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As far as the extra modes will there ever be a side scroller beat em up mode like TEKKEN FORCE.
We are planing to do this.
A configurable pause button will be act as a ESC while inside a sub menu.
QuoteLast 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).
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.I get invalid state controller when I try to use itIt 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 get invalid state controller when I try to use itIt has been added today, it's not yet available in current appveyor build.
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)