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Ikemen GO (Read 1221633 times)

Started by K4thos, May 26, 2018, 03:04:27 am
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Re: Ikemen GO Plus
#861  May 06, 2019, 11:18:05 am
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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 Batarang
name: "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 +0x1f02
logout
Saving 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)
Re: Ikemen GO Plus
#862  May 06, 2019, 06:33:22 pm
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https://youtu.be/HZ6jszfLpVc
You 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 aggressive

It could help if you could specify more changes than you noticed.

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 Batarang
name: "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 1273
The error translated is:
Code:
"Heat Seeker Batarang
name: not enclosed

Probably a not closed sting, like this:
Code:
"Heat Seeker Batarang

It should be:
Code:
"Heat Seeker Batarang"
It lacks a quote.

This is pure speculation, I'll check when I get home.
But wait!! We haven't made the Suave Dude character yet!!
Last Edit: May 06, 2019, 06:54:00 pm by Gacel
Re: Ikemen GO Plus
#863  May 06, 2019, 06:34:26 pm
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Thank you Gacel! I will check that also!
Re: Ikemen GO Plus
#864  May 06, 2019, 06:47:37 pm
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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.
But wait!! We haven't made the Suave Dude character yet!!
Last Edit: May 06, 2019, 06:51:22 pm by Gacel
Re: Ikemen GO Plus
#865  May 06, 2019, 06:52:56 pm
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I agree with you completely! A new thread sounds good too.
Re: Ikemen GO Plus
#866  May 06, 2019, 06:57:49 pm
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You were right! Nightwing is working now! Thank you Gacel!
Re: Ikemen GO Plus
#867  May 06, 2019, 07:01:34 pm
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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.
But wait!! We haven't made the Suave Dude character yet!!
Re: Ikemen GO Plus
#868  May 06, 2019, 07:03:08 pm
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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.

Sounds good! These features will definitely be welcomed by the community! Please don't overwork yourself though!
Re: Ikemen GO Plus
#869  May 06, 2019, 07:14:30 pm
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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.
But wait!! We haven't made the Suave Dude character yet!!
Last Edit: May 06, 2019, 07:27:06 pm by Gacel
Re: Ikemen GO Plus
#870  May 06, 2019, 07:16:35 pm
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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!
Re: Ikemen GO Plus
#871  May 06, 2019, 07:25:29 pm
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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?
Re: Ikemen GO Plus
#872  May 06, 2019, 07:30:57 pm
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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.
But wait!! We haven't made the Suave Dude character yet!!
Last Edit: May 06, 2019, 07:37:46 pm by Gacel
Re: Ikemen GO Plus
#873  May 06, 2019, 07:37:30 pm
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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)
Re: Ikemen GO Plus
#874  May 06, 2019, 07:42:58 pm
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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.
Re: Ikemen GO Plus
#875  May 06, 2019, 07:47:13 pm
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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.
But wait!! We haven't made the Suave Dude character yet!!
Re: Ikemen GO Plus
#876  May 06, 2019, 07:51:25 pm
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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.

Great! That will be perfect!
Re: Ikemen GO Plus
#877  May 06, 2019, 08:31:13 pm
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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.html

These 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...
But wait!! We haven't made the Suave Dude character yet!!
Last Edit: May 07, 2019, 09:23:46 am by Gacel
Re: Ikemen GO Plus
#878  May 07, 2019, 10:10:49 am
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Really?But on his profile it says he was active 6 days ago.
Re: Ikemen GO Plus
#879  May 07, 2019, 10:53:45 am
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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.
Lasagna
Re: Ikemen GO Plus
#880  May 07, 2019, 11:33:50 pm
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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.
But wait!! We haven't made the Suave Dude character yet!!
Last Edit: May 08, 2019, 12:35:28 am by Gacel