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Ikemen GO (Read 307083 times)

Started by K4thos, May 26, 2018, 03:04:27 AM
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Re: Ikemen GO Plus
#801  May 02, 2019, 10:24:01 PM
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I didnt even know this was a thing in ikemen go (to do this normally, its convulated af)

Additional State controllers:

RedirectID

Usable for all state controllers. Optional parameter to change the stecon performer to the specified PlayerID. It is possible to interfere with the target without taking the target. You can easily implement the operation of a so-called permanent target. The main use is reproduction of poison that reduces life without touching the other party.
Re: Ikemen GO Plus
#802  May 02, 2019, 10:30:28 PM
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you dont really have to patch anything at all.

Wait a second, then how does one actually activate tag team then? Do you just have to install the add004 life bars then?
Re: Ikemen GO Plus
#803  May 02, 2019, 10:47:22 PM
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check it out yourself Sending it,Nopatching add004(last version) tho you still use the patcher for portraits(since some people use different groups indexes,axis,etc,it isnt viable to put this to common.air)
 https://1drv.ms/u/s!AispdDQgkFaalxzqMI1qE5yNk52L
Last Edit: May 02, 2019, 10:53:10 PM by Mark85
Re: Ikemen GO Plus
#804  May 02, 2019, 10:53:50 PM
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Yeah RedirectID is great. For example it could interfere with the other char vars without having a hitbox.
In Mugen the only way to do that is reversal def or a supernull.

Also add000 could be installed into a global minus state that is applied to all chars.
These states are

(Local) // (Global)
StateDef -1 // StateDef -10
StateDef -2 // StateDef -20
StateDef -3 // StateDef -30

Also there is also a global animation file called Common.air.
StateDef -10 should be used in common.cmd
StateDef -20 and StateDef -30 could go in common.cns

Common.air is made to be used with the required sprites (The hit ones)
The new L and R buttons are mean to be used for change in TAG mode but are free in the other modes.

I'm wondering how we should make the change system with 8 chars (Or more) per team.
Remember that Ikemen GO could load a "unlimited" number of chars per match. (As long you PC can handle it)
Any ideas?
But wait!! We haven't made the Suave Dude character yet!!
Last Edit: May 02, 2019, 11:16:53 PM by Gacel
Re: Ikemen GO Plus
#805  May 02, 2019, 11:22:30 PM
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I used Statedef -10 in common1  I assume it wouldnt cause any problems,
Re: Ikemen GO Plus
#806  May 02, 2019, 11:23:14 PM
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Yeah it wouldn't cause any problems (for now).
But when the standard TAG system is in place it will probably use Statedef -10.
But you are using Add004 tag system so you could ignore the [included in the future] built-in one.
But wait!! We haven't made the Suave Dude character yet!!
Last Edit: May 02, 2019, 11:34:14 PM by Gacel
Re: Ikemen GO Plus
#807  May 02, 2019, 11:53:02 PM
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I'm wondering how we should make the change system with 8 chars (Or more) per team.
Remember that Ikemen GO could load a "unlimited" number of chars per match. (As long you PC can handle it)
Any ideas?

Is really easy, one button change to the next selected character and another button change to previous one regardless on how many are.

The playera can manage a custom combinación of buttons or secuences yo change the characters
There is no knowledge that is not power
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MANGEX WEB
Re: Ikemen GO Plus
#808  May 03, 2019, 12:31:07 AM
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Yeah that was I thinking.
Button combinations is a no. (Because it could interfere with chars)
The "D" and "W" buttons (These are new to Ikemen) are there for a reason. (K4thos added them for the TAG system)

EDIT:
We have 10 buttons... (Counting the pause one but not counting the stick) that's a lot!
That's just 2 buttons under the xbox one controller 12 buttons.

Wondering how a 9 button char would work.
So guys what do you think about adding 2 more buttons? :mlol:

EDIT 2:
Just for the jokes I made a image on how Ikemen GO keyboard layout would look with that much buttons.

Not as bad as I imagined.
But wait!! We haven't made the Suave Dude character yet!!
Last Edit: May 03, 2019, 01:52:35 AM by Gacel
Re: Ikemen GO Plus
#809  May 03, 2019, 01:53:59 AM
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Pause and taunt being separated is good especially for those who don’t use keyboard. Still want to link pause  to pause screen/training commands etc. The other two could also be used for ppp and kkk, would be more universal.
Re: Ikemen GO Plus
#810  May 03, 2019, 02:01:52 AM
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I'm planning on implementing a custom pause buttons per controller.
If you think is not that bad of a Idea I could add "e" and "v" as buttons.
Old characters don't need to use it. They could be used as macro buttons on characters that use it.

But I need to hear the opinions of more before adding these 2 buttons.
But wait!! We haven't made the Suave Dude character yet!!
Last Edit: May 03, 2019, 02:21:46 AM by Gacel
Re: Ikemen GO Plus
#811  May 03, 2019, 02:23:03 AM
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Six action buttons incluided start and coin are more than enought; two more buttons a la play station controller (l2 ,r2) provide extra functionalities with debatable use.

Adding more and more buttons only alienate the fight layout.

Combinations of buttons and directions to call a character is not only usefull for Tag but for transformation (Shang tsung).

If you like and want an alien layout maybe can be used all the keys of an ASCII keyboard and the mouse axis too for hadoukens or for a Portal x street fighter game.
There is no knowledge that is not power
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MANGEX WEB
Re: Ikemen GO Plus
#812  May 03, 2019, 02:31:07 AM
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"Mouse axis for hadoukens" :mlol:
Good joke!

Yeah I was joking at first about the 12 buttons.
2Dee4ever was the one that liked the idea.
So nice to hear your opinion.

But you got something wrong, we have 8 action buttons not 6.
We have 10 with start and pause.

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Two more buttons a la play station controller (l2 ,r2) provide extra functionalities with debatable use.
We can't use the 7 original Mugen buttons for tag because it will break existing chars.
That's the reason k4thos added "w" and "d"
But wait!! We haven't made the Suave Dude character yet!!
Last Edit: May 03, 2019, 02:43:53 AM by Gacel
Re: Ikemen GO Plus
#813  May 03, 2019, 03:18:49 AM
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I was talking about utilizing all the face buttons, not L3,R3. As he said L2/R2 are the open slots, can be shortcuts as they are universally for the most part.
Re: Ikemen GO Plus
#814  May 03, 2019, 03:56:53 AM
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L2/R2 are used by the tag buttons. (W and D)
Right now we have no free buttons except L3 and R3.
But wait!! We haven't made the Suave Dude character yet!!
Last Edit: May 03, 2019, 03:59:54 AM by Gacel
Re: Ikemen GO Plus
#815  May 03, 2019, 04:48:22 AM
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Gaciel you don't have to follow exactly the things that k4thos Made, if there is no real need to force buttons for certain action then don't do it.

Therefore the reason that him did not upload his Lua code is because all that code is unpolished and experimental (functional but unreadable for other people than him).

If you get better aproach to updates and new things then i recommend you to follow your instincts.

Remember ,first is your life then later the games.
There is no knowledge that is not power
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MANGEX WEB
Re: Ikemen GO Plus
#816  May 03, 2019, 05:08:18 AM
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Yeah I know, but as I said a button combination is a no go for compatibility reasons.
And yeah K4thos code needs a refactoring.

For example K4thos TAG mode depends on add004.
That is wrong on so many levels, first of all it needs a variable that other char could use.

My idea for tag mode is this:
- Add a IsTag trigger (So we don't use a variable)
- Use the W and D buttons for tag. (So we don't break compatibility)
- The system would not be hardcoded instead it would use the common.cmd file (So it could be editable without editing the exe)
- W changes the character right D changes the character left. (Remember that Ikemen could have 8 vs 8)
- I'll use statedef 160-169 for tag stuff.

Also checking stuff I noticed there is a "TagIn" and "TagOut" controllers.
That is undocumented...

Also I noticed K4thos used W and V instead of W and D...
I'll change that to have consistency with the other ones.

EDIT:
So this is what TagIn and TagOut should accept.

Code:
[State 200, Tag]
Type = TagIn
Trigger1 = AnimTime = 0
StateNo = 0
PartnerStateNo = 0
RedirectID = 2 ;optional
IgnoreHitPause = 0 ;optional

Code:
[State 200, Tag]
Type = TagOut
Trigger1 = AnimTime = 40
RedirectID = 2 ;optional
IgnoreHitPause = 0 ;optional

I'll test them in Ikemen GO to see what they really do.
But wait!! We haven't made the Suave Dude character yet!!
Last Edit: May 03, 2019, 05:31:53 AM by Gacel
Re: Ikemen GO Plus
#817  May 03, 2019, 05:34:55 AM
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I don't get why you'd need an exclusive button for tag if not everyone uses tag? Even then, I don't see how a shortcut would break anything when someone could specify keys necessary for specific commands?

8v8? Who is using 8v8? I get it, it's possible, but not really necessary to do just to do it because you can. There is a reason why he used add004, its accessible. All this tag stuff you are trying to implement, someone would need the knowledge to develop their own tag system, doesn't sound beginner friendly, unless you are saying you are going to develop a tag system just for this?

The basics are fine, if anyone is thinking to do things on that level, they'll likely already have ideas to implement.
Re: Ikemen GO Plus
#818  May 03, 2019, 05:38:18 AM
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Shortcuts would break some characters.
Remember this counts all characters created for mugen, every single one.
Every shortcut that you could think of could be used by some character somewhere.

Also I'm developing a built in TAG system.
We could not depend on add004 and not everyone wants to use add004 lifebars.

Ikemen GO needs built in system we could not depend on external binaries.
K4thos decision to force add004 to use the TAG mode is a dubious one.

A lot of K4thos decisions are dubious, for example the wip folder haves:
https://github.com/K4thos/Ikemen-GO-Plus/blob/K4-experimental/%40wip/missing%20features.txt
Quote
- FNTv2 fonts (feature added in mugen 1.0) - alternatively I can implement it via pure lua using anim functions.
FNTv2 by lua anim... (He did retire before doing that)
That's the equivalent of hammering a nail with a frozen banana.
I could be do, but that does not mean that is the best way to do it.
But wait!! We haven't made the Suave Dude character yet!!
Last Edit: May 03, 2019, 05:53:25 AM by Gacel
Re: Ikemen GO Plus
#819  May 03, 2019, 05:53:24 AM
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Here is the thing, though we want to be wishful, "we" are the "everyone". 100% compatibility isn't possible. What you say falls on that, anyone not using tag cannot use the buttons? You get what I mean right? Just how you can adjust the keys in the config.
Spoiler, click to toggle visibilty

Add004 isn't only a tag system, that is the huge misconception. His plan, keep the features without having to use the life-bars themselves. You plan to replicate all those other features as well? Really it's just more work for yourself, but of course, do whatever you want.

A lot of these things you suggest should be done by the users that want them. Tag systems vary for example, you take away the ability to use one over the other, or it means you have to build around it.

For the general user, I'd think general capability should do the trick. Hopefully you don't overwhelm yourself trying to make a game out of an engine.
Last Edit: May 03, 2019, 06:11:15 AM by 2Dee4ever
Re: Ikemen GO Plus
#820  May 03, 2019, 06:07:43 AM
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Wait, "not using tag cannot use the buttons"?
That is not what I mean, I mean that Ikemen haves 2 new buttons we can use for tag.
Add004 uses them in Ikemen.

Sorry for not expressing myself clear, English is not my native language.

The reason I want to create a barebones tag system is because we don't have one we can bundle the engine with. (Licencing legal stuff)
The reason that I'm going to program it in CNS is because if someone wants a external tag system they could remove mine.
Hosting Add004 with Ikemen GO source is ilegal because that code is under the copyright of Shiyo Kakuge. (MIT licence again)

Right now TAG does not work out of the box.
But wait!! We haven't made the Suave Dude character yet!!
Last Edit: May 03, 2019, 06:13:14 AM by Gacel