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Ikemen GO Plus (Read 245510 times)

Started by K4thos, May 26, 2018, 03:04:27 am
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Re: Ikemen GO Plus
#1321  December 03, 2019, 03:45:08 am
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Re: Ikemen GO Plus
#1322  December 03, 2019, 11:38:49 pm
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I have a mostly general change log.

Spoiler, click to toggle visibilty

These are not in order and probably not all the bug fixes are listed.

EDIT:
Minor update!
It adds a new feature.
Yeah I know it does not bring bugfixes, but this is the first time I released a feature only update.

It adds a editable window title (Via the options file)
And also adds a way to change it mid game via lua script via "setWindowTitle"
But wait!! We haven't made the Suave Dude character yet!!
Last Edit: December 04, 2019, 04:41:23 pm by Gacel
Re: Ikemen GO Plus
#1323  December 04, 2019, 06:50:05 pm
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Nice work Gacel and team!
Re: Ikemen GO Plus
#1324  December 05, 2019, 05:31:23 pm
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    • edwin@disenowebcostarica.net
Added MatchRestart.

Wow, xmas just came earlier this year!!

Anybody knows if Ikemen Go supports more than 59 variables? I want to implement Stupa Training char helpers into another char but it uses so many variables that the result will be some variables overriding others.

Good job Gacel, really appreciated, Ikemen GO is becoming a thing thanks to you and Neat Unsou.
Last Edit: December 05, 2019, 05:35:58 pm by orochi_kyo
Re: Ikemen GO Plus
#1325  December 05, 2019, 06:33:00 pm
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You can used named variables called Map.
Because they use a name and not a number there is not a hard limit.

Code:
[State Test]
Type = MapSet
Trigger1 = time = 0
Map = "birthyear"
Value = 1257

Maps are checked in a similar way to Var.
Code:
trigger1 = Map(birthyear) = 1257

You can read about all the features added by all devs in this document.
https://github.com/Windblade-GR01/Ikemen_GO/blob/master/Readme_Features.md
(Does not include screenpack features)

Also another update.
It fixes the load of SysVar(2) and that's it. (It's not much)
The bug was caused by a Const overlap and overflow.
But wait!! We haven't made the Suave Dude character yet!!
Last Edit: December 05, 2019, 06:49:35 pm by Gacel
Re: Ikemen GO Plus
#1326  December 05, 2019, 06:42:59 pm
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  • The Quality Assurance Boy
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About MatchRestart, can I set the p(number)defs blank and keep the fighter from match before restarting?
Re: Ikemen GO Plus
#1327  December 06, 2019, 10:34:24 am
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    • takayanagi97@Gmail.com
Is pad support properly working now?
Re: Ikemen GO Plus
#1328  December 07, 2019, 12:32:21 am
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But wait!! We haven't made the Suave Dude character yet!!
Re: Ikemen GO Plus
#1329  December 08, 2019, 02:11:15 am
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    • edwin@disenowebcostarica.net
Uff, Im really this close to add Stupa training helper to a custom char, BUT, I was wondering if mapset also supports some sort of "mapadd" like "varadd" and "parentvaradd".
Everything works so far, but I cant change map values dinamically without some sort of "mapadd" function.

Also my Xbox 360 stick is having troubles, well, Im using Linux and my PS3 stick works flawlessly. Will test later on Windows.
Ikemen GO Plus AI
#1330  December 08, 2019, 02:38:20 am
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So I decided to test a few AI-Less Characters (Goku and Kage by Vyn and 2 Haggars by ReddBrink)

https://streamable.com/3ulyg

The only good AI was Kage's. Haggar did nothing except the odd parry.
I'm assuming Haggar's is because of the Explodsive Buffering.

I tried to give Goku an AI back when he was released, that's why he keeps spamming the same combo, I'll redo this without it when I can.

Re: Ikemen GO Plus
#1331  December 08, 2019, 09:10:31 pm
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    • edwin@disenowebcostarica.net
Mapset really worked very well.
https://www.facebook.com/watch/?v=450181405900509
But the adv frame feature really need some sort of mapadd(varadd) and parentmapadd(parentvaradd) and parentmapset(parentvarset)

Mapset could be may the best option to replace the whole var() function.
Re: Ikemen GO Plus
#1332  December 08, 2019, 10:42:08 pm
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Does mugen legacy custom work properly now with the last update? The cursor sound was an issue.
Re: Ikemen GO Plus
#1333  December 09, 2019, 02:28:25 am
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 I dont like xpadder that much, because it messes with input lag. It first has to read through a keyboard then converted into the controller signal. If you guys can do something where it could just read all universal joysticks (or most of) that would be way easier. For me, I have a PS2 controller, converted to PS3/PC and it works fine on Mugen and many other platforms. It's such a shame it doesnt work in Ikemen properly yet; this is a fighting game yet only supports keyboards at the moment? makes no sense. Not a single drop of support for classic fight stick users as well. It's really sad.
Re: Ikemen GO Plus
#1334  December 09, 2019, 06:03:42 am
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In Ikemen GO most generic sticks and any Xbox compatible sticks are supported.
PS4 ones still need tweaks.
But wait!! We haven't made the Suave Dude character yet!!
Re: Ikemen GO Plus
#1335  December 11, 2019, 02:22:45 am
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Wow, this engine is awesome! I'm going to make a compilation game filled with pocket/chibi/JUS/SD characters using it!
Re: Ikemen GO Plus
#1336  December 12, 2019, 06:23:07 am
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Do you think Ikemen go plus will ever have a feature similar to Vselect that would allow you to add chracters, move them around, add themes, stages and orders?
Re: Ikemen GO Plus
#1337  December 13, 2019, 01:26:20 am
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Does mugen legacy custom work properly now with the last update? The cursor sound was an issue.

That was just a proof of concept,  I literally just moved some files.
I should make a correct adaptation once I have time.

So I decided to test a few AI-Less Characters (Goku and Kage by Vyn and 2 Haggars by ReddBrink)

https://streamable.com/3ulyg

The only good AI was Kage's. Haggar did nothing except the odd parry.
I'm assuming Haggar's is because of the Explodsive Buffering.

I tried to give Goku an AI back when he was released, that's why he keeps spamming the same combo, I'll redo this without it when I can.

Yeah, Ikemen GO AI sucks, it's on some regards even worse than Mugen's.
It literally just mash buttons and specials.
I should at least make it walk to close gaps.

Wow, this engine is awesome! I'm going to make a compilation game filled with pocket/chibi/JUS/SD characters using it!

Glad you like the engine.

The most updated donwload can be found at.
https://ci.appveyor.com/project/Windblade-GR01/ikemen-go/build/artifacts

If you have any question or you help on something just inform me.

Do you think Ikemen go plus will ever have a feature similar to Vselect that would allow you to add chracters, move them around, add themes, stages and orders?

Vselect still works.
But yeah creating a program like VSelect that allows to adjust Ikemen GO features (Like per character arcade order) would be useful.
But wait!! We haven't made the Suave Dude character yet!!
Re: Ikemen GO Plus
#1338  December 13, 2019, 01:27:37 am
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Nice! I didn't realize vselect still works!
Re: Ikemen GO Plus
#1339  December 13, 2019, 05:23:22 am
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https://mega.nz/#F!FuIWyYKQ!TeaLWI6o8gPvcpgS58SMiQ
https://mega.nz/#F!YrRW0CIb!dn71plk-njUJETzE7KcnRw
these are links to Drag and drop builds of Street Fighter 1 and Hyper DBZ

both games you can't tell what you are selecting on the main menu

in street fighter 1 the combo counter doesnt work and music doesnt play while in battle

in hyper DBZ, while zoom is active, gotenks emo mode (down,Down+mp+mk) activation effect doesnt focus on the character causing an overlay to be out of place and block gotenks out. zoom also messes with Mr. Satans emo mode overlay.

gotenks also has another glitch with his wall cling (qcb+k, lk) where if its held he spins instead of clinging to the wall
Re: Ikemen GO Plus
#1340  December 13, 2019, 02:53:38 pm
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  • The Quality Assurance Boy
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Yeah, Ikemen GO AI sucks, it's on some regards even worse than Mugen's.
It literally just mash buttons and specials.
I should at least make it walk to close gaps.

Well it at-least uses specials more often.

Left a quick issue about inputs in the bug thread.