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Ikemen GO (Read 814359 times)

Started by K4thos, May 26, 2018, 03:04:27 AM
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Re: Ikemen GO
#1941  December 20, 2021, 12:01:26 AM
  • ***
@Gacel, it's not offset, see below.


I would like to know if this feature was removed, because it's not working to me.


If animation can be assigned to team1.text element in mugen than it's a missing feature. From what I see in source code ikemen never allowed it to begin with (only text rendered with font).

edit: just tested, it works in mugen, we should implement it for ikemen in this case.

Is the repo accepting PR on adding features in sctrls?
yes

Also a bug report.
The above code works fine in mugen 1.1 but not in IKEMEN.  The color of the explod is not changed when time = 0. I need to change it to the following in order to get it work. I guess it is a problem on the execution sequence?
fixed, thanks

I have some simple question?

1- How could i do the portraits appears on select, versus or winner screen in a sliding movement?
It causes an emotion impact and surprise.

2- How to do for who on the winner screen the character speaks a voice or phrase to celebrate the victory?

3- how to do on lifebar shows the match number or stage? Example: stage 3 or battle 3 or match 3.

1. refer to system.base.def which lists all available screenpack parameters (search for .slide.speed and .slide.dist). I don't remember how they work, so you will have to experiment yourself. Alternatively you could animate them using character's AIR file and assigning anim instead of spr as portrait.

2. there is no such feature. All lifebar features that didn't exist in mugen are docummented on wiki: https://github.com/K4thos/Ikemen_GO/wiki/Lifebar-features

3. https://github.com/K4thos/Ikemen_GO/wiki/Lifebar-features/#new_match
Last Edit: December 20, 2021, 12:54:36 AM by K4thos
Re: Ikemen GO
#1942  December 20, 2021, 10:28:54 PM
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In the KOF definitive match mugen game, when you win on the winner screen, the fighter speaks a voice with a celebrating the victory.

I'm researching how this is possible in Mugen, since it is much more limited than I.K.E.M.E.N.

Wouldn't it be possible to add an snd.line for this feature?

Example:

p1.voice.snd = 800,0 ( You must add this sound number in every char and I.K.E.M.E.N will read it in a standardized way)

Your characters need to have this sound added in their SND.FILE to work.


--------------------------------------------------

Code:
;Winner's portrait , name and sounds
p1.offset = 400,-40
p1.spr = 9000,2
p1.facing = 1
p1.scale = 1,1
p1.window = 0,0, 1279,500
p1.name.offset = 40,570
p1.name.font = 3,3,1
p1.voice.snd = 800,0 ( You must add this sound number in every char and I.K.E.M.E.N will read it in a standardized way)

Your characters need to have this sound added in their SND.FILE to work.

;Win quote text
winquote.text = "Winner!" ;Default win quote text to show
winquote.offset = 40,615
winquote.spacing = 0, 0   ;Ikemen feature
winquote.font = 5,0,1
winquote.window = 38,521, 1241,708
winquote.textwrap = w     ;Word wrap
winquote.delay = 2        ;Ikemen feature
winquote.time = 0         ;Ikemen feature




Re: Ikemen GO
#1943  December 21, 2021, 01:13:35 AM
  • ***
In the KOF definitive match mugen game, when you win on the winner screen, the fighter speaks a voice with a celebrating the victory.

I'm researching how this is possible in Mugen, since it is much more limited than I.K.E.M.E.N.

Wouldn't it be possible to add an snd.line for this feature?

Example:

p1.voice.snd = 800,0 ( You must add this sound number in every char and I.K.E.M.E.N will read it in a standardized way)

Your characters need to have this sound added in their SND.FILE to work.



that would be redundant. There are already following parameters implemented for [Victory Screen], [Win Screen], [Survival Results Screen], other modes result screens, as well [Continue Screen] variant (with slightly different names)
Code:
	p1.state = 
p2.state =
p1.teammate.state =
p2.teammate.state =
allowing you to choose state that character is forced into during those post game screens. Which is the same thing you suggest but more flexible and powerful (since you not only can trigger some sound but control what character does on screen from within cns/zss code)
Last Edit: December 21, 2021, 01:28:13 AM by K4thos
Re: Ikemen GO
#1944  December 21, 2021, 08:05:53 PM
  • ***
1- How to do for put more time in the selection screen before the stage select, when I choose the P1, the P2 doesn't get to have time enough to do his pose when chosen and it skips to stage select abruptly.

2 - In the member member order select looks like the timer is not being respected, probably I don't put the code in the right section.
Re: Ikemen GO
#1945  December 21, 2021, 08:27:52 PM
  • ***
Is possible to organize a scheme to appears names when you make hits in lifebar in a standardized code for all characters automatically?

Example:

Hits
2-3 = good
4-6 = great
7-9 = fantastic
10-15 = amazing
16-100 = awesome

And using sprites,fonts or animations for these names, it would be marvelous, I hope you get to make it.

And sounds for each name, obviously added in the fight.snd.
Last Edit: December 21, 2021, 08:32:53 PM by Mazemerald.
Re: Ikemen GO
#1946  December 22, 2021, 06:14:13 AM
  • ***
COMBO VARIATIONS WITH EFFECT PHRASES!!

I'm not a coder, it's just a thought about how i could imagine these codes, do you think it's impossible?
it's because i would like to find a way to automatize this kinda feature.

Maybe the code could have the name as COMBOPHRASE OR HITPHRASE....any other.

Example:

Code:
team1.combophrase.font = 8,0,0
team1.combophrase.text = "Amazing"
team1.combophrase.spr = 200,0  ; if you prefer a sprite for that.
team1.combophrase.anim = 199  ; if you prefer an animation for that.
team1.combophrase.offset = 600,320
team1.combophrase.upto = 1-5   ; defines the numbers upto to combo phrase (Good, Great, Fantastic, Awesome, Marvelous...etc)

Example : 1 upto 5 the word Amazing will display, and 6 upto 9 the word fantastic will display it.

team1.combophrase.snd = 5,0  ;( sound speaking Amazing )
team1.combophrase.layerno = 2
team1.combophrase.scale = 1,1

;-------------------------------------------------------------------------

team1.combophrase.font = 8,0,0
team1.combophrase.text = "Fantastic!"
team1.combophrase.spr = 200,1  ; if you prefer a sprite for that.
team1.combophrase.anim = 299  ; if you prefer an animation for that.
team1.combophrase.offset = 600,320

team1.combophrase.snd = 5,1 ; ( sound speaking Fantastic )
team1.combophrase.layerno = 2
team1.combophrase.scale = 1,1
team1.combophrase.upto = 6-9   ; defines the numbers upto to combo phrase (Good, Great, Fantastic, Awesome, Marvelous...etc)

team1.combophrase.displaytime = 90 


;-------------------------------------------------------------------------------------------------

if this is what i'm searching, how could i do that?

Code:
; Ikemen feature
[Action]
team1.pos = 30,277        ;Coords to show
team1.spacing = 0,9       ;Spacing
team1.start.x = -240      ;Starting x-coords
team1.bg.layerno = 2
team1.bg.offset = 75,0
team1.bg.anim = 400
team1.bg.scale = 1.0,1.0
team1.bg.spr =
team1.front.layerno = 2
team1.front.offset = 75,0
team1.front.scale = 1.0,1.0
team1.text.layerno = 2
team1.text.font = 1,0,1
team1.text.offset = 9,0   ;Offset of text
team1.text.scale = 1,1
team1.displaytime = 60    ;Time to show message
team1.showspeed = 2       ;Message showing up speed (1 = instant)
team1.hidespeed = 8       ;Message hiding speed (the larger value, the faster speed)

team2.pos = 1250,277       ;Coords to show
team2.spacing = 0,9       ;Spacing
team2.start.x = 1520      ;Starting x-coords
team2.bg.layerno = 2
team2.bg.offset = -75,0
team2.bg.anim = 400
team2.bg.scale = 1.0,1.0
team2.bg.spr =
team2.front.layerno = 2
team2.front.offset = -75,0
team2.front.scale = 1.0,1.0
team2.text.layerno = 2
team2.text.font = 1,0,-1
team2.text.offset = 9,0   ;Offset of text
team2.text.scale = 1,1
team2.displaytime = 60    ;Time to show message
team2.showspeed = 2       ;Message showing up speed (1 = instant)
team2.hidespeed = 8       ;Message hiding speed (the larger value, the faster speed)

[Begin Action 400]
400,0, 0,0, -1, ,AS80D128
Last Edit: December 22, 2021, 07:13:35 AM by Mazemerald.
Re: Ikemen GO
#1947  December 22, 2021, 05:29:10 PM
  • ***
In tag mode when the team members die, their bodies stay on the floor during the rest of battle, how to remove their bodies to remain only the alive characters?
Re: Ikemen GO
#1948  December 25, 2021, 11:46:04 AM
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1- How to do for put more time in the selection screen before the stage select, when I choose the P1, the P2 doesn't get to have time enough to do his pose when chosen and it skips to stage select abruptly.
there is no time between character and displaying stage selection at all. It's not its own screen to have dedicated fade or transition times associated with it.

2 - In the member member order select looks like the timer is not being respected, probably I don't put the code in the right section.
refer to data/mugen1/system.def, which has working example of it.
timer.count and timer.framespercount controls displayed time when players have chance to select order and it does work. Total time for displaying versus screen won't be longer than time parameter tho, so you need to edit that one too.

Is possible to organize a scheme to appears names when you make hits in lifebar in a standardized code for all characters automatically?

Example:

Hits
2-3 = good
4-6 = great
7-9 = fantastic
10-15 = amazing
16-100 = awesome

And using sprites,fonts or animations for these names, it would be marvelous, I hope you get to make it.

And sounds for each name, obviously added in the fight.snd.

That's what LifebarAction sctrl is for: https://github.com/K4thos/Ikemen_GO/wiki/State-controllers/#new_lifebaraction

COMBO VARIATIONS WITH EFFECT PHRASES!!

I'm not a coder, it's just a thought about how i could imagine these codes, do you think it's impossible?
it's because i would like to find a way to automatize this kinda feature.

Maybe the code could have the name as COMBOPHRASE OR HITPHRASE....any other.

Example:
again would be redundant since your idea doesn't bring anything new to the table that is not already covered by LifebarAction sctrl (which by default uses dedicated action.zss file, where you can code whatever you wish)

if this is what i'm searching, how could i do that?
https://github.com/K4thos/Ikemen_GO/wiki/Lifebar-features/#new_action

In tag mode when the team members die, their bodies stay on the floor during the rest of battle, how to remove their bodies to remain only the alive characters?
by editing file responsible for tag, using standard cns/zss code (depending what tag system you're using)
https://github.com/K4thos/Ikemen_GO/wiki/Miscellaneous-Info/#tag

reply to your question by @Kamekaze:
Quote
In the tag zss. Add this to the -4
Code:
If !alive && stateno=5150{
Assertspecial{flag:invisible}
}
Last Edit: December 25, 2021, 12:08:51 PM by K4thos
Re: Ikemen GO
#1949  December 26, 2021, 09:40:34 AM
  • ***
Thank you so much K4thos...

My questions are solved with your explanation, Ikemen is very rich, so there are many things to explore and learn.
Re: Ikemen GO
#1950  December 30, 2021, 09:17:28 AM
  • ***
Is it possible to add sounds to actions of lifebar?

Example : When the name Good! appears on screen the narrator says Good!

I didn't find instructions to add these sounds yet... can you help me please?
Re: Ikemen GO
#1951  December 31, 2021, 06:11:36 AM
  • avatar
    • Sweden
Is it possible to add sounds to actions of lifebar?

Example : When the name Good! appears on screen the narrator says Good!

I didn't find instructions to add these sounds yet... can you help me please?


You can add the optional sound parameter (snd: group_no, sound_no) to any LifebarAction in the .zss and the corresponding sound in the lifebar snd file will be played, as described in the link below:

https://github.com/K4thos/Ikemen_GO/wiki/State-controllers#new_lifebaraction

It works fine for me at least. However I would like to be able to activate the actions based on damage dealt (or damage as a fraction of the opponents max life) rather than the combo count, any ideas on how to go about that? I just got into Ikemen the other day and I am feeling happy about finally moving all my old mugen stuff to a new and improved flexible engine.
Re: Ikemen GO
#1952  January 07, 2022, 12:35:13 AM
  • ***
  • One of Ikemen GO devs
    • Colombia
Is it possible to add sounds to actions of lifebar?

Example : When the name Good! appears on screen the narrator says Good!

I didn't find instructions to add these sounds yet... can you help me please?


You can add the optional sound parameter (snd: group_no, sound_no) to any LifebarAction in the .zss and the corresponding sound in the lifebar snd file will be played, as described in the link below:

https://github.com/K4thos/Ikemen_GO/wiki/State-controllers#new_lifebaraction

It works fine for me at least. However I would like to be able to activate the actions based on damage dealt (or damage as a fraction of the opponents max life) rather than the combo count, any ideas on how to go about that? I just got into Ikemen the other day and I am feeling happy about finally moving all my old mugen stuff to a new and improved flexible engine.

You can edit action.zss that's what displays the lifebar action.
But wait!! We haven't made the Suave Dude character yet!!
Re: Ikemen GO
#1953  January 07, 2022, 01:01:38 PM
  • avatar
  • ***
  • ? Who?
1- How to do for put more time in the selection screen before the stage select, when I choose the P1, the P2 doesn't get to have time enough to do his pose when chosen and it skips to stage select abruptly.
1. Is not skip at all, it was years at like this p1 is ready, stage select is active, that not SKIP p2 to seect own person. Ad if p2 select first at that person, p1 can still choose own...
Why you even think it skip it?
Look?
Re: Ikemen GO
#1954  January 10, 2022, 01:08:10 AM
  • avatar
    • Sweden
You can edit action.zss that's what displays the lifebar action.

Thanks! Yeah, I understand the basic concept of editing files. I guess I was just trying to fish for some more specific details regarding global variables/functions to access things like combo damage instead of combo count. I eventually found what I was looking for in the github wiki. :)

Re: Ikemen GO
#1955  February 06, 2022, 07:17:30 PM
  • avatar
  • *
Someone know when we got "this" for low res stages?
Spoiler, click to toggle visibilty

(Instead this):
Spoiler, click to toggle visibilty
Last Edit: February 06, 2022, 07:20:59 PM by MALYSZ
Re: Ikemen GO
#1956  February 10, 2022, 07:20:58 AM
  • avatar
  • ***
    • USA
Someone know when we got "this" for low res stages?
Spoiler, click to toggle visibilty

(Instead this):
Spoiler, click to toggle visibilty

Can you provide more information? What resolution are you using for mugen and ikemen go? I've never gotten this issue before.
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Re: Ikemen GO
#1957  February 15, 2022, 06:12:37 AM
  • *****
  • "The Future is Now"
Its actually not a issue but rather a feature Mugen has.
Where it will make the appropriate screensize to match the stage in the event the stage was made for 4:3.

@Gacel: Hi!

Im having a issue with TargetBind codes not working. only the first Targetbind will work the others will be ignored.
Am I doing something wrong? is there a new way to do it? Its for a command air grab.
Re: Ikemen GO
#1958  February 19, 2022, 05:19:33 AM
  • ***
  • One of Ikemen GO devs
    • Colombia
Its actually not a issue but rather a feature Mugen has.
Where it will make the appropriate screensize to match the stage in the event the stage was made for 4:3.

@Gacel: Hi!

Im having a issue with TargetBind codes not working. only the first Targetbind will work the others will be ignored.
Am I doing something wrong? is there a new way to do it? Its for a command air grab.


It should work the same.
Sounds like a Bug on the engine side.
But wait!! We haven't made the Suave Dude character yet!!
Re: Ikemen GO
#1959  March 06, 2022, 06:24:49 AM
  • avatar
    • China
P1.face.spr = 9000,3
P1.face.offset = 5,343      ;Position to put big portrait
P1.face.scale = 0.3125,0.3125
P1.face.facing = 1
P1.face.done.spr = 9000,3
P1.face.spacing = 0, -50

P1.member1.face.slide.speed = 8,0
P1.member1.face.slide.dist = 70,0

P1.face2.spr = 9000,1
P1.face2.offset = -14,4      ;Position to put big portrait
P1.face2.scale = 0.3125,0.3125
P1.face2.facing = 1
P1.face2.padding = 1

How to make P1.face2 use   slide.speed and slide.dist ? thanks
Re: Ikemen GO
#1960  March 06, 2022, 02:16:52 PM
  • ***
  • One of Ikemen GO devs
    • Colombia
But wait!! We haven't made the Suave Dude character yet!!