Is there a different thing to add to the character line in the select.def where you can have a different song play for a loss to a character on the final round I see victory but what if I lose I have some funny Ideas Freaks by surf curse the tiktok edition with the fadeout.
with this engine I see possibilities like ground particles like the blazblue snow stage actual stage transitions so I could actual make that fighting game I wanted to make where it takes place in one city and you can get knocked around to other parts of the city and the next round continues from where you last left off at and depending on where you start the fight for a new opponent they'd be a character in the background in that area in the previous fight. I also see potential for rain particle interaction say ryu spin kick during rain it could send some rain flying off his feet we could even have palette dimming during a passing rain shower as if to simulate being soaked come on people.
Will the ability to hold the fireball ever be used in the Ai say it's holding one and you try to hit her she dodges either with the flash dodge or a sidestep dodge and blasts you in the face that would be a nice tactic.
Is there an EX version of the double knee where she does a double knee and a kick resulting in a backflip to distance herself away from the opponent for zoning purposes? If landed I see potential for that followed by a EX cannon drill followed by a cancel cannon spike.
Sorry I'm late to upload this I made a video. I can breeze through the whole thing with Jin. I also wish that if you're knocked in the air you could also be hit by someone else but I don't think that's SOR cannon would be a change of pace if considered ( this is just an opinion btw not stressing it). Besides that was trying to knock Mr. X silly with jin's devils dance when I found out this issue. I went back and found I could do it to any character which is kind of unfair in the long run. I wanted to try to see If I could make the characters work on a zaxis stage with four player capability so I could have a nice little minigame but wanted to help squash some issues that I find to make the minigame you made shine more it's pretty awesome as is keep up the good work. To better my results I used the latest uploaded SoRIkemen that was posted on this page.
Re: Streets of Rage 2 Bonus Game + 12 Chars (Updated 6/30/2022)
I'd like to report an issue. When using Jin by infinite I can speed run this by doing the specials because it make enemies insta-death. I'm sure what ever triggers it can be triggered by other characters too. It's not like their health drains from the attack it more like they were snap out of existence.
Re: Evil Dan (Early Release) Current Version: 5.1.2
Is anyone currently out there working on a way to get the Dualsense vibrations or haptic feedback functional on Mugen or Ikemen Go? Feeling the uppercut from a Mortal Kombat character when playing as a Street Fighter character would be awesome or you could add effects and immersion to how strong a boss character is by making the vibration from their hits more intense than most other characters.
there's a Z-axis module would it be possible (given the stage parameters had enough room on a parallax floor) to make it so the characters ai had them moved around like the orinignal SOR?
So I saw ikemen go has a z-axis feature that's fairly new would it be possible to have the characters use that to move around so it would really feel like a minigame where there is more randomness for the fight and it actually feels like streets of rage?