orochi_kyo said, June 07, 2019, 09:19:09 pmAbout macros.You can use a software like autoit, assign movements and even full combos on the keyboard keys, then assign the keyboard key that executes the script to a button on your gamepad using Joytokey or Xpadder.You mean like in Ultra SFII (Assign certain moves to certain Buttons) and Tekken 7 (Combo Assists)?
Adnan said, June 05, 2019, 10:26:30 pmHey gacel you said that on github fightfx scale needs to be ported.But it already exist on fight.def in ikemen data folder?Also UMK3 engine's source code is leaked for a year.It may be useful for you.Adnan said, June 08, 2019, 06:37:52 amhttps://github.com/RetailGameSourceCode/UltimateMortalKombat3Is this useful for this engine?There is even the MK Trilogy and others but the source for all are in assembler or C and are oriented for devkit consoles, the one you linked is for play station, maybe only the ones intended for pc should be used only to study how works, but there is no real use, remember ikemen uses go language and any addition must be reinterpreted and recoded, also those leaked sources and codes are copyrighted, owned and porsuit by warner bros.
I recently got myself the Brokenmugen Ikemen GO screenpack, and have just been trying to figure out 2 main things, not sure why none of the stage music coded into the stages won't play, and secondly whenever I keep trying to give characters a specific arcade ladder but it keeps crashing Ikemen whenever I try to use the character I gave arrangement to.I've been looking through some of the posts and haven't really found a resolution, from what I understand wouldn't this be the correct method? Code: Ryu, random, order=1, 2=Ken, 5=Kyo, 9=AkumaThe stages with music coded into the stage.def file won't playI heard that this was the alternative, but haven't had success with either method. Any help would be much appreciatedCode: stages/KOFU-NPalace.def, music=sound/song.mp3
I downloaded one that had a premade screenpack so I'm not sure what version it came with, I also couldnt exactly figure out how to compile the build together since it's not just a straight download and seems like it had multiple steps, I had some stuff that didn't seem like it was matching up when I was trying to follow the tutorial. Also when I looked into some of the "downloads" sections for NeatUnsou's or the original build they didn't seem to have anything listed in their respective downloads sections. My apologies if I missed something but as far as I could see there was no simple way of just downloading the current build unless I misunderstood something.
XANDERAC said, June 17, 2019, 09:30:02 pmI downloaded one that had a premade screenpack so I'm not sure what version it came with, I also couldnt exactly figure out how to compile the build together since it's not just a straight download and seems like it had multiple steps, I had some stuff that didn't seem like it was matching up when I was trying to follow the tutorial. Also when I looked into some of the "downloads" sections for NeatUnsou's or the original build they didn't seem to have anything listed in their respective downloads sections. My apologies if I missed something but as far as I could see there was no simple way of just downloading the current build unless I misunderstood something.Gacel said, June 05, 2019, 10:39:43 pmAlso I forgot to say it. I uploaded the screenpack changes to github.As always builds are in AppVeyor:https://ci.appveyor.com/project/Windblade-GR01/ikemen-go/builds/25073384/artifactsCurious fact: The 32 bit exe is lower in size, but the load times are a little higher. (About 5% more)
Hey MangeX thanks but I did try both that and the 64 bit and 32 bit versions I assume aren't complete, am I supposed to just add this to an existing build? because when I launch the exe included it also just crashes, I'm new to Ikemen so again I apologize
You need these:http://www.mediafire.com/file/i2u70ordfjqj186/Ikemen+Mugen+Files.zipThey're not included with the main download for copyright reasons.
XANDERAC said, June 17, 2019, 10:28:12 pmHey MangeX thanks but I did try both that and the 64 bit and 32 bit versions I assume aren't complete, am I supposed to just add this to an existing build? because when I launch the exe included it also just crashes, I'm new to Ikemen so again I apologizeStick to plus right now imo. There isn’t any huge gain from using Go right now. Don’t worry, you can easily port things over should things change. In that older version, mp3s don’t work. If you aren’t dead set on using a 1.1 SP, you can do everything else just fine with better stability.
ah alright well thanks Plasmoid, I had downloaded a version of Ikemen plus (might have been older) but from what I understand for Ikemen Plus do you still have to individually patch all characters via the add004pie patcher or is it the same as Go where I can just drop the add004 files directly into the data folder to just have it automatically make all the characters work with it? Also is there any way to add any additional inputs into Plus? I saw that with go it had 3 extra inputs, so it was nice to just have a dedicated tag/assist button as well as a pause, not a deal breaker for sure but just trying to learn what I can. Thank you both for your assistance though!
Yeah Shiyo made it so for the Ikemen version, you don't need the pie app. Just make sure your chars aren't using seperate common files.
he needs the pie if he is using ikemen plus dude,just download add004 in onedrive,it contains all you need(dont download ikemen version thats for ikemen go.)also issue .\script\options.lua:1335: cannot perform concat operation between nil and stringstack traceback: .\script\options.lua:1335: in function <.\script\options.lua:0> [G]: in function 'require' script/main.lua:1320: in main chunk [G]: ?right after new update
Hey mark85 I'll check the bug, but I have to ask. Did you delete config.json after the update? (This is done to the file be updated)A new update to the build system by me, now it creates the binaries in a bin directory, if is compiled on mac or linux now creates the correct filename and copies Ikemen_GO.command and the data and script folders to the bin directory so the only thing the user has to do is extract the mugen files and is ready to run the engine and ends up with a folder with only the necessary files. Also new update by neatunsou! It adds... Platforms?The ability to change the angle of the projectiles and... groundangle?Also adds:StagebackedgeReturns the distance to the end of the stage behind you.StagefrontedgeReturns the distance to the stage edge ahead of you.Here is the commit code:https://github.com/Windblade-GR01/Ikemen_GO/commit/b1035c8f68d3520955686d800cb18a7aa0282237Not sure what it does by just code. I'll try to see what it does on the engine.junkerde said, June 20, 2019, 03:41:27 pmBeen silent for a bit but idk where this is even going in the slightest nowI'm coding stuff to improve compatibility with mugen, kidcy is rewriting the png loading system and neatunsou is adding new features and fixing bugs.Sorry for begin silent these 13 days I was doing personal affairs outside internet.EDITHere is the commit comment translated:QuoteAdd Stagefrontedge, Stagebackedge.Add projangle to Projectile.When Destroyself is executed during the frame bound to target, the specification to return bind destination to 5050 is invalid.Fix localcoord support for BindToTarget.Add a platform function for creating a foothold in the Projectile, deprecated as it is still being made.So yeah. They are real platforms!Groundangle is the angle the platform is. (Slopes)
New PNG loading is still WIP, but in the meantime i've implemented MSAA. Now it looks even better :)Don't know if we should make this an option though.