Okay, also suggesting something similar to training that most people universally use, a standard pause menu screen. I plan to implement movelists etc this way, I'm not simply making requests, I can put any amount of work in necessary with some kind of direction. Yes, using the engine pause would be ideal.. You've been able to use multiple inputs since vanilla ikemen. A lot of this stuff seems new I guess as there was only ever a handful of users messing with this. Years later, not much is different other than most people dropping mugen in general. Seemingly why k4thos also lost interest.
Well if you want to try it yourself here is the source code.https://github.com/Windblade-GR01/Ikemen_GOThe pause menu gets called via lua.Maybe You/I could create a lua function that returns the command list.This is the command list structCode: type CommandList struct { Buffer *CommandBuffer Names map[string]int Commands [][]Command DefaultTime int32 DefaultBufferTime int32}Is inside char.goLua functions are in script.goWhat are you trying to do is very ambitious, I could provide some help but as I said I'm gonna be very busy this week.EDIT: After some test ikemen stores command names like. (lua.LTable(c.cmd[0].Names[<Inset command name here>]) so i'm not sure on how to recover it as a tableAnd it crossed my mind the problem on how to check if a command is shown on the command list.This code throws a error in VS Codebut shoul give you an idea on how to load the char data. (Goes in scr.go)Code: luaRegister(l, "getcommandNames", func(*lua.LState) int { if sys.netInput == nil && sys.fileInput == nil { level := int32(numArg(l, 1)) sys.com[sys.debugWC.playerNo] = level for _, c := range sys.chars[sys.debugWC.playerNo] { l.Push(lua.LTable(c.cmd[0].Names)) } } return 0 })Maybe this is a bit overkill but why not make the individual character have a individual file with his own commands?PS: Who could have through that displaying a command list is harder than interactive stages. (Making a stage his own char)PS2: Maybe I'm talking crap and is a easy way to display character commands. (It's 2am again here and I should sleep)
Okay, cool. I appreciate you. I’m not as ambitious, I just want to preserve this stuff for as long as I possibly can by showing the possibility with concepts. This engine stuff may do that for some people. For those still interested in this kinda thing, leaves some window of opportunity. When I get time, I’ll try messing with it, I haven’t even touched Go in a minute.
I tested out the localcoord, mugen at 720p defaul sp looked fine it scaled accurately, although when I added my own system.sff/system.def, I got the below and when i attempt to correct the position, it cut off, it only displays that portion no mater what i do. I'll play with it some more tomorrow morning.
Maybe you should try to mess with.setLuaSpriteOffsetX()Andmain.screenOverscanThe required value varies by screenpack and resolution.for example the winmugen pack requires.main.screenOverscan = -53andsetLuaSpriteOffsetX(0)MUGEN is really quirky with screenpacks.EDIT: I see that is too zoomed in, Do you know that you have to edit the values inside screenpack.luaAnd uncomment them. (The commented lines of code in lu have a "--")Send me the screenpack If you couldn't find what is wrong.
Gacel said, February 16, 2019, 10:13:00 amMaybe you should try to mess with.setLuaSpriteOffsetX()Andmain.screenOverscanThe required value varies by screenpack and resolution.for example the winmugen pack requires.main.screenOverscan = -53andsetLuaSpriteOffsetX(0)MUGEN is really quirky with screenpacks.I did mess with the setLuaSpriteOffsetX(), but not the main.screenOverscan. I'll play withe values. Thanks!yes thats exactly were i'm changing the values. I'll see what I can do. its only a test, the SP I want to implement is a 1080P i'm just playing with it for trial and error. yeah I figures out the "--" part, -- Screenpack config filesetLuaSpriteScale(3)setLuaSpriteOffsetX(-53)setLuaSmallPortraitScale(0.75)setLuaBigPortraitScale(0.75)main.screenOverscan = 0I'll play with the values and see what I get Thanks again
Hephaistos31 said, February 16, 2019, 10:58:34 amWolf release your SP NAAAAOOOOOOW!HA! keep on waiting Heph! LOL @Gacel: Some more trials, If you run the default 720P mugen version it looks good see below screen shot720P mugen version - The reason I belive it looks good is its not truely 720P sprites, most are small sprites that have been tiled via code. Spoiler, click to toggle visibiltySame SP versus screen now, the BG is exactly 720P and it does the same thing as the Screen shot I showed you a few post above for my SPSpoiler, click to toggle visibilty no matter what value I change it either moved it but it kept it chopped missing a portion of the image, why I have no idea?Its a start though, thanks for all the hard work your putting into this
Can someone tell me why IKEMEN Go Plus doesn't work/connect with Xinput(Xbox360 Cabled Gamepad)?Normally on every Mugen/Ikemen/Ikemen+ works but ikemen go+ not.I dunno what i've been missed, or something misunderstand.
It's working for me.Make sure you get the latest verison.If you cant change buttons then edit config.json file in data folder.Also gacel,can you add interactive mugen in next update?
Adnan said, February 16, 2019, 02:17:00 pmIt's working for me.Make sure you get the latest verison.If you cant change buttons then edit config.json file in data folder.Also gacel,can you add interactive mugen in next update?And were?Not that "Button":[bla,etc,...]I've already tried, and not working.When press a Button on my xinput cabled controller, it doesn't show an reaction.
Then im really sure you are using old version of ikemen go.K4thos repo is outdated.Update your exe.If you cant then install joytokey software.
I try with my screenpack and not work... Animations are stopped in the intro and the program crashes when arrives at the title screen, here I post the error.Any idea? Thank you very much.
A question for all of you:I´m doing this project..http://mugenguild.com/forum/topics/marvel-vs-capcom-extreme-marvel-vs-capcom-2-characters-project-176156.600.htmlis a good choice that I migrate all of this mugen 1.1 project into the last version of Ikemen that is... Ikemen go plus (maybe?).Considering that this engine will grow too..Supports HD resolution and is the same way to code like mugen?And there are a easy way to install this engine?
Is anyone else experiencing audio cut-off/injection delay in regards to character sounds? I think it's an issue with sounds playing on the same channel.
REDHOT said, February 16, 2019, 07:35:44 pmA question for all of you:I´m doing this project..http://mugenguild.com/forum/topics/marvel-vs-capcom-extreme-marvel-vs-capcom-2-characters-project-176156.600.htmlis a good choice that I migrate all of this mugen 1.1 project into the last version of Ikemen that is... Ikemen go plus (maybe?).Considering that this engine will grow too..Supports HD resolution and is the same way to code like mugen?And there are a easy way to install this engine?The character code works the same as mugen no changes.HD resolutions works on characters and stages the same as mugen.The screenpack support well... It woks but not fully.And lifebars does not support HD resolutions. (For now)Making full screenpack support is a problem because of the k4thos code used to implement them and the weird way that screenpack works in MUGEN (Mugen is very lenient with errors in screenpacks)PlasmoidThunder said, February 16, 2019, 08:33:29 pmIs anyone else experiencing audio cut-off/injection delay in regards to character sounds? I think it's an issue with sounds playing on the same channel.That's because of the openAL implementation I will rewrite the audio system later.
PlasmoidThunder said, February 16, 2019, 08:33:29 pmIs anyone else experiencing audio cut-off/injection delay in regards to character sounds? I think it's an issue with sounds playing on the same channel.It’s the music, not character soundsREDHOT said, February 16, 2019, 07:35:44 pmA question for all of you:I´m doing this project..http://mugenguild.com/forum/topics/marvel-vs-capcom-extreme-marvel-vs-capcom-2-characters-project-176156.600.htmlis a good choice that I migrate all of this mugen 1.1 project into the last version of Ikemen that is... Ikemen go plus (maybe?).Considering that this engine will grow too..Supports HD resolution and is the same way to code like mugen?And there are a easy way to install this engine?Literally, the only real setback for you would be the 1.1 SP implementation. No reason for you not to. I suggest just adding a few of your characters to it and playing around with it. Most importantly, you need this. You could already do 3v3 since years ago, no one had built anything for it. You don't need some crazy workaround either.Spoiler, click to toggle visibiltySpoiler, click to toggle visibiltyYou can also experiment with this sample, or the one Gacel posted.Spoiler, click to toggle visibiltyAll content on my channel, using Ikemen and I’ve done visual comparisons, using same stage etc. You won’t know until you try, you don’t have anything to lose trying.Spoiler, click to toggle visibiltyI know you are watching, so I'll also show this.. Just imagine this with your setup etc Name display was always the only thing.Spoiler, click to toggle visibiltyOld video, but I've been messing with this for years, name display was always the only setback. Spoiler, click to toggle visibiltyTeam attacks and the like, all trivial, doesn't matter if Ikemen or MugenSpoiler, click to toggle visibiltyAlso, side note, my life bars are 1280x720 and also work 1920x1080 so not completely true.
Adnan said, February 16, 2019, 05:17:58 pmThen im really sure you are using old version of ikemen go.K4thos repo is outdated.Update your exe.If you cant then install joytokey software.Okay, i've updated now, only "the configuration for Gamepad"/input.go it sucks, but thanks man.