RagingRowen said, May 19, 2019, 08:13:12 pmI've tested REDHOT's Bison and his Psycho Explosion seems to be less effective than in Mugen.MUGEN:https://streamable.com/amrc9IKEMEN:https://streamable.com/31f1pThe training character in ikemen has more health or takes way less damage if I remember correctly. That is why it looks like it is less powerful.
LebKeller said, May 19, 2019, 10:09:06 pmRagingRowen said, May 19, 2019, 08:13:12 pmI've tested REDHOT's Bison and his Psycho Explosion seems to be less effective than in Mugen.MUGEN:https://streamable.com/amrc9IKEMEN:https://streamable.com/31f1pThe training character in ikemen has more health or takes way less damage if I remember correctly. That is why it looks like it is less powerful.No I used Stupa's Training.
The "training character" more health and takes less damage.It's and is a placeholder and is supposed to be replaced.Maybe latter I'll make a training dummy character that displays damage.But is very low on the priority list.EDIT:Wait I noticed you say that you used Stupa's Training.I'll test it myself.EDIT 2:In Mugen the attack does 270 damage.In Ikemen GO the attack does 90 damage.So effectively is a bug.
Yeah is exactly the same bug as Ikaruga.It creates a helper that creates multiple invisible projectiles per frame that only last 1 frame.It seems that this causes a bug on the projectile list....I have investigated that bug for days before and still can't find the cause inside the source code.I'll try again to fix it, I hope I can this time.
Bejeeta said, May 19, 2019, 12:12:12 pmsnap doesnt work well even in Mugen, it 's better to use TargetBind.I know that, but Im not the character creatorI think it worth to check out how Ikemen manages those values to avoid breaking more chars with this "snap" command.About testing the performance of the engine, yeah, I tested on Intel cards too and it works Ok. Its on AMD, Im waiting to someone with AMD card to tell me how it is the performance, before reporting bugs or bad performance.
I'm surprised no-one is complaining about the current sound system, because it ruins some moves.For example:MUGEN:https://streamable.com/6z94wIKEMEN:https://streamable.com/va5xx
Everyone was complaining about the audio ducking.It was fixed... Are you sure you are using the latest release?There is a option in the config file to enable it again, maybe is that.And about the projectile bug... I still can not pin what causes it...
I tried it with AudioDucking both True and False and the sound is almost identical.Maybe it's to do with channels?It's not Ducking, it's to do with sounds cutting off in one Channel or another.
Checking the video again I noticed the problem is not Audio Ducking but sounds just not playing.What char and attack of the char is that?EDIT:I noticed Ikemen does not have a audio channel setting.Maybe is trying to play on a unavailable channel?
Beterhans' Ken, his Jouen Shinryuken.There's also been instances in other chars where sounds start a second late or w/e.
I've also experienced the sound bug and I think I mentioned it before somewhere. GO seems to have trouble playing sounds on the same channel where instead of cutting out the previous sound when a new sound is supposed to play on that channel, it keeps going and then either doesn't play the next sound, or only plays the end of it.It's kinda like every sound is given the lowpriority flag, only it still tries to play each sound.
a commit be neatunsouhttps://osdn.net/users/neatunsou/pf/ikemen_go/scm/commits/cfa59b0e0c27306b1edde55339d08dd7a5dd3f5cbadly google translated notes: "Fix the process when not writing yaccel in Hitdef Correct that the const number is affected by aspect ratio "
You should probably change the stage music to activate when the match is loaded like in normal MUGEN, because it starts while the fight is loading.Update: For Mr. Ansatsuken's Akuma, the Super Finish FX doesn't activate for the Misogi.Update 2: Infinite's SVK Ryu's Afterimages don't disappear until he's airborne. And his dash-in after his Supers doesn't work well with zoom-out.
new commit by neatonsouhttps://osdn.net/users/neatunsou/pf/ikemen_go/scm/commits/baeb303b92b8187047f1c7f3da32805d70406c3a"Fixed Projectile's Pause behavior and attackmulset references "
junkerde said, May 22, 2019, 06:06:39 pmnew commit by neatonsouhttps://osdn.net/users/neatunsou/pf/ikemen_go/scm/commits/baeb303b92b8187047f1c7f3da32805d70406c3a"Fixed Projectile's Pause behavior and attackmulset references "Sounds like it's gonna fix the Proj problem I complained about.