I don't think animations can be displayed for the combo counter.I tried the MFJ SP and the assumed animations don't play.
Mark85 said, May 18, 2019, 12:08:53 amoh thats coolDoes resoulution changes in option,affect zoom etc? was messing with it,it looks huge when I go from 1080p to 720palso weird,my lifebar got messed up after redownloading stuff,any changes you did?Yes, changing aspect ratio changes chara and stages localcoordThis is the same function as mugen 1.1If you want to make it smaller, change ZoomMax in option
you sure mugen 1.1 does that too? It always looks the same,this on the other hand is hugewish it was optional,it got messy oh well,also why lifebar got messed up as well
Hey Mark85 remember our talk about a "Legacy TAG mode"?Well Is finished!!!https://github.com/Windblade-GR01/Ikemen_GO/commit/eca005cfe270a78baab97167b937ac19d28b4c15It should work with add004 and other TAG systems made for the original mugen!I even made display correctly as TAG when enabled!Time to investigate that aspect ratio problems you have.EDIT:I can't figure know how to install add004... (・_・)
So add004 works on legacy Tag mode!And the icons looks with the right scale.Also there is something seriously wrong with ultra-widescreen.That is unplayable.Neat Unsou I think this image show the problems with Elecbyte implementation.
Mark85 said, May 18, 2019, 02:30:09 amit got messy oh well,also why lifebar got messed up as wellIn mugen 1.1 the Lifebar is also affected by the aspect ratio.ikemen go does not support this yet.Gacel said, May 18, 2019, 05:38:38 amNeat Unsou I think that images show the problems with Elecbyte implementation.If do not change the localcoord of char, stage looks bigger than char.so I will try to change the zoom automatically.edit:Automatic zoom change is only gave unexpected results.I will do another thing.
Neat Unsou said, May 18, 2019, 06:07:16 amMark85 said, May 18, 2019, 02:30:09 amit got messy oh well,also why lifebar got messed up as wellIn mugen 1.1 the Lifebar is also affected by the aspect ratio.ikemen go does not support this yet.Gacel said, May 18, 2019, 05:38:38 amNeat Unsou I think that images show the problems with Elecbyte implementation.If do not change the localcoord of char, stage looks bigger than char.so I will try to change the zoom automatically.OK I understand.I'll investigate how to make the lifebar scale with the ratio.EDIT:Decided to open Mugen 1.1 to check how lifebars scale.The chars actually does not scale like that...The lifebars and the chars scale with the stage aspect ratio. Yes this is MUGEN set to widescreen.Once it enters the stage it changes aspect ratio.Not sure how to implement that.EDIT 2:So I was reading the options and we are currently implementing stagefit 0...The image above is stagefit 1.Back to work on lifeabar scale.EDIT 3:Hey NeatUnsou I implemented Lifebar scaling with ratio!We already have a lifebar scale so it only need to edit the lua code.I took about 40 minutes.About 10 minutes implementing the scale.About 30 minutes trying to get it centered.The old code was:Code: (main.LB_Localcoord43[0] - main.LB_Localcoord[0]) / 2The half of the 4:3 version of the resolution minus the full with resolution.Makes sense... but once I implement the scaling it broke. So the new code to center it is:Code: (main.LB_ScreenWidth - 320) / (main.LB_ScreenWidth / 320)I not sure why it works... I just have theories.But I now know how to also center the screenpacks!The Icons still does not scale...I'll implement that tomorrow.
thats nice,I got it working as wellyou guys can change how sth actually works?was going to ask if you guys can mess with posx! trigger,helper projectiles have problem withzoom,they dont appear dissappear before they reach opponent etc,this can be fixed by using alternative codes,but that would require people to edit characters one by one.pos x != [-200,200]
I may have suggested this before, but has "Stage Orders" been considered?For example, in the [ExtraStages] section.stages/Boss.def, order=3You could have it like, for example, in CVS2 where the penultimate stage is in the Osaka Arena.Edit: for the Victory Screen, the Char name appears even if you commented the related lines.
Mark85 said, May 18, 2019, 02:48:26 pmthats nice,I got it working as wellyou guys can change how sth actually works?was going to ask if you guys can mess with posx! trigger,helper projectiles have problem withzoom,they dont appear dissappear before they reach opponent etc,this can be fixed by using alternative codes,but that would require people to edit characters one by one.pos x != [-200,200]Agree
Well sadly there little we can do about that.If we edit the pos controllers it will break characters.There is only 2 options or update the character or disable zoom.Mugen 1.1 has the same problem.If we edit the pos controller well there are characters that use them for movement and it would break badly.RagingRowen said, May 18, 2019, 06:30:27 pmI may have suggested this before, but has "Stage Orders" been considered?For example, in the [ExtraStages] section.stages/Boss.def, order=3You could have it like, for example, in CVS2 where the penultimate stage is in the Osaka Arena.Edit: for the Victory Screen, the Char name appears even if you commented the related lines.I think it was the first time you suggested it to me.But is a nice one.Once we rewrite the arcade code I'll implement that. (The arcade code really needs a rewrite)Also the select.def code needs a changes, for example if you use Vselect when trying to load the select file it will crash.
For some reason, it seems Ikemen GO manages the launch distances values(ground.velocity, air velocity) kinda different from Mugen 1.1https://youtu.be/Yaa90qm1nbMCheck how Ryo misses that super on Ikemen Go, while in Mugen works as intended.Also I tested Ikemen Go on a AMD Radeon HD 7750 computer and it suffered of frame skipping even with filters turned off. Anyone else with AMD cards having bad performance?Edit: Commenting the "snap = 40,-30" line on the hitdef fixed the problem. Wonder why.ground.type = Highground.slidetime = 20ground.hittime = 20ground.velocity = -.2,-7air.velocity = -.2,-7snap = 40,-30p2stateno = 2021;2020;p2facing =1
orochi_kyo said, May 19, 2019, 06:16:04 amFor some reason, it seems Ikemen GO manages the launch distances values(ground.velocity, air velocity) kinda different from Mugen 1.1https://youtu.be/Yaa90qm1nbMCheck how Ryo misses that super on Ikemen Go, while in Mugen works as intended.Also I tested Ikemen Go on a AMD Radeon HD 7750 computer and it suffered of frame skipping even with filters turned off. Anyone else with AMD cards having bad performance?Edit: Commenting the "snap = 40,-30" line on the hitdef fixed the problem. Wonder why.ground.type = Highground.slidetime = 20ground.hittime = 20ground.velocity = -.2,-7air.velocity = -.2,-7snap = 40,-30p2stateno = 2021;2020;p2facing =1I haven't had any performance issues and I'm using a intel hd graphics 6000, even when I use the highest filter.
I'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/31f1p
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/31f1pi know this is a dumb question, but did you try that attack on bison himself instead of kungfuman in Ikemen to see if its just kungfu man having more health or something?