Posted by PotS
in 4 Dungeons of Aether Stages Released! (Started by Gêmeos dos Jogos March 01, 2024, 11:11:32 pm
Board: Your Releases, 1.0+
Board: Your Releases, 1.0+
The reason I suggested using -3 in that thread is because you can win without going into the win state decider (state 180).That's a great point I'd never thought about. But the worst that can happen is that you win a round against some char, set the quote, then win by repeated draw game/double KO or something against another and use the first quote by mistake?
Ah so it's an issue with how the constant defaults in Ikemen. I'll submit a fix later.- Can't jump forward while runningFinally found the problem and why it only occurred in IKEMEN and not MUGEN. Try adding this under [Velocity] in character constants:Code:runjump.fwd = 3.5
I will fix this later in update. Thanks for all the feedback!
im not going to include a bunch of exceptions since it might make doing the rave more strict than usual, so i'll just leave it as is.I completely agree, for the record.
Playing with your active-tag is really very fun, thank for your good work man, God bless you!My pleasure.
I have a question: It is possible to customize how much red life is taken for each hit? Like a percentage or something?It uses a common Ikemen setting. In the data folder, common.const file you'll find some values that can customize how red life works. Specifically this one:
Default.LifeToRedLifeMul = 0.75
Also, it is possible to have the Counter gauge tag to be filled faster than normally? Like 2x faster than currently is.You'd have to edit the code. But now that you've given me the idea I may add a multiplier value to the config options.
[State Turn]
type = turn
trigger1 = time = 0
trigger1 = facing != playerId(getPlayerId(teamLeader)), facing
[State Turn]
type = turn
trigger1 = time = 0
trigger1 = facing != player(teamLeader), facing
One thing I never really noticed in UMK3 is that no matter where you are when the transition is triggered, you'll always come up in the center of the new stage. This gave me a bit of a headache since it meant I couldn't just pan the stage up. The current implementation does very slightly mess up scrolling in the top stage but it fixes itself at the start of the next round.That made me pretty curious so I had to advance the video frame by frame. Is it that the top stage starts as an explod to hide the camera resetting itself? Or maybe you offset the entire second stage by the camera position in the first stage. Cool stuff regardless.
Fantastic work, It's a lot of fun to play using this especially during intense matches, I did stumble into a weird issue and wanted to report it:Yeah. This is a known issue/limitation of this type of code. Your conclusion is exactly correct in that the announcer is a P1 helper. In an earlier version of the code I made P1 and P2 take turns in creating the helper but the benefit felt minimal so I scrapped it.
No words can describe how much I love this, I love Wrestling and JR was my absolute favorite on the Commentary team, i hope sometime in the future there's going to be a tool to set how he would react to certain characters, like him absolutely hating on guys like Terumi and rooting for guys like Ragna...I'm glad you like it. That's a cool suggestion. I could split some sound groups into face and heel commentary (maybe face is always P1). But I'm not sure if I have enough voices to do that or if the difference would be perceptible in a fast paced 2D fighter.
Dang, I wanted to transition into using CvS2 lie down hurtboxes, but I'll have to match the standard. Fixed.You have to consider that they're kind of good for nothing in that game. I think Sakura's are too wide, too.