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Messages by K-Fox

    

Re: Tabuu (Super Smash Bros. Brawl) (Update: 12/25/2023)

 December 26, 2023, 06:44:47 am View in topic context
 Posted by K-Fox  in Tabuu (Super Smash Bros. Brawl) (Update: 12/25/2023) (Started by K-Fox July 15, 2023, 03:30:19 am
 Board: IKEMEN Releases

Merry Christmas. Here is an update for Tabuu. The newest version of IKEMEN caused some odd issues with Tabuu and the stage, so I've fixed them and adjusted a lot of stuff: https://www.mediafire.com/file/hyq3g0675655n5e/TabuuSSBBVer6.zip/file

Changes:
Spoiler, click to toggle visibilty

He should now have most of his attacks in some way. I'm aware that the "Electric Orbs" attack looks kinda odd, but it should be okay for now. As always, if there are any problems, tell me so I can fix them.
    

Re: Streets of Rage 2 Bonus Game + 12 Chars IKEMEN Version (Update 10/9)

 November 03, 2023, 04:08:06 pm View in topic context
 Posted by K-Fox  in Streets of Rage 2 Bonus Game + 12 Chars IKEMEN Version (Update 10/9) (Started by K-Fox July 18, 2022, 04:29:07 am
 Board: IKEMEN Releases

Ahoy, not quite sure what's going on, but the latest update's mediafire link is broken.

Well this is a double dose of problems. I was going to just upload a new version of the Bonus Game with some minor fixes to replace this link, but I'm currently on a Mobile HotSpot (true internet is down), and apparently Mediafire doesn't like the very slow upload speed; when I try to upload the file the progress keeps resetting.

So at the moment, I have another way. Here is the update, except 2 files are excluded to reduce the file size (the "SoR2" AU Format Sound file and the "SoR2FinalLevelTheme" MP3 file) so that this can actually upload properly: https://www.mediafire.com/file/roxt36knfvtfijs/SoR2IK7.1NoSnd.zip/file

Once this is downloaded, download Update 6: https://www.mediafire.com/file/qo8lf2op5rnt6qc/SoR2IK6.zip/file. Then take the 2 sound files listed above from this folder and move them to the updated Bonus Game Folder with the missing sound files.

Here is the small update notes for this "patch". Do note that with this patch the newest version of IKEMEN is now needed:

~Fixed

1. If the "Boss Breaker" tweak was on, Jet was sometimes becoming invincible but not actually using a breaker attack.
2. If the "Idle Super Armor" and "Boss Breaker" tweaks were on, Bosses weren't affected by the Breaker attack cooldown in their Super-Armor state and as such could spam Breaker attacks.

~IKEMEN Specific Changes

A. Due to the change in how Red Life works in IKEMEN GO v0.99.0, certain enemy throws have been fixed to give the proper amount of Red Life.
B. Also due to the Red Life change, the life bar in Tag mode has been fixed to properly display Red Life.
C. The new "GlobalNoKO" AssertSpecial flag is now used to prevent players from being really KO'd and out of the fight (VERY helpful for characters that can inflict self-damage, and even more important in Simul mode for characters who can damage not only themselves but their allies as well).
    

Re: Streets of Rage 2 Bonus Game + 12 Chars IKEMEN Version (Update 10/9)

 October 10, 2023, 03:33:12 am View in topic context
 Posted by K-Fox  in Streets of Rage 2 Bonus Game + 12 Chars IKEMEN Version (Update 10/9) (Started by K-Fox July 18, 2022, 04:29:07 am
 Board: IKEMEN Releases

Its been a while. Here is another update. I found some rather big issues with the Bonus Game, so I'm back to fix them.
Link: https://www.mediafire.com/file/liwu0ro6wcw0lly/SoR2IK7.zip/file

Changes:
Spoiler, click to toggle visibilty

A critical bug involving Mr.X being "guard KO'd" was fixed (if using the default IKEMEN guard system, forgot to mention that in the update notes). That wasn't cool when that happened to me, and considering it takes so long to complete the bonus game, I couldn't just leave that there.

Another thing I added was the ability to change all Boss & Mini-boss life and/or damage by a percentage. I think that most Bosses have a bit too much life and not enough damage, making the fights kind of boring. You can now set these new values to your liking. Ideally, reducing their life and increasing their damage should make for more intense fights.
    

Re: Tabuu (Super Smash Bros. Brawl) (Update: 9/30/2023)

 September 30, 2023, 05:33:42 pm View in topic context
 Posted by K-Fox  in Tabuu (Super Smash Bros. Brawl) (Update: 12/25/2023) (Started by K-Fox July 15, 2023, 03:30:19 am
 Board: IKEMEN Releases

So I've been looking over Tabuu and trying to figure out, "How can I make him more of a challenge without resorting to cheapness like 99% of other Bosses for MUGEN/IKEMEN do?". Its not easy, but I think I've got something going here.

Tabuu was really easy to defeat at first because of his very slow attacks, so I added an option to speed them up. But it still doesn't seem to really help. I think the other reasons are that he is too predictable, and that the "Powers" I added are a bit too strong (especially Evershield & Healing Shield).

This update adds a new set of options you can enable in the Options file to increase the difficulty even more, and fixes various other minor things.

Link: https://www.mediafire.com/file/y2y78fy0qy84p81/TabuuSSBBVer5.zip/file

Changes:
Spoiler, click to toggle visibilty

The new "Misc. Options" should help with increasing the difficulty. Hitting the Super-Armor now awards points in same way the default score system does, so no more weird score values.

About the "Dodge Detector" code... I added that to prevent the ultimate cheese against Tabuu. If anyone triggers this attack, tell me: was it a good idea?
    

Re: Tabuu (Super Smash Bros. Brawl) (Update: 8/12/2023)

 August 12, 2023, 03:34:04 pm View in topic context
 Posted by K-Fox  in Tabuu (Super Smash Bros. Brawl) (Update: 12/25/2023) (Started by K-Fox July 15, 2023, 03:30:19 am
 Board: IKEMEN Releases

Have another update: https://www.mediafire.com/file/t3ftpthsp4d591i/TabuuSSBBVer4.zip/file

Changes:
Spoiler, click to toggle visibilty

I knew that Tabuu would be kind of easy to defeat with the lives system, but after more testing, it became clear that he was simply way too easy to defeat due to several other factors (even some AI-controlled characters could win).

As such, this update adds more "Difficulty+" options to allow for a bigger challenge. It also reduces the amount of lives a Tag-Mode team has so that they effectively have "5 lives" when compared to a solo player or Simul-Mode team.

The last Difficulty+ option makes Tabuu's attacks much faster, which should solve the main problem with Tabuu; his attacks are extremely easy to dodge.
    

Re: Tabuu (Super Smash Bros. Brawl) (Update: 7/30/2023)

 July 31, 2023, 02:13:24 am View in topic context
 Posted by K-Fox  in Tabuu (Super Smash Bros. Brawl) (Update: 12/25/2023) (Started by K-Fox July 15, 2023, 03:30:19 am
 Board: IKEMEN Releases

Small update: https://www.mediafire.com/file/az5355dd1xpwkv9/TabuuSSBBVer3.zip/file

Changes:
Spoiler, click to toggle visibilty

There are 4 more Power items with interesting effects, and some other minor changes, plus a new attack.
    

Re: Tabuu (Super Smash Bros. Brawl) (Update: 7/22/2023)

 July 22, 2023, 10:55:29 pm View in topic context
 Posted by K-Fox  in Tabuu (Super Smash Bros. Brawl) (Update: 12/25/2023) (Started by K-Fox July 15, 2023, 03:30:19 am
 Board: IKEMEN Releases

Medium-sized update for Tabuu: https://www.mediafire.com/file/2f0axr76tactnxg/TabuuSSBBVer2.zip/file.

Changes:
Spoiler, click to toggle visibilty

Now that Tabuu has more attacks, he should be much less predictable.
    

Tabuu (Super Smash Bros. Brawl) (Update: 12/25/2023)

 July 15, 2023, 03:30:19 am View in topic context
 Posted by K-Fox  in Tabuu (Super Smash Bros. Brawl) (Update: 12/25/2023) (Started by K-Fox July 15, 2023, 03:30:19 am
 Board: IKEMEN Releases

This is a rather random project I've been working on for a little over a month. It started when I was looking for some more characters on a certain site and found this: https://www.andersonkenya1.net/files/file/19781-tabuu-sumin-styled/. A tiny version of Super Smash Bros. Brawl's Tabuu. Interesting, but that wasn't all that was on that page; there was a Mediafire link to some sprites of Tabuu from Brawl. I downloaded them and started making a character of sorts, by adding the required sprites and some special states for Tabuu. It quickly turned into something bigger once I actually added attacks and more systems to Tabuu and now he is an actual Boss character now, although he still incomplete.

I wanted to share to get feedback (and because it seemed like a waste to just keep it to myself). There are some things I should mention first:

1. Tabuu has most of his attacks from Brawl (only a few are missing now as of 7/30/2023).
2. I don't have the original effects from Brawl for his attacks, so I used the effects from an Effect Pack I found on that same site (Link in the Info file or Tabuu). I tried to find the right effects that could take the place of Tabuu's actual attack effects from Brawl.

3. Tabuu is currently AI-only, although I plan to make him "controllable" in some way. (One idea is allowing you to choose his next attack, not sure how to implement player-controlled teleporting yet).
4. There is a "lives" system when fighting Tabuu (if you aren't in Turns or Ratio mode), meaning you get multiple chances to defeat him in a match. This might make the fight against him a bit easy (and his low amount of attacks compounds this), but I wasn't interested in adding yet another generic nigh-unbeatable boss character to the list of Bosses that already exist.

5. There is a stage included with Tabuu. He is meant to be fought on this stage, which is permanently zoomed out (0.5 zoom). When I tested him on normal stages, it didn't work out due to his size; he simply took up to much of the screen (even with 0.5 size.xscale/size.yscale) and his attacks took up most of the screen. The included stage gives you more room to run around and allows you to actually see Tabuu when he is attacking (he teleports just off-screen for most of them). The stage itself is just something simple I tossed together, which consists of three Smash 4 Final Destination platforms placed side-by-side along with a static background from RPG Maker 2003. I apologize for the low-quality stage, I just needed something to act as a filler until I find or make a better stage. It does come with a perfectly looped version of Tabuu's Boss Battle Theme. Do note that Tabuu's attack movements are designed with this permanent x0.5 zoom, so if you want to use your own stage for him, it must also be permanently zoomed out by the same amount and must not change at all.

6. As the fight against Tabuu can take a while, its best to fight against him in 1-round battles only for Single/Simul/Tag mode. I set to number of rounds for matches to 1 in options menu to do this (or just exit the battle after someone wins a round).

There are many other things about Tabuu that are explained in the Info file, so be sure to read it. With all that out of the way, here is the link: https://www.mediafire.com/file/hyq3g0675655n5e/TabuuSSBBVer6.zip/file

Screenshots:
1: https://www.mediafire.com/view/ty3z5nrko9oe06l/TabuuSS1.png/file
2: https://www.mediafire.com/view/saf57gc3krqa1ll/TabuuSS2.png/file
3: https://www.mediafire.com/view/223f1g6gcwnq6yq/TabuuSS3.png/file
    

Re: Streets of Rage 2 Bonus Game + 12 Chars IKEMEN Version (Update 3/31)

 April 06, 2023, 11:10:23 pm View in topic context
 Posted by K-Fox  in Streets of Rage 2 Bonus Game + 12 Chars IKEMEN Version (Update 10/9) (Started by K-Fox July 18, 2022, 04:29:07 am
 Board: IKEMEN Releases

Boyboyz's Rugal XV char makes enemy disappear with genocide cutter and grab based moves.

Its an unfortunate "problem" with certain characters that remove Helpers to avoid the "character clone" glitch, but it screws up the Bonus Game as a result.

To fix this, open the "SetConfig" file and look for this:
Code:
;Enemy Hit System. Set to 1 to make enemies use HitOverrides when hit instead of using the default MUGEN hit system.
;If strange things happen when you try throwing enemies or use certain attacks, such as enemies disappearing
;completely, set this to 1. It'll prevent enemies from being affected by some attacks such as throws (because of
;how MUGEN works), but it should also prevent any problems related to such attacks.
[State 5900, VarSet]
type = VarSet
trigger1 = 1
v = 50
value = 0
;       ^ Change this value (Default is 0)
ignorehitpause = 1
persistent = 0

Change the value from 0 to 1. This will let you use the "problematic" characters against the Bonus Game at the cost of some attacks not being able to hit the enemies.
    

Re: Streets of Rage 2 Bonus Game + 12 Chars IKEMEN Version (Update 3/31)

 April 01, 2023, 02:12:47 am View in topic context
 Posted by K-Fox  in Streets of Rage 2 Bonus Game + 12 Chars IKEMEN Version (Update 10/9) (Started by K-Fox July 18, 2022, 04:29:07 am
 Board: IKEMEN Releases

Alright, I got something big here. Years ago I had an idea to add a new section to the Bonus Game where you'd fight all the Major Bosses again (with a different palette) after first fighting a small group of enemies, which was more or less what the final stage of Streets of Rage 2 was. I even wanted to use explods to "replace" the background so it would look like you were in Stage 8 of SoR2, although it was harder to do than I thought, so I dropped that idea.

I wanted to release it during Christmas as a "gift" of sorts, but I never got around to it. Now, years later, its FINALLY done, and here it is: https://www.mediafire.com/file/qo8lf2op5rnt6qc/SoR2IK6.zip/file

Changes:
Spoiler, click to toggle visibilty

Now you'll basically "be" in Stage 8 of Streets of Rage 2 after depleting the Enemy Strength Meter in the second round (comeplete with Stage 8 music), fighting some amount of enemies, then a Sub-Boss. This is the first update in a long time that has actually has added something major to the Bonus Game; I hope you enjoy it.

I'd also like to thank everyone who took interest in this Bonus Game, whether you posted in the original topic, this one, or even made a Youtube video of this Bonus Game. Its been 8 years (I can't believe it) since I posted the original, and 46 updates later, its become an absolutely massive Bonus Game, which all started because I wanted a good "Beat-em Up" style bonus game for MUGEN, but most I found were either very simple, overly difficult, or just poorly coded.

With this ultra late Christmas preset finally complete, I also want to say that I probably won't be updating this Bonus Game much anymore outside of bug fixes. Its not that I'm tired of it, its just that I've crammed so much into it that I don't think I have anything left to add. I'm glad I was able to make something so many people found fun despite the Bonus Game taking a very long time to complete.

Thank you all once again. I tested this update lots of times to make sure the new area works correctly, although knowing me I may have overlooked something. If anyone finds a problem, please let me know.

Finally, some things about the new area some people might wonder about:

1. I know a Jet copy didn't appear in Stage 8 (probably because he appeared as a normal enemy in earlier stages in Streets of Rage 2). I included Bomber because I wanted to have all the SoR2 Bosses in the new area.

2. Non-SoR2 enemies appear here for more variety.

3. The music for the area besides the "intro" of the song is loaded with IKEMEN's new "PlayBGM" State Controller, which is why there is a brief moment of no music when the "intro" part of the song finishes playing (and it seems this also causes it to not loop perfectly). I included the main part of the Stage 8 theme this way because including it in the sound file would have added 12.9 MB to the file size, plus the song wasn't looping for some reason when played with a "PlaySnd" with "loop = 1" (maybe because the size triggered some IKEMEN bug?).

EDIT: I found some issues, here is a "Micro-Update": https://www.mediafire.com/file/pale3sl98lhxz13/MicroUpdate1.zip/file
Instead of the whole Bonus Game folder, this only contains the files I changed. Copy these files into the Bonus Game folder, replacing the ones already there, to apply the Update.
    

Re: Streets of Rage 2 Bonus Game + 12 Chars IKEMEN Version (Update 3/8)

 March 08, 2023, 07:11:27 pm View in topic context
 Posted by K-Fox  in Streets of Rage 2 Bonus Game + 12 Chars IKEMEN Version (Update 10/9) (Started by K-Fox July 18, 2022, 04:29:07 am
 Board: IKEMEN Releases

Update time! Link: https://www.mediafire.com/file/yz5a42ij9c7bb63/SoR2IK5.zip/file. This update contains some important fixes.

Changes:
Spoiler, click to toggle visibilty

Changes (IKEMEN Specific):
Spoiler, click to toggle visibilty

The last four of the "fixes" are particularly important:

A. Shiva's ability to block any attack for 0 damage was meant to make him tougher, but it also was rather annoying to have almost all your attacks wasted on higher difficulty levels, so I added a maximum block chance to tone that down.

B. I do have some characters with "Breaker" attacks, but they couldn't use them against the Bonus Game because of its State Number being over 3000 and thus counted as "always using a super attack", which the Breaker moves didn't work against. Those characters should now be able to use their Breaker attacks properly.

C. The damage limit was to prevent 1-hit KO's against enemies, but it affected custom state attacks incorrectly. Now no longer a problem.

D. "Percentage" damage is rare, but if it was used against the Bonus Game enemies, they would usually take a huge amount of damage.

Also, Ash has a lot more attacks and should be a much bigger threat than before. But now there seems to be a bug that is causing his battle theme to cut out early (sometimes). I'm not sure why it happens yet. Sorry about that. I'll keep checking to see if I can fix it.

EDIT: One of Ash's new attacks wasn't activating. To fix this, open the "EStates3.cns" file, and go to line 25284 to find this:
Code:
triggerall = Time >= 15
Change 15 to 18.

I also forgot to list the new attacks Bonus Game Ash can use, and how the Bonus Game Ash's attacks are different compared to the playable Ash. Here they are:
Spoiler, click to toggle visibilty

EDIT 2: I have something for everyone: A list of all the enemies and their Stats/Attacks: https://www.mediafire.com/file/bzwqx3f9yck89l8/NewEnemyGuide.txt/file. Not much, but I figured some might find it useful.

I also found another issue with Ash; his laugh animation wasn't showing right. You'll need to open the "SoR2.air" file and find this starting from line 7450:
Code:
; AshLaugh
[Begin Action 10698]
Clsn2Default: 1
  Clsn2[0] = -14, -87, 11, 0
10698,0, 0,0, 7
LoopStart
10698,1, 0,0, 7
10698,2, 2,0, 0
Change that last line showing "10698,2, 2,0, 0" to "10698,2, 0,0, 7".
    

Re: Simple PalFX not working (IKEMEN)

 February 25, 2023, 12:47:00 am View in topic context
 Posted by K-Fox  in Simple PalFX not working (IKEMEN) (Started by K-Fox February 20, 2023, 07:11:36 am
 Board: M.U.G.E.N Development Help

This is weird. I got the PalFX to work, but found something really odd about this "fix". I changed the above PalFX to this:

Code:
[State 21351, PalFX] ;Blink black
type = PalFX
trigger1 = Time%3 = 0
time = 3
add = -250,-250,-250 ;256,256,256
;mul = 255,255,255
ignorehitpause = 1
persistent = 1

All I did was change the "time" parameter from 1 to 3. Vehelits now flickers as it should with the "broken" PalFX; 1 frame almost solid black, 2 frames with normal appearance, repeat until leaving the hit state.

But the time parameter is 3, so it shouldn't cause the PalFX to last only 1 frame, it should be 3 frames. I did a test with this new PalFX on another character and a helper of that character, and both had the PalFX applied permanently as the PalFX was constantly activating as it wore off.

This bugged me a lot, so I looked at another PalFX bug in my Bonus Game and after several hours of testing I found something strange.

If a Helper with an "ownpal = 1" parameter creates another Helper with an "ownpal = 0" parameter, the original Helper has the duration of any PalFX on itself reduced by the number of "ownpal = 0" helpers it created. To test and prove this, I made a test character using Kung Fu Man. What I did is make it so that by pressing the a/b/c/x/y/z buttons, KFM goes into a state, summons a helper, then that helper summons more helpers that have "ownpal = 1" or "ownpal = 0" depending on the button used for the test.

Here is the test character: https://www.mediafire.com/file/akpxiwnydihcnjc/ownpalBug.zip/file

Select this character in Training mode. Each of the normal six buttons (a/b/c/x/y/z) will snap KFM into the center of the screen and turn him invisible, then a Helper will be created, along with some other smaller helpers. The larger Helper will have a PalFX on it. The smaller helpers have "ownpal = 1" if a, b, or c was used to start the test, and "ownpal = 0" is x, y, or z was used. Press any button after starting a test to return to state 0 so you can try another button. The results of each test should be as follows:

a/x = Creates 1 smaller helper. The PalFX for the larger helper is:
Code:
[State 21351, PalFX] ;Blink black
type = PalFX
trigger1 = IsHelper(4000) || IsHelper(4004)
trigger1 = Time%3 = 0
time = 1
add = -250,-250,-250 ;256,256,256
;mul = 255,255,255
ignorehitpause = 1
persistent = 1
The larger Helper flickers normally with the "a" test, but doesn't flicker with the "x" test (time parameter is being reduced by 1?)

b/y = Creates 4 smaller helpers. The PalFX for the larger helper is:
Code:
[State 21351, PalFX] ;Blink black
type = PalFX
trigger1 = IsHelper(4002) || IsHelper(4005)
trigger1 = Time%6 = 0
time = 5
add = -250,-250,-250 ;256,256,256
;mul = 255,255,255
ignorehitpause = 1
persistent = 1
The larger Helper stays "darkened" for 5 frames then is normal for 1 frame with the "b" test, but with the "y" test its reversed; the larger helper stays "darkened" for 1 frame, then is normal for 5 frames (time parameter is being reduced by 4?)

c/z = Creates 9 smaller helpers. The PalFX for the larger helper is:
Code:
[State 21351, PalFX] ;Blink black
type = PalFX
trigger1 = IsHelper(4003) || IsHelper(4006)
trigger1 = Time%10 = 0
time = 10
add = -250,-250,-250 ;256,256,256
;mul = 255,255,255
ignorehitpause = 1
persistent = 1
The larger Helper stays solid black permanently with the "c" test, but with the "z" test it only flickers black for 1 frame, then is normal for 9 frames (time parameter is being reduced by 9?)

This is really bizarre. It must be an IKEMEN bug. I'll make sure to always use "ownpal = 1" for any helper created by another Helper.
    

Simple PalFX not working (IKEMEN)

 February 20, 2023, 07:11:36 am View in topic context
 Posted by K-Fox  in Simple PalFX not working (IKEMEN) (Started by K-Fox February 20, 2023, 07:11:36 am
 Board: M.U.G.E.N Development Help

In my Bonus Game, there is a mini-boss called "Vehelits" that uses a Hitoverride to go into a unique hit state, where its supposed to flicker with this simple PalFX:

Code:
[State 5201, 5] ;Blink black
type = PalFX
trigger1 = Time%3 = 0
time = 1
add = -250,-250,-250 ;256,256,256
;mul = 255,255,255
ignorehitpause = 1
persistent = 1

But for some reason it doesn't work. The flicker effect doesn't show at all. I've checked everything I know that could cause PalFX to not work, but nothing seems to help. The PalFX works fine when put on a normal character, but not on Vehelits (which is a Helper, but I don't think that is the reason the PalFX doesn't work. The Vehelits helper does have the "ownpal = 1" parameter).

There are other PalFX state controllers in my Bonus Game, but I've made sure that they can't activate on this particular enemy (they also flat out can't activate for any enemy if a certain setting in the Config file is set to 0, which it was when I was testing this). So they can't be interfering with the flicker PalFX.

I can't seem to figure out why this PalFX won't work. Am I missing something extremely obvious? Or did I stumble upon an IKEMEN bug?

If you want to play the Bonus Game to see for yourself, you might want to set the difficulty to "Very Easy" so that you can get to Vehelits quickly, and also make sure the game mode in the Config file is set to 0 (Normal). Once you get to Vehelits, hit it with a weak attacks (so you don't KO it quickly because of its reduced Life) and observe the results; Vehelits should flicker but doesn't.

Here is the hit state for Vehelits:
Spoiler, click to toggle visibilty

This state can be found in the "EStates2.cns" file starting from line 17584.
    

Re: Streets of Rage 2 Bonus Game + 12 Chars IKEMEN Version (Char Update 2/14)

 February 14, 2023, 11:00:07 pm View in topic context
 Posted by K-Fox  in Streets of Rage 2 Bonus Game + 12 Chars IKEMEN Version (Update 10/9) (Started by K-Fox July 18, 2022, 04:29:07 am
 Board: IKEMEN Releases

Here is a minor update for characters: https://www.mediafire.com/file/cgxu2u71qckvr9s/12Char4StagePackIK2.zip/file

Changes:
Spoiler, click to toggle visibilty

This update adds a tiny version of the HUD that can enabled so that if in Simul mode with many players, the HUD of each SoR character (hopefully) won't get in the way of other HUDs. I really like Simul mode and wanted to make sure my characters were as playable as possible in that mode, especially with IKEMEN's new 3/4 player Simul mode. This tiny HUD also is good to use if you are using lifebars that have the powerbars at the bottom of the screen.
    

Re: Recover(red health) using a variable?

 December 15, 2022, 06:21:01 am View in topic context
 Posted by K-Fox  in Recover(red health) using a variable? (Started by Plum December 14, 2022, 04:17:15 am
 Board: M.U.G.E.N Development Help

OH I'M A COMPLETE IDIOT. You were using the "hit to heal" version right? LOOK:

Code:
;Remove "stored" Red Life.
[State -3, VarAdd]
type = VarAdd
trigger1 = Var(0) > 0
trigger1 = Var(1) = 1;Hit landed
trigger1 = Alive = 1
trigger1 = RoundState = 2
v = 0
value = ifelse( (Var(0) < 5), Var(0) ,5);Make sure the values here are the same as the value for the lifeadd state controller
ignorehitpause = 1

That is supposed to SUBTRACT from the variable, not ADD. THIS is how its should be:

Code:
;Remove "stored" Red Life.
[State -3, VarAdd]
type = VarAdd
trigger1 = Var(0) > 0
trigger1 = Var(1) = 1;Hit landed
trigger1 = Alive = 1
trigger1 = RoundState = 2
v = 0
value = ifelse( (Var(0) < 5), -Var(0) ,-5);Make sure the values here are the same as the value for the lifeadd state controller
ignorehitpause = 1

Same thing for the projectile version:
Code:
;Remove "stored" Red Life.
[State -3, VarAdd]
type = VarAdd
trigger1 = Var(0) > 0
trigger1 = ProjHitTime(100) = 1;Replace the 100 here with projectile ID
trigger1 = Alive = 1
trigger1 = RoundState = 2
v = 0
value = ifelse( (Var(0) < 5), Var(0) ,5);Make sure the values here are the same as the value for the lifeadd state controller
ignorehitpause = 1

Replace with this:
Code:
;Remove "stored" Red Life.
[State -3, VarAdd]
type = VarAdd
trigger1 = Var(0) > 0
trigger1 = ProjHitTime(100) = 1;Replace the 100 here with projectile ID
trigger1 = Alive = 1
trigger1 = RoundState = 2
v = 0
value = ifelse( (Var(0) < 5), -Var(0) ,-5);Make sure the values here are the same as the value for the lifeadd state controller
ignorehitpause = 1

WOW. This should fix the problem of the amount of "Red Life" going up constantly. Sorry again!
    

Re: Recover(red health) using a variable?

 December 15, 2022, 05:16:23 am View in topic context
 Posted by K-Fox  in Recover(red health) using a variable? (Started by Plum December 14, 2022, 04:17:15 am
 Board: M.U.G.E.N Development Help

To make only a faction of the damage taken become "Red Life", change the first state controller to this:
Code:
;Track damage taken
[State 0, VarAdd]
type = VarAdd
trigger1 = Time = 0
v = 0;Replace with another number if Var(0) is already used
value = Ceil(GetHitVar(Damage)*0.5);Make only 50% of damage taken become Red Life
ignorehitpause = 1

Change the "0.5" to some other value if its too high or low. 0.4 would make 40% of the damage taken become Red Life, 0.2 is 20%, and so on. If using the second state controller its almost the same thing:
Code:
;Track damage taken
[State 0, ParentVarAdd]
type = ParentVarAdd
trigger1 = Time = 0
v = 0
value = Ceil(GetHitVar(Damage)*0.5);Make only 50% of damage taken become Red Life
ignorehitpause = 1

To add a limit to Red Life, add this to the -2 states:
Code:
;Max "Red Life"
[State -2, VarSet]
type = VarSet
trigger1 = Var(0) > Floor(LifeMax*0.3)
v = 0
value = Floor(LifeMax*0.3)
ignorehitpause = 1

This limits it to 30% of max life (I recommend using that expression instead of a simple number so that if LifeMax changes in any way the "max Red Life" changes with it). Again, you can change the "0.3" to something else if it isn't right; 0.5 would mean that the max Red Life would be half of Max Life, 0.6 would mean 60% of Max Life can become Red Life, etc.

Also I made a dumb mistake myself; in the second state controller I stated that there wasn't a need to change the variable used, but that would only be true if the Helper was changing its OWN variable. The variable that is changed in the "ParentVarSet" needs to be whatever variable you are using to track damage. Sorry about that. I'll change that description.
    

Re: Recover(red health) using a variable?

 December 14, 2022, 06:29:12 am View in topic context
 Posted by K-Fox  in Recover(red health) using a variable? (Started by Plum December 14, 2022, 04:17:15 am
 Board: M.U.G.E.N Development Help

First the damage taken will need to be tracked. Add this to the state your character goes into when hit while the super-armor is active:
Code:
;Track damage taken
[State 0, VarAdd]
type = VarAdd
trigger1 = Time = 0
v = 0;Replace with another number if Var(0) is already used
value = GetHitVar(Damage)
ignorehitpause = 1

If you are using the "Helper Method" super-armor (where the actual character is un-hittable, and the helper takes hits for it instead), add this to the state the helper goes into instead:
Code:
;Track damage taken
[State 0, ParentVarAdd]
type = ParentVarAdd
trigger1 = Time = 0
v = 0;Needs to be the damage tracking variable the actual character is using.
value = GetHitVar(Damage)
ignorehitpause = 1

Next the Regeneration effect. If you want a slow regen like Marvel vs. Capcom, add this to your character's -3 states:
Code:
;Recover "Red Life"
[State -3, LifeAdd]
type = LifeAdd
trigger1 = Var(0) > 0
trigger1 = Alive = 1
trigger1 = RoundState = 2
trigger1 = MoveType != H
trigger1 = StateNo != 10000;Replace this with the state number of the Super-armor state
trigger1 = GameTime%6 = 0;Recovers 1 Life every 6 frames. Reduce the first number to increase heal rate, or increase it to reduce the heal rate.
value = 1
kill = 0
absolute = 1
ignorehitpause = 1

;Remove "stored" Red Life.
[State -3, VarAdd]
type = VarAdd
trigger1 = Var(0) > 0
trigger1 = Alive = 1
trigger1 = RoundState = 2
trigger1 = MoveType != H
trigger1 = StateNo != 10000;Replace this with the state number of the Super-armor state
trigger1 = GameTime%6 = 0;Needs to be the same as the above GameTime trigger so that stored Red Life is removed properly
v = 0
value = -1
ignorehitpause = 1

If you want your second option (need to hit opponent to recover Red Life), try this (Note: This might not be the most "efficient" way to do this, but it should be a safe way). EDIT: Fixed code for removing "Red Life".
Code:
;Reset Hit detection variable
[State -3, VarSet]
type = VarSet
trigger1 = !MoveHit
trigger1 = Var(1) != 0
v = 1
value = 0
ignorehitpause = 1

;Detect a landed hit
[State -3, VarSet]
type = VarSet
trigger1 = MoveType = A
trigger1 = MoveHit
trigger1 = Var(1) != 1 && Var(1) != 2
v = 1
value = 1
ignorehitpause = 1

;Recover "Red Life". This will recover some bit of life for each attack landed based on the value parameter.
[State -3, LifeAdd]
type = LifeAdd
trigger1 = Var(0) > 0
trigger1 = Var(1) = 1;Hit landed
trigger1 = Alive = 1
trigger1 = RoundState = 2
value = ifelse( (Var(0) < 5), Var(0) ,5);This makes sure the amount healed is never more than the actual amount of stored Red Life. Change "5" to another value if its too high/low.
;Be sure the value each "5" is changed to is the same.
kill = 0
absolute = 1
ignorehitpause = 1

;Remove "stored" Red Life.
[State -3, VarAdd]
type = VarAdd
trigger1 = Var(0) > 0
trigger1 = Var(1) = 1;Hit landed
trigger1 = Alive = 1
trigger1 = RoundState = 2
v = 0
value = ifelse( (Var(0) < 5), -Var(0) ,-5);Make sure the values here are the same as the value for the lifeadd state controller
ignorehitpause = 1

;Prevent effect from applying again during current attack
[State -3, VarSet]
type = VarSet
trigger1 = Var(1) = 1
v = 1
value = 2
ignorehitpause = 1

;Recover "Red Life" for landed projectiles. (Only needed if your character has projectiles)
[State -3, LifeAdd]
type = LifeAdd
trigger1 = Var(0) > 0
trigger1 = ProjHitTime(100) = 1;Replace the 100 here with projectile ID
trigger1 = Alive = 1
trigger1 = RoundState = 2
value = ifelse( (Var(0) < 5), Var(0) ,5);This makes sure the amount healed is never more than the actual amount of stored Red Life. Change "5" to another value if its too low.
kill = 0
absolute = 1
ignorehitpause = 1

;Remove "stored" Red Life. (Only needed if your character has projectiles)
[State -3, VarAdd]
type = VarAdd
trigger1 = Var(0) > 0
trigger1 = ProjHitTime(100) = 1;Replace the 100 here with projectile ID
trigger1 = Alive = 1
trigger1 = RoundState = 2
v = 0
value = ifelse( (Var(0) < 5), -Var(0) ,-5);Make sure the values here are the same as the value for the lifeadd state controller
ignorehitpause = 1

Finally, if you want the Red life to be removed if the character is hit, add this to the -2 states:
Code:
;Remove "Red Life"
[State -2, VarSet]
type = VarSet
trigger1 = Var(0) > 0
trigger1 = MoveType = H
v = 0
value = 0

Be sure to change the variable numbers if those are already used by your character! If there are any problems, tell me; I'll be around.
    

Re: Streets of Rage 2 Bonus Game + 12 Chars IKEMEN Version (Update 12/11)

 December 12, 2022, 06:55:02 am View in topic context
 Posted by K-Fox  in Streets of Rage 2 Bonus Game + 12 Chars IKEMEN Version (Update 10/9) (Started by K-Fox July 18, 2022, 04:29:07 am
 Board: IKEMEN Releases

Back again with another update. This time, there isn't a "no sound file" version because I've added new sounds for a certain feature I've added.

EDIT 12/18: The mode select menu was activating again after a round was completed. Here is a fixed version; re-download if you already have the previous version.
Link: https://www.mediafire.com/file/nlt4tg9mflrjbq4/SoR2IK4.1.zip/file

Changes:
1. Invincible time Bosses get upon attacking if the "Super Armor" Tweak is active has been reduced. Defense bonus from Super Armor effect heavily reduced.
2. All Jet-Type enemies are considered to be "Standing" when using their Flying Punch attack (for the normal Jet, excluding his Aerial Breaker vsersion). This fixes a problem where managing to hit a Jet-Type enemy during their Flying Punch wouldn't allow for a potential combo since they would almost instantly go to their special air recovery state for most attacks, which made them invincible for the duration of that state.
3. Reduced chance of Jet using his Breaker attack if the option is on. Since he is harder to pin down than most other Bosses, successful hits on him need to have a higher rate of allowing combos against him.
4. In Ranked mode, the Healing effect is no longer done by "grabbing" the players and sending them into a custom state for the heal, instead done with a "LifeAdd" state controller with IKEMEN's "RedirectID" parameter.
5. Healing after a Rank Up is no longer a full heal, instead it heals 60% of a character's MISSING Life. It was overall very easy to hit Star Rank despite the weaker healing items, so this adds some pressure while still granting a big heal upon Ranking Up.
6. Fixed problem with the Boss music still playing after defeating Jet.
7. Barbon and R.Bear are a bit smarter in deciding whether to use their anti-air attacks.
8. Can now set the "Random Enemy Life Bonus" option to -1 (Normal enemies spawn with a random amount of base life based on which enemy they are), -2 (Makes normal enemies spawn with lower life, but each time a Boss is defeated they spawn with slightly higher life), or -3 (Apllies the -1 and -2 option at the same time).
9. You can now set the "Alternate mode setting" to -1, which will allow you to choose the Bonus Game mode at the start the round. Now you don't have to keep opening the "SetConfig" when you just want to play in a different mode (Do note that all other options stay at whatever values they are set to in the SetConfig file).
---------
A major change I've added is Change #9, which allows switching of the Bonus Game mode at the start of a match instead of having to change the config file every time you want to play a different mode. Do note that it works by pulling whoever is Player 1 into a custom state, where that player can press Left/Right to select a mode, then press Start to confirm. Afterwards that player re-appears from above and the Bonus Game starts.

Some notes about this method:
1. If the Bonus Game is unable to pull Player 1 into a custom state for 15 seconds, it will default to Normal mode to avoid a soft-lock.
2. If Player 1 is AI-controlled, the Bonus Game also defaults to Normal mode.
3. In Simul mode, if one of the teammates is "grabbed" instead of Player 1, they'll be removed from the screen and another attempt to pull Player 1 into the special state will be made. Once the mode has been set (or the 15 second fail-safe activates), the removed teammates will also jump back in from above.
    

Re: Streets of Rage 2 Bonus Game + 12 Chars IKEMEN Version (Mini Update 12/1)

 December 01, 2022, 11:09:22 am View in topic context
 Posted by K-Fox  in Streets of Rage 2 Bonus Game + 12 Chars IKEMEN Version (Update 10/9) (Started by K-Fox July 18, 2022, 04:29:07 am
 Board: IKEMEN Releases

Got another mini-update:
https://www.mediafire.com/file/ebz99wmf1es6kjc/SoR2IK3.75.zip/file - With Sound File
https://www.mediafire.com/file/n1g159m0bthvutz/SoR2IK3.75NoSnd.zip/file - Without Sound File

Changes:
1. Fixed major issue with the Score not increasing from hitting/KOing the 4th/5th SoR enemy.
2. Fixed Big-ben going into a non-existent animation at the end of his roll attack.
3. Fixed Bosses taking too much guard damage if the Boss Life/Damage Multiplier Ratio Fix option was set to -1.

4. Reduced chance of Harakiri using his Counter Slash attack. Increased base life by 250.
5. Added cooldown to Electra's/Reine's Shock Whip attack.
6. The Rocket enemy that spawns with Jet has slightly more Life if more than 2 players exist in Simul mode.

7. Added a new "Tweak" option that grants Super-Armor to all Bosses and Mini-Bosses (except Vehelits) ONLY if they are in their Stand or Walking States (and Jumping state for Zamza), and grants them NotHitBy for a brief moment upon attacking. This was specially made for playing with more than 2 players in Simul mode, and should finally allow a way for Bosses/Mini-Bosses to have a chance at fighting back when fighting 3/4 players at once instead of spending 90% of their time onscreen getting stunlocked & combo'd.

*Known Issue: The dark flicker effect for Vehelits when it gets hit isn't working. Mr.X also doesn't flicker yellow when hit while he has Super-Armor from the new option, which is very strange since the PalFX causing that effect doesn't have any trigger on it besides "Time%3 = 0", so why it doesn't work on Mr.X only is still a mystery.
---------------
If you play against 3 or 4 Bonus Games to fight more enemies, you might notice that your score may sometimes appear to quickly increase multiple times after hitting or KO'ing the 4th/5th SoR enemy (the ones with the tiny lifebar above them). This is due to a weird workaround that I had to do to get the score to increase properly.
    

Re: Streets of Rage 2 Bonus Game + 12 Chars IKEMEN Version (Update 11/5)

 November 05, 2022, 08:19:28 pm View in topic context
 Posted by K-Fox  in Streets of Rage 2 Bonus Game + 12 Chars IKEMEN Version (Update 10/9) (Started by K-Fox July 18, 2022, 04:29:07 am
 Board: IKEMEN Releases

Got an update. Nothing really new, instead this update fixes several issues, and does some balance changes. Links (EDIT: Link changed. See message below:
https://www.mediafire.com/file/ai2947nvnjgf9zn/SoR2IK3.5.zip/file - With Sound File
https://www.mediafire.com/file/af2f5a1z0vlw5q4/SoR2IK3.5NoSnd.zip/file - Without Sound File

Changes:
Spoiler, click to toggle visibilty

This update fixes the two problems I mentioned above, so you don't have to fix it yourself anymore. The Jammer effect no longer looks like a glitchy "fuzz" covering the enemy lifebars, instead simply covering them with a white bar. Speed Run mode also got some major changes so that you'll really be able to speed through it now.

As always, tell me of any issues you find.

EDIT: I found some minor issues. New links have been added, re-download if you already downloaded the previous version. I don't like doing these mini-updates without something noticeable, so I added a new enemy, the Streets of Rage 2 version of Electra (called Reine in-game).

Mini-update changes:
Spoiler, click to toggle visibilty

EDIT 2: And to complete this, find this in State 21893:
Code:
[State 21017, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = 301,8
channel = 1
loop = 0

[State 21017, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = 301,8
channel = 2
loop = 0

And replace it with this:
Code:
[State 21017, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = 301,8
channel = 1
loop = 0
persistent = 0

[State 21017, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = 301,8
channel = 2
loop = 0
persistent = 0
This fixes a problem with Reine's "attack voice" playing multiple times during her Jump Kick.