Hi guys!I wondering if anyone would know what is wrong with this character? It crashes with this error:panic: ./script/select.lua:942: chars/nightwing/hypers.st:1273:"Heat Seeker Batarangname: "で囲まれていませんstack traceback: [G]: in function 'game' ./script/select.lua:942: in function 'f_selectAdvance' script/main.lua:1585: in function 'f_mainMenu' script/main.lua:2162: in main chunk [G]: ?goroutine 1 [running, locked to thread]:main.main() /code/src/main.go:244 +0x1f02logoutSaving session......copying shared history......saving history...truncating history files......completed.[Process completed]The Character is Nightwing by Mu and McCready (I got him off Mugen archive btw, specifically the one edited by ssonic)
RagingRowen said, May 06, 2019, 11:12:27 amhttps://youtu.be/HZ6jszfLpVcYou can tell differences quickly. Ignore the Intro to the Ikemen bit because I hadn't set the char to CPU just yet.The differences I can tell:- The zoom works different- The AI is more aggressiveIt could help if you could specify more changes than you noticed.LebKeller said, May 06, 2019, 11:18:05 amHi guys!I wondering if anyone would know what is wrong with this character? It crashes with this error:panic: ./script/select.lua:942: chars/nightwing/hypers.st:1273:"Heat Seeker Batarangname: "で囲まれていませんThe Character is Nightwing by Mu and McCready (I got him off Mugen archive btw, specifically the one edited by ssonic)Is in the file hypers.st at line 1273The error translated is:Code: "Heat Seeker Batarangname: not enclosedProbably a not closed sting, like this:Code: "Heat Seeker BatarangIt should be:Code: "Heat Seeker Batarang"It lacks a quote.This is pure speculation, I'll check when I get home.
No problem.It's surprising how commonly this exact error shows up.We should add a "skipErrors" flag to characters so instead of crashing it just throws a debug warning.Also I noticed the deadline week has ended and k4thos didn't show any signals of life...Maybe is time to create a new thread were someone can update the first post.
Good that you good your char working.Before I made a new tread I need to make some changes:- Upload the interactive stage examples. (I already finished)- Finish the TAG system.- Improve lifebar font loading. (So it search directories like mugen)- Ask dan to create a updated version of the installer once I finish the rest.
Gacel said, May 06, 2019, 07:01:34 pmGood that you good your char working.Before I made a new tread I need to make some changes:- Upload the interactive stage examples. (I already finished)- Finish the TAG system.- Improve lifebar font loading. (So it search directories like mugen)- Ask dan to create a updated version of the installer once I finish the rest.Sounds good! These features will definitely be welcomed by the community! Please don't overwork yourself though!
Don't worry I don't overwork myself, I'm taking it slowly because of college.Also I forgot to say something.Remember that TagIn and that TagOut command in Mugen?Now it works "properly" on Ikemen.I'll explain how it works.When you call TagOut it put's the character in "Standby State level 1".When you call TagIn it removes the standby and changes the state to stateno (I plan to make the changestate optional). What does "Standby State" means.Well at "Level 1" it does:- Disable visibility.- CTRL always return 0.- It disable collision check on the main char. (Helpers and projectile still work)- The char could not be detected by enemyNear.- The enemies do not turn to face the char.At "level 2" (Only usable by debug commands)- It stops the animation system.- It stops parsing CNS.So although a character is "tagged out" if the creator wants it could still use cns commands like create a helper or launch a projectile off screen.
Very nice! So this should work much better now! I assume it should work with most characters even! Should be very helpful for full games too!
I'm guessing we still have to create all the exit animations from the screen, and enter animations and code if we implement tag in and tag out? Also, does it work for 3 on 3 or no?
Yeah if someone wants to make his own custom system it should make animations because TagOut is instant.The system I'm making (The default one) is using CNS and it could work on a "unlimted" number.It will work best on 3 vs 3 because it uses 2 independent buttons to tag.To clarify if someone wants to make a new Tag system (Or use a existing one) it can, to disable mine it will just have to remove a file.There still some improvements to make to TagIn before I release a exe with the changes.
I definitely think this will be perfect for a default system, most players probably would not care about animations (unless they're making a full game of course)
Oh wow, that reminds me, in the past we talked about transformations in characters. This could be a possibility to use tagin and tagout since e they are instant as ways to "transform" a character without worrying about custom states etc, for the very far future. Not anything soon, just a thought. But like we discussed before, that would mean loading multiple characters withouth those transformations acting as partners.
The default system will include a "jump out" animation for the tag.Also yeah the "Standby State Level 2" could work great for a transformation system.Maybe not so far in the future.
Gacel said, May 06, 2019, 07:47:13 pmThe default system will include a "jump out" animation for the tag.Also yeah the "Standby State Level 2" could work great for a transformation system.Maybe not so far in the future.Great! That will be perfect!
I don't think so.Ragdolls require a Skeletal Sprite animation system.Mugen uses a Frame Sprite animation system.Here is a example on simple 2D skeletal animation:https://dragonbones.github.io/demo/CoreElement/index.htmlThese 2 are too different.I do not think we can implement 2D Skeletal animation is a too big undertaking, there is so much stuff: joints, inverse kinematics, mesh systems, bone weigh, skeletal deform, etc...Short ver.Is posible but is very very hard. Maybe someday but not in a foreseeable future.EDIT:K4thos was active today...
He lurks here every now and then, probably just don't give a fuck anymore, so I guess theres no reason to bother with his activity.
Yeah is obvious that he left but at least he could say something about it.Well guys more progress on making TAG a real mode (Right now is a glorified simul)Now is his own option in the menu.And when selected TeamMode returns "Tag"TagIn and TagOut now can only be called when is in Tag mode (Maybe I should add a option to force it on other modes?)EDIT:Also Tag now has his own lifebar separate from simul.It was a side effect of creating a new game mode.