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Messages by Feddi09

    

Re: Ikemen GO

 July 15, 2021, 09:26:53 pm View in topic context
 Posted by Feddi09  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

Anyway to disable the default menu? I want to use the "m" button to create my own pause menu.
    

Building Character from Scratch

 February 09, 2021, 11:27:10 pm View in topic context
 Posted by Feddi09  in Building Character from Scratch  (Started by Feddi09 February 09, 2021, 11:27:10 pm
 Board: Requests

I am looking for help with spriting a character. I have a budget of $1000 that can be paid with in 3 payments. I have a general design already made and I am looking for help bringing this character to life. If you are someone you know is interested, do not hesitate to PM me.
    

Re: Ikemen GO

 July 04, 2020, 04:13:55 pm View in topic context
 Posted by Feddi09  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

As far as the extra modes will there ever be a side scroller beat em up mode like TEKKEN FORCE.

Super dope! So will there be a way to add platforms to stages or spawn platforms via a fighter’s scrtls?
    

Re: Ikemen GO

 May 16, 2020, 06:43:10 pm View in topic context
 Posted by Feddi09  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

Since the .94 update two things has happened.

1. The stTag in the Def does not load

2. Outside of KFM you cannot choose the same character (same DEF file) in Tag or the game won't load. I've tested this by duplicating one character and changing the DEF filename and iit loaded.
    

Re: Ikemen GO

 May 10, 2020, 10:19:06 pm View in topic context
 Posted by Feddi09  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

    

Re: Ikemen GO

 May 10, 2020, 08:24:23 am View in topic context
 Posted by Feddi09  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

Also to make this fully controller controllable (lol) you should incorporate some type of "back" functionality into one of the buttons for menus.  Having to press ESC is a drag if you're using a controller. I should be able to press b or whatever button to go back on the menu. Lastly like the Match Restart sctrl you should have a Exit sctrl. That way if someone makes a custom pause menu they can exit the game without pressing ESC. This will make the game feel more authentic rather than a MUGEN game (even though it is). At the end of the day if someone puts a real effort to a full game release they might want to market to people outside of the MUGEN community and having the game feel as authentic as possible would be a good look not only for their game but your engine as well.
    

Re: Ikemen GO bug reports and know bugs

 May 07, 2020, 07:07:45 pm View in topic context
 Posted by Feddi09  in Ikemen GO bug reports (Started by Gacel September 09, 2019, 11:26:09 pm
 Board: IKEMEN Releases

ReversalDef p2stateno does not work
    

Re: Ikemen GO

 May 04, 2020, 05:26:08 pm View in topic context
 Posted by Feddi09  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

Quote
Last thing lol I see there is a counter count trigger but is there a way to get a counter trigger if there isn't already one. I didn't see one in the documentation.

you mean the same thing but just returning boolean 1 in a single frame when the counter occurs? Sounds useless to be honest when you have access to unlimited amount of named variables that can be used for this purpose. Example from data/score.zss file (btw. ZSS format is the same thing as CNS, just uses more sane syntax and is easier to work with)

Code:
	if CounterCount > Map(_iksys_counterCount) {
ScoreAdd{value: (CounterCount - Map(_iksys_counterCount)) * 100}
MapSet{map: "_iksys_counterCount"; value: CounterCount}
}

edit: on the other hand removing CounterCount trigger and replacing it with Counter may be a good idea (the total count is meant to be used by end match rank system similar to add004, that I'm planning to implement, but is not really that useful as a general trigger).

This is the code I have to use to make a "Reversal" helper come out. (Like 1st attack or danger). Feel like it would be easier to just have a trigger that says Counter or MoveCountered. Not to account I have to place each helper # that acts as a projectile or move extension to the triggers.

[State 900, VarSet]
type = VarSet
triggerall = numenemy
trigger1 = enemy, movetype = A
var(18) = 1
ignorehitpause = 1

[State 900, VarSet]
type = VarSet
triggerall = numenemy
trigger1 = enemy, movetype = I || var(19) >= 1
trigger2 = var(19) > 10 && enemy, movetype = H
var(18) = 0
ignorehitpause = 1

[State 900, VarSet]
type = VarSet
triggerall = var(18) = 1
trigger1 = root,movehit
trigger2 = projhit = 1
trigger3 = numhelper(7010)
trigger3 = helper(7010),movehit = 1
trigger4 = numhelper(7510)
trigger4 = helper(7510),movehit = 1
var(19) = 1
ignorehitpause = 1

[State 900, VarAdd]
type = VarAdd
trigger1 = var(19) >= 1
var(19) = 1
ignorehitpause = 1

[State 900, VarSet]
type = VarSet
trigger1 = var(19) >= 22 && movehit
trigger2 = p2movetype != H
trigger3 = root,movetype = H
trigger4 = var(19) >= 22 && projhit = 1
trigger5 = var(18) = 1
trigger5 = numhelper(7010)
trigger5 = helper(7010),movehit = 1
trigger6 = numhelper(7510)
trigger6 = helper(7510),movehit = 1
var(19) = 0
ignorehitpause = 1

[State 900, AssertSpecial]
type = AssertSpecial
trigger1 = var(19) > 0
flag = nojugglecheck

[State 900, EnvColor]
type = EnvColor
triggerall = numenemy
triggerall = enemy, movetype = H
triggerall = var(18) = 1
triggerall = !numhelper(9582)
trigger1 = root,movehit
trigger2 = projhit = 1
trigger3 = numhelper(7010)
trigger3 = helper(7010),movehit = 1
trigger4 = numhelper(7510)
trigger4 = helper(7510),movehit = 1
value = 255,255,255
time = 1
under = 1
ignorehitpause = 1
persistent = 0

[State 900, Helper]
type = Helper
triggerall = !numhelper(9582)
triggerall = numenemy
triggerall = enemynear,movetype = H
triggerall = var(18) = 1
trigger1 = root,movehit
trigger2 = projhit = 1
trigger3 = numhelper(7010)
trigger3 = helper(7010),movehit = 1
trigger4 = numhelper(7510)
trigger4 = helper(7510),movehit = 1
name = "Reversal"
ID = 9582
stateno = 9582
pos = ifelse(Facing > enemy,facing,20,300),-120
postype = Left
facing = 1
size.xscale = .7
size.yscale = .7
keyctrl = 0
ownpal = 1
ignorehitpause = 1
    

Re: Ikemen GO

 May 04, 2020, 04:53:48 pm View in topic context
 Posted by Feddi09  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

I get invalid state controller when I try to use it
It has been added today, it's not yet available in current appveyor build.

Cool didn't know you could implement things that fast. I'll wait until the new build then. Only thing I ask for is it possible to do the same but for animation? I say this because if you have a transformation that is a different size then the hit boxes will be off
I don't see a point. Animations local to character are not a problem when it comes to implementing character transformations (there are like 1000 characters in mugen that have them). The only engine limitation that I'm aware of is when character is forced into custom state that applies p2 custom animation into p1 (throws etc.) - in such case in mugen your character looses the transformed look (or attachable accessories like in Vega claw case) because he is forced to use one of his standard sprites. That's what this sctrl is for - to remap sprites as needed so that the character always looks correctly, even in custom state. All the remaining coding is not meant to be changed compared to mugen transforming characters.

Would just be easier than just going through each state coding ifelses especially in the 5000s but I get it. Looking forward to the Remap Sprite release. 


Edit:


Last thing lol I see there is a counter count trigger but is there a way to get a counter trigger if there isn't already one. I didn't see one in the documentation.
    

Re: Ikemen GO

 May 04, 2020, 02:57:16 pm View in topic context
 Posted by Feddi09  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

I get invalid state controller when I try to use it
It has been added today, it's not yet available in current appveyor build.

Cool didn't know you could implement things that fast. I'll wait until the new build then. Only thing I ask for is it possible to do the same but for animation? I say this because if you have a transformation that is a different size then the hit boxes will be off
    

Re: Ikemen GO

 May 04, 2020, 06:27:29 am View in topic context
 Posted by Feddi09  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

Was thinking this could be the answer to transformations.
This is the answer to transformations:
https://github.com/K4thos/Ikemen_GO/wiki#sctrlnew_remapsprite
https://github.com/K4thos/Ikemen_GO/wiki#char_cns_remappreset
with each other (so that they are moved when there is more than 1 message on the screen). So no, there won't Guilty Gear style stuff (unless someone else will implement it)

I get invalid state controller when I try to use it
    

Re: Ikemen GO

 May 03, 2020, 11:40:12 pm View in topic context
 Posted by Feddi09  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

Okay love this MatchRestart sctrl which allows you to load an alternate def file. Is there a way to do the same without reloading the match? Was thinking this could be the answer to transformations. 
    

Resizing

 April 28, 2020, 04:04:18 am View in topic context
 Posted by Feddi09  in Resizing (Started by Feddi09 April 28, 2020, 04:04:18 am
 Board: M.U.G.E.N Discussion

Does anyone know how mugen 1.1 and Fighter Factory Studio is able to resize images without distortion using the interpolation? I am trying to replicate this outside of the engine but my images come out way too distorted. I am able to shrink an image down to 15% with no issue in engine and I want to just resize all my sprites for the future to make them compatible with other character's throws.
    

Color Separate One Image

 March 28, 2020, 01:15:16 am View in topic context
 Posted by Feddi09  in Color Separate One Image (Started by Feddi09 March 28, 2020, 01:15:16 am
 Board: M.U.G.E.N Discussion

I need one image colored separated. I need someone to d o it quick. PM if interested.
    

Custom Icons

 July 01, 2019, 10:53:26 pm View in topic context
 Posted by Feddi09  in Custom Icons (Started by Feddi09 July 01, 2019, 10:53:26 pm
 Board: Requests

Look for some custom icons for Goku SSB, Adult Gohan, Adult Gohan SS, Vegeta SSB, Golden Frieza, Bardock, Broly, Majin Buu, Gotenks, Gotenks SS, Gotenks SS3, Kid Buu, Beerus, Goku Black, & Goku Black SSR in the fashion of the old Budoukai fashion. I have included the picture below for reference.


    

Commission Full Character Sprites

 June 07, 2019, 05:23:41 pm View in topic context
 Posted by Feddi09  in Commission Full Character Sprites (Started by Feddi09 June 07, 2019, 05:23:41 pm
 Board: Graphics

Not sure if this goes here so feel free to move this wherever it needs to go.

That being said, I'm finally comfortable enough in Mugen where I am looking to create two original characters. I can do all the coding myself (or with help) but I am looking to character two full characters. If anyone can help me with my three questions below and/or offer some type of USEFUL input and/or advice I would greatly appreciate it.

1. How man sprites do a full character need?

2. What are the associated cost for a full character commission?

3. Where can I commission a full character?
    

Re: Undocumented Sctrls

 May 29, 2019, 05:19:09 pm View in topic context
 Posted by Feddi09  in Undocumented Sctrls (Started by Feddi09 May 25, 2019, 12:02:56 am
 Board: M.U.G.E.N Development Help

I've also noticed in 1.1 helper's can't read other helper's that they haven't produced while in 1.0 helper's can read any helper that any helper produced.
    

Re: Undocumented Sctrls

 May 26, 2019, 03:50:40 pm View in topic context
 Posted by Feddi09  in Undocumented Sctrls (Started by Feddi09 May 25, 2019, 12:02:56 am
 Board: M.U.G.E.N Development Help

    

Re: Undocumented Sctrls

 May 25, 2019, 06:26:02 am View in topic context
 Posted by Feddi09  in Undocumented Sctrls (Started by Feddi09 May 25, 2019, 12:02:56 am
 Board: M.U.G.E.N Development Help

Thanks. Any help is important help.
    

Re: Undocumented Sctrls

 May 25, 2019, 05:58:53 am View in topic context
 Posted by Feddi09  in Undocumented Sctrls (Started by Feddi09 May 25, 2019, 12:02:56 am
 Board: M.U.G.E.N Development Help

Is there any archive to this forum?