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Ikemen GO (Read 265299 times)

Started by K4thos, May 26, 2018, 03:04:27 AM
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Re: Ikemen GO
#1461  February 14, 2020, 07:51:33 AM
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Awesome work!
Re: Ikemen GO
#1462  February 14, 2020, 08:59:54 AM
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Hmmm shaders seem to not work for some reason.
Re: Ikemen GO
#1463  February 14, 2020, 07:32:53 PM
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Lifebar looks fresh matey.
Re: Ikemen GO
#1464  February 17, 2020, 08:50:55 PM
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  • Go back where you were born, look for your purity
Ohhhhh that look very good!
However I made a Helper for identify the P3, P4, P5 and P6 Tags, Lifebars using the ID Triggers

Code:
[quote]
;P3 Lifebar
[State 0, Helper]
type = Helper
TriggerAll = TeamSide = 1
TriggerAll = id > partner, id
TriggerAll = TeamMode = Simul
triggerAll = NumHelper(5800) = 0

TriggerAll = Name != "Rugal Bernstein" || Name != "Krizalid 2001" || Name != "Sachiel"
TriggerAll = Name != "Sinobu Amou" || Name != "Adelheid Bernstein" || Name != "Kyo Story"
TriggerAll = Name != "Platform 1" || Name != "ALIEN QUEEN" || Name != "Duck Hunt"
TriggerAll = Name != "Catwalk" || Name != "Training"

trigger1 = roundstate = 2
helpertype = normal ;player
name = "Lifebar Player 3"
ID = 5800
stateno = 5800
pos = 0,0
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
ignorehitpause = 1

;P5 Lifebar
[State 0, Helper]
type = Helper
TriggerAll = TeamSide = 2
TriggerAll = NumEnemy = 3
;TriggerAll = Enemy,TeamMode = Simul
triggerAll = NumHelper(5801) = 0
trigger1 = roundstate = 2
helpertype = normal ;player
name = "Lifebar Player 5"
ID = 5801
stateno = 5801
pos = 0,0
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
ignorehitpause = 1

;P4 Lifebar
[State 0, Helper]
type = Helper
TriggerAll = TeamSide = 2
TriggerAll = id > partner, id
TriggerAll = TeamMode = Simul
triggerAll = NumHelper(5810) = 0
trigger1 = roundstate = 2
helpertype = normal ;player
name = "Lifebar Player 4"
ID = 5810
stateno = 5810
pos = 0,0
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
ignorehitpause = 1

;P6 Lifebar
[State 0, Helper]
type = Helper
TriggerAll = TeamSide = 1
TriggerAll = NumEnemy = 3
;TriggerAll = Enemy,TeamMode = Simul
triggerAll = NumHelper(5811) = 0
trigger1 = roundstate = 2
helpertype = normal ;player
name = "Lifebar Player 6"
ID = 5811
stateno = 5811
pos = 0,0
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
ignorehitpause = 1

I put this in the minus.cns in the Szz folder for work in all characters except The Minigames Chars, Bonus, Bosses and Semibosses.
I don't know if it's helpful Gacel. But I leave it there
Last Edit: February 17, 2020, 08:58:46 PM by Strong FS
Re: Ikemen GO
#1465  February 18, 2020, 10:29:31 PM
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Amazing work, really interesting, congratulations.
Any chance to play video files that replace intros / endings? This can reduce the full game size and editing time, and maybe you can add animation in stage selection...
This was on the MugenHook thread.
Just wondering if you guys could take this into consideration aswell.
Re: Ikemen GO
#1466  February 19, 2020, 01:07:40 AM
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Amazing work, really interesting, congratulations.
Any chance to play video files that replace intros / endings? This can reduce the full game size and editing time, and maybe you can add animation in stage selection...
This was on the MugenHook thread.
Just wondering if you guys could take this into consideration aswell.

I fully support this idea, but it should be not restricted to only intros and endings. It could be useful for extra stuff like screenpack intros and credit sequences as well!
Re: Ikemen GO
#1467  February 19, 2020, 02:11:11 AM
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And any storyboard sequence in general.
Maybe we could use libVCL for playing them.
https://github.com/adrg/libvlc-go (It will remove the need to make a media player from scratch)
But wait!! We haven't made the Suave Dude character yet!!
Last Edit: February 19, 2020, 02:14:57 AM by Gacel
Re: Ikemen GO
#1468  February 21, 2020, 05:16:07 AM
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This is gonna seem like a super weird request, but there was a project that I was looking to start, a crossover zaxis utilizing fighting game, and was wondering, is it possible to have 4 players controllable via netplay during a match at all? and, would it be possible that each player have their own individual camera? And uh..if not, I'd like to request the following:

- If we can't have 1v1v1v1's, or online group 2v2's, would it be possible to add?
- Also, a variable to check which character id each player controls

Re: Ikemen GO
#1469  February 21, 2020, 08:10:48 AM
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Re: Ikemen GO
#1470  February 21, 2020, 11:00:01 AM
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- If we can't have 1v1v1v1's, or online group 2v2's, would it be possible to add?
Support for 4 players fighting simultaneously locally (in 2vs2 versus co-op mode) was implemented at some point but due to problems with gamepads I've reverted this change for now (although probably will be back in future). Not sure about netplay though. Maybe Gacel will be able to say something more about it.

- Also, a variable to check which character id each player controls
I've just implemented this trigger:
Quote
Returns ID of the player with specified number. Returns 0 if the player doesn't exist.

Format:
GetPlayerID(player_number)

Arguments:
player_number
Expression evaluating to player number (P1 team members use odd values starting from 1, P2 team members use even values)

Return type:
int
Example:
Code:
trigger1 = PlayerID(GetPlayerID(2)), MoveType=A

Is this good enough or you meant something else here? btw. if you're requesting new triggers or sctrls please consider writing it using the above template. It took me more time to think about the trigger name that would fit here and writing the documentation than actually implementing it in engine.
Re: Ikemen GO
#1471  February 21, 2020, 06:11:00 PM
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- If we can't have 1v1v1v1's, or online group 2v2's, would it be possible to add?
Support for 4 players fighting simultaneously locally (in 2vs2 versus co-op mode) was implemented at some point but due to problems with gamepads I've reverted this change for now (although probably will be back in future). Not sure about netplay though. Maybe Gacel will be able to say something more about it.

- Also, a variable to check which character id each player controls
I've just implemented this trigger:
Quote
Returns ID of the player with specified number. Returns 0 if the player doesn't exist.

Format:
GetPlayerID(player_number)

Arguments:
player_number
Expression evaluating to player number (P1 team members use odd values starting from 1, P2 team members use even values)

Return type:
int
Example:
Code:
trigger1 = PlayerID(GetPlayerID(2)), MoveType=A

Is this good enough or you meant something else here? btw. if you're requesting new triggers or sctrls please consider writing it using the above template. It took me more time to think about the trigger name that would fit here and writing the documentation than actually implementing it in engine.

Hmm..I mean't like, check if that particular player was playing through the client..the one you've made is definitely a keeper though, but it'd probably be something like this.

Quote
Returns True if character is being controlled by this client, returns 0 if otherwise. Pretty much an Addon to the first variable y'made hre.

Format:
IsClient(player_number)

Arguments:
player_number
Expression evaluating to player number (P1 team members use odd values starting from 1, P2 team members use even values)

Return type:
int
Example:
Code:
trigger1 = PlayerID(GetPlayerID(2)), !IsClient
to check if an character isn't being played locally.