload "each" individual file? Man oh man.. Have you seen the amount of stages & ast/osts? Each with their original tracks, if not arranged, or custom. That alone took me quite some time to arrange. The stage interaction of "every" single character. Water effects, the backlight trim, etc. Don't even get me started about staying in contact with the creators of the engine lol.[/i]
The end result is be able to play competitively with my friends so I go by that metric system alone. All in all.. This has evolved so much so than when I first started. I learn more everyday & it improves everyday. I'm so pumped to play it myself lol.
Bold because I lost my glasses & I'm blind lol
P.S Zoom.. You kno you can edit projectiles right? Or adjust bounds?