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Ikemen GO Plus (Read 228112 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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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!!