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[Ikemen GO Character] Akiha from Melty Blood: Type Lumina (updated 2025-02-17) (Read 998804 times)

Started by Eiton, February 19, 2023, 05:56:03 am
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[Ikemen GO Character] Akiha from Melty Blood: Type Lumina (updated 2025-02-17)
#1  February 19, 2023, 05:56:03 am
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This is Akiha from Melty Blood: Type Lumina.

It requires Ikemen GO 0.99 or above version
Download Ikemen GO here

Screenshots:
Spoiler, click to toggle visibilty
DL:
https://1drv.ms/f/c/8a6daec2677bc10f/Qg_Be2fCrm0ggIr0JAAAAAAAnvxYkZPrt_47zw

Updates
2023-02-20:
Fix the bug where moon guage drops to zero when Akiha failed to shield
Fix the bug where fatal counter anounce is not called when countering shield move
Change to use hitoverride to shield helper projectiles
Make successive shielding vulnerable to attacks from the back
Raise the priority of wake up voice
Make new life bar message show on the top

2023-02-25
Fix an unintended AI behavior
Fix the camera zoom problem in EX move close up
Force the camera zoom scale to be 1 in Last Arc
Add a shortcut button Y for A+B+C
Move command buffer system to statedef -4

2023-03-12
Fix a couple of shield bugs
Add throw tech
Add the Guillotine animation
Show MD portrait in MD of Saber made by Beterhans

2023-04-03
Fix the bug where the command buffer time is decreased during hitpause

2023-04-15
Fix some debug error message
Fix the problem where the opponent can recover when being dizzied

2023-06-11
Shorten backstep recovery
Shrank vertical hurtbox before startup for Special and Moon Skill version of Painting the Moon
Shorten startup for Air Brilliant Wheel B and EX Painting the Moon
Fix the bug where moon charge during moon drive would gain moon gauge
Fix the p2 facing bug in last arc

2023-10-29
Fix the problem where Akiha gets pushback at the corner during super pause
Fix the shield effect facing problem on stable 0.99
Change the red life calculation
Show MD portrait in MD of Eltnum made by Nanaya

2023-11-2
Fix the Explod position problem

2024-12-23
Replace removed triggers

2025-01-22
Replace removed triggers
Support for Ikemen Go 0.99 is dropped. Use the 2024-12-23 version if you are not using the latest nightly.

2025-02-17
Fix the problem where super portrait is covered by background in nightly build
Fix the problem where the character can move when roundstate = 3
Last Edit: February 17, 2025, 03:52:34 pm by Eiton
Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina
#2  February 19, 2023, 07:01:39 am
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OK

I guess i need to learn how to build IKEMEN. :)
Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina
#3  February 19, 2023, 12:30:46 pm
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It's nice to not only see more characters made in ZSS, but masterfully done at that. I know barely anything about MB but didn't finid much wrong with this character in the general terms. It's really good. :2thumbsup:

It's a bit early to release 0.99 chars, but I guess you grabbed the opportunity with the rollback alpha.

A little feedback:

- Shielding a helper fireball does this:

(On that note I like that the system messages use the lifebar fonts.)

- If you hit her out of the shield teleport, she'll be standing midair:


- You could give pause and supermovetime to the system helper to allow inputs to be buffered during the opponent's pauses (or move input buffering to state -4)

Readme said:
Here are some noticable differences:
- Crouch Shield can shield stand attacks
- Shielding projectile and helper attacks during blood heat will not activate Last Arc
- No hitbox clash
- Rising jump attacks are mid
- No throw tech

Any reason for these limitations or are they WIP?
You can help with Ikemen GO's development by trying out the latest development build and reporting any bugs on GitHub.
My Mugen and Ikemen content can also be found here.
Last Edit: February 19, 2023, 01:32:58 pm by PotS
Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina
#4  February 19, 2023, 01:18:54 pm
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Incredible work, it's almost a 1:1 of recreation of Akiha. AI is a lot more aggressive than her versus mode from the og game (reminds me of her time attack AI)
Other than those things you pointed out inside the readme, it's a faithful recreation.

Readme said:
Here are some noticable differences:
- Crouch Shield can shield stand attacks
- Shielding projectile and helper attacks during blood heat will not activate Last Arc
- No hitbox clash
- Rising jump attacks are mid
- No throw tech

Any reason for these limitations or are they WIP?
He did stated that it's an engine limitation, Though I'm kind of unsure since beterhans sort of recreated some of it on 1.1.
Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina
#5  February 19, 2023, 01:54:07 pm
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- Shielding a helper fireball does this:

Thanks for the feedback but I think it is not my fault... I had a look at Evil Ryu's code. The fireball is having a hitdef which triggers every frame and it won't change to dissipate state when movereversed... Ideally the fireball should handle the situation where it's hitdef is reversed and play the dissipate animation.

- If you hit her out of the shield teleport, she'll be standing midair:

Thanks for the report. Fixed.

Any reason for these limitations or are they WIP?
Some are engine limitations.
In MB, the character will enter guard state (with more stun than normal guard) when it tries to use crouch shield against stand attacks. I don't think it is possible to do this in Ikemen GO.
Hitbox clash is not a thing in Mugen and Ikemen GO.
Some are because I am lazy to implement them :megusta: I may add them back in the next update.

Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina
#6  February 19, 2023, 02:21:45 pm
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Thanks for the feedback but I think it is not my fault... I had a look at Evil Ryu's code. The fireball is having a hitdef which triggers every frame and it won't change to dissipate state when movereversed... Ideally the fireball should handle the situation where it's hitdef is reversed and play the dissipate animation.
Actually I was mostly curious about your reply. Fireballs changing state upon movereversed was something I considered way back but did not implement because it was not "standard", and I think MB chars used to use HitOverride for shielding projectiles. I'll make this compatibility change when I update my chars.
That still leaves many chars incompatible with this shield though. Would be nice if Ikemen allowed us to manipulate the MoveContact triggers (like a reverse MoveHitReset).

Quote
Some are engine limitations.
In MB, the character will enter guard state (with more stun than normal guard) when it tries to use crouch shield against stand attacks. I don't think it is possible to do this in Ikemen GO.
Maybe you could use a ReversalDef for crouching attacks and a HitOverride for standing attacks. Then have the char stay in that guard state for gethitvar(hittime) + X frames. Food for thought.
You can help with Ikemen GO's development by trying out the latest development build and reporting any bugs on GitHub.
My Mugen and Ikemen content can also be found here.
Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina
#7  February 19, 2023, 03:13:07 pm
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Quote
Actually I was mostly curious about your reply. Fireballs changing state upon movereversed was something I considered way back but did not implement because it was not "standard", and I think MB chars used to use HitOverride for shielding projectiles. I'll make this compatibility change when I update my chars.
That still leaves many chars incompatible with this shield though. Would be nice if Ikemen allowed us to manipulate the MoveContact triggers (like a reverse MoveHitReset).
Most of the character I downloaded are having hitdef that are either triggering once only or having trigger = !movecontact && !movereversed...
Quote
Maybe you could use a ReversalDef for crouching attacks and a HitOverride for standing attacks. Then have the char stay in that guard state for gethitvar(hittime) + X frames. Food for thought.
Didn't think of this. Thanks for the suggestion.
Last Edit: February 19, 2023, 03:17:45 pm by Eiton
Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina
#8  February 19, 2023, 03:50:48 pm
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I guess it's mostly a problem with older characters. ReversalDef became a lot more common in recent years. I don't have a big roster to test, but I noticed it also happens with GM's characters, for instance.
But yeah, it's not your fault.

Regarding the system messages in the lifebar, I think you could make them use the "top" parameter. And maybe limit the "Shield" one to the initial shield, because of this:

You can help with Ikemen GO's development by trying out the latest development build and reporting any bugs on GitHub.
My Mugen and Ikemen content can also be found here.
Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina
#9  February 19, 2023, 04:09:29 pm
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It gets worse when the lifebar you're using does support actions:



(may be worth making a config file for this feature)

On the subject of shielding I'd understand if you can't make a fully functional fatal counter system due to system limitations, but at the very least Akiha should be vulnerable to attacks from the back.



Also, why not using the remaining buttons as shortcuts for A+B/B+C?
Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina
#10  February 19, 2023, 04:14:37 pm
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That happens to me too. Just that for some reason it only happens when the opponent is rapidly switching attacks. Not sure if that's the fault of Akiha or action.zss.


A couple more things:

- She bounces really low to the ground


- When getting up, she sometimes plays a get hit sound instead of a voice quote
You can help with Ikemen GO's development by trying out the latest development build and reporting any bugs on GitHub.
My Mugen and Ikemen content can also be found here.
Last Edit: February 19, 2023, 06:55:53 pm by PotS
Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina
#11  February 20, 2023, 04:00:52 pm
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Akiha is updated. It should fix some of the problems.
Quote
Also, why not using the remaining buttons as shortcuts for A+B/B+C?
It requires some effort to implement and I heard that the coming rewritten input parser would support macros...
Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina
#12  February 20, 2023, 05:58:09 pm
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Akiha is updated. It should fix some of the problems.
Quote
Also, why not using the remaining buttons as shortcuts for A+B/B+C?
It requires some effort to implement and I heard that the coming rewritten input parser would support macros...


Today I got sometime and tried her out with IKEMEN GO rollback

I'm totally impressed and shocked, I have to say your Akiha killed my Saber on authenticity, she is on another level.
She just feel like original.
Have no idea how you managed to recreate the FX? or extracted from MBTL?

and she is made purely for ikemen, I can't read the code at all.
is that go language?
You are awesome!

I have some question
1. what feature made you want for IKEMEN 0.99 ? is it rollback?

2. How you managed to extract re-create the FX like EX / Super move BG?

3. Is it OK for you if I use some of the FX on my Saber?


and 1 request
same as Foobs
can you put, blast to Y key and last Arc to Z key?

keyboards can't do A+B+C+D



Last Edit: February 20, 2023, 06:21:58 pm by beterhans
Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina (updated 2023-02-20)
#13  February 21, 2023, 12:00:09 pm
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Quote
is that go language?
That is ZSS.

Quote
1. what feature made you want for IKEMEN 0.99 ? is it rollback?
Not really. Akiha uses new sctrl / trigger features in 0.99. Also, more bugs are fixed and compatibility is improved in 0.99. Rollback is just an icing on the cake.
If you are asking why I choose Ikemen GO over Mugen, I would say Mugen is outdated and it has too many limitations. Although Ikemen GO is not perfect, there is a group of passionate devs actively contribute to the project which keeps improving it.

Quote
2. How you managed to extract re-create the FX like EX / Super move BG?
I mentioned that in the post in Project board. The BG is impossible to recreate in Ikemen Go using the textures, it is captured from the OG game. I broke it down to several components so that the total number of sprites is reduced.

Quote
3. Is it OK for you if I use some of the FX on my Saber?
Feel free to use it.

Quote
can you put, blast to Y key and last Arc to Z key?
Give me some time. I don't have much free time to spend on it in weekdays.

Quote
keyboards can't do A+B+C+D
keyboards can't do A+B+C+D
membrane keyboards can't do A+B+C+D  :)


Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina (updated 2023-02-20)
#14  February 21, 2023, 06:10:02 pm
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Not really. Akiha uses new sctrl / trigger features in 0.99. Also, more bugs are fixed and compatibility is improved in 0.99. Rollback is just an icing on the cake.

No I mean for me I use Mugen 1.1 for zoom and 32bit PNG. so I never look back to support old version.
I wonder what killer feature is in 0.99 IKEMEN?


Quote
keyboards can't do A+B+C+D
membrane keyboards can't do A+B+C+D  :)

you mean mechanical keyboard can work like arcade stick support all keys to be pressed?



By The way I made a video for her
https://www.youtube.com/watch?v=t-iHtFtM76Q
Last Edit: February 21, 2023, 07:21:21 pm by beterhans
Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina (updated 2023-02-20)
#15  February 22, 2023, 12:58:35 am
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I wonder what killer feature is in 0.99 IKEMEN?
The biggest killer feature for me is in 0.98.2 : you can apply palfx to explods and use perspective projection after 0.98.2 (both are coded by me). I wouldn't make it if these two were not available.
The rest are something good to have and fixes for serious bugs.
you mean mechanical keyboard can work like arcade stick support all keys to be pressed?
Yeah I am using a (cheap) mechanical keyboard and I have no trouble executing the command.
Actually any keyboard supports n key rollover can detect 4 key press at the same time. However most of membrane keyboard do not support it.

Edit:
By The way I made a video for her
I watched your video. Looks like the zoom effect is bugged in stage with zoom out... I will try to fix it later.
Last Edit: February 22, 2023, 03:11:52 pm by Eiton
Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina (updated 2023-02-20)
#16  February 24, 2023, 08:29:01 pm
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Thanks for sharing. This is a huge great work.
Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina (updated 2023-02-20)
#17  February 24, 2023, 08:36:36 pm
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I am confused about that how did you get these affects? The only method that I think you made these by yourself. I try to unpack the original games effect, but that one cannot be used.
Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina (updated 2023-02-20)
#18  February 25, 2023, 08:41:18 am
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Akiha is updated.

I am confused about that how did you get these affects? The only method that I think you made these by yourself. I try to unpack the original games effect, but that one cannot be used.
Flat effects CAN be recreated in Ikemen Go with the unpacked textures. For the curved / bended texture effects, I used methods similar to this to capture the sprite from the OG game.
Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina (updated 2023-02-25)
#19  February 26, 2023, 01:33:02 pm
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Is it possible to publish a related tutorial? Especially the processing of those full screen skills
楼主是不是之前贴吧上的那位大佬,好像在B站也发布过罪恶装备人物的MUGEN视频!是的话应该能够看得懂中文吧。希望可以出期 制作原始游戏特效 相关的教程,在已有的人物里我感觉你是特效还原度最高的大佬了。
Last Edit: February 26, 2023, 01:37:59 pm by Pain6324
Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina (updated 2023-02-25)
#20  February 27, 2023, 03:37:45 am
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Great character. Unexpectedly,
Ikemen GO can achieve such an effect.

Just curious, have you considered
doing something like this article (SFXs)?
Million Arthur: Arcana Blood Sprite Rips

If there are SFXs from the original game,
it should make some of the MUGEN Authors who
made Melty Blood willing to come back (to make MBTL characters).


For me, I just want Noel's own SFXs
(Slash FX and Dust pictured below),
No other characters are required.

Image from Mizuumi Wiki.



By the way, thank you for the MAAB article.
I can finish Iori Yagami and Riesz (especially Support Knights).
Welcome to support Linglebuymeacoffee.com/mannylingle
Last Edit: February 27, 2023, 04:04:49 am by Manny Lingle (曼尼琳各)
Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina (updated 2023-02-25)
#21  February 28, 2023, 02:59:30 pm
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The Nightly build (latest dev version) is available now so you don't have to build Ikemen Go yourself.

Is it possible to publish a related tutorial? Especially the processing of those full screen skills
楼主是不是之前贴吧上的那位大佬,好像在B站也发布过罪恶装备人物的MUGEN视频!是的话应该能够看得懂中文吧。希望可以出期 制作原始游戏特效 相关的教程,在已有的人物里我感觉你是特效还原度最高的大佬了。
I won't bother to write a complete tutorial. I can only give you the rough idea. There may be better approaches.
Prerequisite:
- knowledge of Cheat Engine (CE) or other debug tools
- knowledge of computer graphics (and related math)
- basic understanding on how game works

Method 1:
Understand the structure of the effects by reverse engineering with the help of CE or other tools. Recreate it in Mugen / Ikemen Go.
You can study the source code of Hantei-chan instead for MBTL effects.

Method 2:
Use whatever methods to let the game draw the desired effect on a blank (black) buffer. Capture it frame by frame.

Just curious, have you considered
doing something like this article (SFXs)?
Million Arthur: Arcana Blood Sprite Rips
The raw SFXs are available in Resentone's post. It is not trivial to batch output the processed SFXs. I have no plan to do it.
Last Edit: February 28, 2023, 03:27:23 pm by Eiton
Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina (updated 2023-02-25)
#22  February 28, 2023, 05:34:51 pm
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Prerequisite:
- knowledge of Cheat Engine (CE) or other debug tools
- knowledge of computer graphics (and related math)
- basic understanding on how game works

wow That's why you are able to contribute to IKEMEN GO's code.
I feel like a fool that knowing nothing about it haha.

BTW I managed to use your sprites on my saber's shield and moon drive.
thank you so much
https://www.youtube.com/watch?v=b8XmkoTaqGw

I also raised one bug against IKEMEN 0.98.2 hope 0.99 can fix it.
https://github.com/ikemen-engine/Ikemen-GO/issues/1001
Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina (updated 2023-02-25)
#23  March 04, 2023, 06:48:55 am
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效果太棒了!这是我见过最棒的MBTL人物!
Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina (updated 2023-02-25)
#24  March 04, 2023, 06:57:14 am
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我尝试过用Hantei-chan来查看UNICLR的特效,但是帧数特别低似乎只有关键帧的样子,想要得到完整帧数的素材只能在游戏内录制是吗?

还有我能使用一些Akiha里面的系统火花特效吗?我想制作一个MBTL风格的sion
Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina (updated 2023-02-25)
#25  March 04, 2023, 08:00:19 am
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English in the international part of the forum, please
Nevermind, there's nothing I can do
Bet your life there's something killing you
It's a shame we have to die, my dear
No one's getting out of here alive
This time
What a way to go, but have no fear
No one's getting out of here alive
This time
It's a shame we have to disappear
No one's getting out of here alive
This time, this time, this time
Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina (updated 2023-02-25)
#26  March 04, 2023, 01:35:06 pm
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Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina (updated 2023-02-25)
#27  March 05, 2023, 02:42:34 pm
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----------------------------------------------------------
Method 2:
Use whatever methods to let the game draw the desired effect on a blank (black) buffer. Capture it frame by frame.
----------------------------------------------------------

I used the second method to set the stage and characters to black, but the effect will exceed the screen. Can this be solved by scaling the game resolution?
I'm sorry, I didn't use English in order to better explain the problem!this is the last time。
另外想请教一下,IKEMEN GO是否可以像电击文库那样,开局的时候选择两个援护角色,这在MUGEN中好像是不可行的。(English:In addition, I would like to ask whether IKEMEN GO can choose two support roles at the beginning of the game like DFCI, which seems to be unfeasible in MUGEN.)
----------------------------------------------------------
Hantei-chan相比于60FPS下录制的游戏视频来看,确实缺少了很多帧,不知道修改部分源码之后可否做出游戏中60FPS的效果来,若是不行的话就只能做妥协场了,当然即时是这样Hantei-chan整体的效果虽然没有那么流程,但也不至于不能看,很感谢楼主大大耐心的回答!我要做你和beterhans死忠粉!
Last Edit: March 05, 2023, 02:58:26 pm by 坐忘道
Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina (updated 2023-02-25)
#28  March 05, 2023, 03:53:13 pm
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I used the second method to set the stage and characters to black, but the effect will exceed the screen. Can this be solved by scaling the game resolution?
To some extend. But you don't need very high resolution images or your sff will become very big. Scale the effect to 0.5x or even 0.25x.

另外想请教一下,IKEMEN GO是否可以像电击文库那样,开局的时候选择两个援护角色,这在MUGEN中好像是不可行的。(English:In addition, I would like to ask whether IKEMEN GO can choose two support roles at the beginning of the game like DFCI, which seems to be unfeasible in MUGEN.)
I have no idea what you mean. There are mugen characters that can select support characters at the beginning of the game.

Hantei-chan相比于60FPS下录制的游戏视频来看,确实缺少了很多帧,不知道修改部分源码之后可否做出游戏中60FPS的效果来,若是不行的话就只能做妥协场了,当然即时是这样Hantei-chan整体的效果虽然没有那么流程,但也不至于不能看,很感谢楼主大大耐心的回答!我要做你和beterhans死忠粉!
Yeah it is possible to add interpolation support to hantei-chan, but it needs quite a lot of efforts to rework the pat rendering flow.
Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina (updated 2023-02-25)
#29  March 06, 2023, 01:20:46 am
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另外想请教一下,IKEMEN GO是否可以像电击文库那样,开局的时候选择两个援护角色,这在MUGEN中好像是不可行的。(English:In addition, I would like to ask whether IKEMEN GO can choose two support roles at the beginning of the game like DFCI, which seems to be unfeasible in MUGEN.)
I have no idea what you mean. There are mugen characters that can select support characters at the beginning of the game.

My Guess is there is a limitation that in Roundstate = 1 if you press abc or xyz.
the game will start and jump to roundstate = 2 and skip the intro.

thats put a limition on the pre-fight menu system that can only press a key for only one time so you can't select 2 sub character but only 1.

I'm also curious to know if IKEMEN have a feature that not allow to skip intro so it will make multi selection menu possible.


Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina (updated 2023-02-25)
#30  March 06, 2023, 11:09:56 am
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另外想请教一下,IKEMEN GO是否可以像电击文库那样,开局的时候选择两个援护角色,这在MUGEN中好像是不可行的。(English:In addition, I would like to ask whether IKEMEN GO can choose two support roles at the beginning of the game like DFCI, which seems to be unfeasible in MUGEN.)
I have no idea what you mean. There are mugen characters that can select support characters at the beginning of the game.

My Guess is there is a limitation that in Roundstate = 1 if you press abc or xyz.
the game will start and jump to roundstate = 2 and skip the intro.

thats put a limition on the pre-fight menu system that can only press a key for only one time so you can't select 2 sub character but only 1.

I'm also curious to know if IKEMEN have a feature that not allow to skip intro so it will make multi selection menu possible.



Yes, maybe I didn't describe it very clearly, that's what it means!
Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina (updated 2023-02-25)
#31  March 06, 2023, 03:28:23 pm
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My Guess is there is a limitation that in Roundstate = 1 if you press abc or xyz.
the game will start and jump to roundstate = 2 and skip the intro.

thats put a limition on the pre-fight menu system that can only press a key for only one time so you can't select 2 sub character but only 1.
I am pretty sure pressing start in mugen will not skip the intro and the character can recognize the input. You can use start as the confirm button.
Alternatively you can use up/down to select options and left/right to confirm/cancel. Some characters are using this method, e.g. MB characters made by ⑨ and Matou Sakura made by rokuyuki.
Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina (updated 2023-02-25)
#32  March 10, 2023, 05:53:15 pm
  • ****
I have a favor to ask.

could you make your passive moon drive portrait be compatible with my Character?

it look like this video
https://www.youtube.com/watch?v=7h-vEehqqVc

I've tested the code change.

the code change on your side is
Akiha-sys.zss
Line: 3050 (paste all, need add superpause at the end also)
Change to
Code:
	#Passive Moon Drive Portrait - Compatiable with Beterhans
ignorehitpause if (roundState = 2 && !numExplod(30102))
&& ((Enemy,stateNo = 2600 && Enemy,authorName = "Eiton" && Enemy,name = "Akiha" && Enemy,time = 4)
|| ((Enemynear,StateNo = 990) && Enemynear,AnimExist(9993) && Enemynear,time < 4))  {
Explod{Id:30102;anim:30102;sprpriority:-5;facing:cond(pos X > EnemyNear,pos X,1,-1);pos:screenWidth/2,screenHeight/2;space:screen;pauseMoveTime:99999;supermovetime:99999;}
Explod{Id:30102;anim:30103;sprpriority:50;facing:cond(pos X > EnemyNear,pos X,1,-1);pos:screenWidth/2,screenHeight/2;space:screen;pauseMoveTime:99999;supermovetime:99999;}
}


Code on my character's side is  in -2
change to
Code:
[State -2, Moon-Driver-Passive-Portrait]
type = Helper
triggerall = !IsHelper && RoundState = 2
triggerall = AnimExist(9994)
triggerall = !NumHelper(9994) && StateNo != 990
;beterhans Type
trigger1 = ID < 58 && Enemynear,AnimExist(9993)
trigger1 = Enemynear,StateNo = 990 && Enemynear,time < 4
;Eiton Type
trigger2 = Enemynear,StateNo = 2600 && Enemynear,AnimExist(30100) && Enemynear,Time < 4
helpertype = Normal
name = "Moon-Driver-Passive-Portrait"
ID = 9994
StateNo = 9994
postype = p1
pos = 0 * Const(Size.xScale), -500 * Const(Size.yScale)
facing = 1
keyctrl = 0
ownpal = 1
;remappal = 1,1
supermovetime = 4294967295
pausemovetime = 4294967295
size.xscale = Const(Size.xScale) * 1
size.yscale = Const(Size.yScale) * 1
;size.proj.doscale = 1
ignorehitpause = 1
Last Edit: March 10, 2023, 06:04:27 pm by beterhans
Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina (updated 2023-02-25)
#33  March 10, 2023, 07:44:16 pm
  • avatar
  • ***
  • Why,
What next Eiton?
Hey, can i help, or maybe i need help
Last Edit: March 10, 2023, 07:48:26 pm by EgyLynx
Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina (updated 2023-03-12)
#34  March 12, 2023, 05:09:22 am
  • **
Last Edit: March 12, 2023, 05:39:31 am by Eiton
Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina (updated 2023-03-12)
#35  March 12, 2023, 05:50:21 am
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  • I'm 100% Team OHMSBY now.
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Since IKEMEN GO got updated, I decided to check out Akiha for myself and noticed something's wrong about her size:

For some reason, I think her scaling is too small. I thought Sennou-Room's DBFC characters were small at first compared to OHMSBY's characters, but they are intentionally meant to be scaled for CvS2 in mind while OHMSBY's are slightly larger for BBTAG. However, your Akiha are much smaller than both of theirs. Is the size on Akiha accurate? If it is, how do you tell exactly? Can't ask about the gameplay since I don't own the source game myself.
I will still do detail and aesthetic feedback for the rest.
Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina (updated 2023-03-12)
#36  March 12, 2023, 05:58:33 am
  • ****
Since IKEMEN GO got updated, I decided to check out Akiha for myself and noticed something's wrong about her size:

For some reason, I think her scaling is too small. I thought Sennou-Room's DBFC characters were small at first compared to OHMSBY's characters, but they are intentionally meant to be scaled for CvS2 in mind while OHMSBY's are slightly larger for BBTAG. However, your Akiha are much smaller than both of theirs. Is the size on Akiha accurate? If it is, how do you tell exactly? Can't ask about the gameplay since I don't own the source game myself.

Eiton's Akiha is scale ratio is 1 on 720p localcoord
means not scaled up or down

while my saber is ratio 1.1 on 720p localcoord
to match cvs ryu size


other ohmsby style char is not sure scaled base on what but for me is too big. haha
bigger than normal cvs char.

Last Edit: March 12, 2023, 06:15:26 am by beterhans
Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina (updated 2023-03-12)
#37  March 12, 2023, 06:02:41 am
  • ****
Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina (updated 2023-03-12)
#38  March 12, 2023, 06:08:49 am
  • **
Since IKEMEN GO got updated, I decided to check out Akiha for myself and noticed something's wrong about her size:

For some reason, I think her scaling is too small. I thought Sennou-Room's DBFC characters were small at first compared to OHMSBY's characters, but they are intentionally meant to be scaled for CvS2 in mind while OHMSBY's are slightly larger for BBTAG. However, your Akiha are much smaller than both of theirs. Is the size on Akiha accurate? If it is, how do you tell exactly? Can't ask about the gameplay since I don't own the source game myself.

The default localcoord is for 16:9 (720p, 1080p). You need to modify the localcoord in Akiha_TL.def to change its size. 1060 looks good to me in 4:3.
Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina (updated 2023-03-12)
#39  March 17, 2023, 01:28:59 pm
  • **
Hantei-chan相比于60FPS下录制的游戏视频来看,确实缺少了很多帧,不知道修改部分源码之后可否做出游戏中60FPS的效果来,若是不行的话就只能做妥协场了,当然即时是这样Hantei-chan整体的效果虽然没有那么流程,但也不至于不能看,很感谢楼主大大耐心的回答!我要做你和beterhans死忠粉!
I did it. Turns out it is not as difficult as I thought.


https://github.com/Eiton/Hantei-chan/releases/tag/vCustom_20230317
Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina (updated 2023-03-12)
#40  March 19, 2023, 08:14:09 am
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Hantei-chan相比于60FPS下录制的游戏视频来看,确实缺少了很多帧,不知道修改部分源码之后可否做出游戏中60FPS的效果来,若是不行的话就只能做妥协场了,当然即时是这样Hantei-chan整体的效果虽然没有那么流程,但也不至于不能看,很感谢楼主大大耐心的回答!我要做你和beterhans死忠粉!
I did it. Turns out it is not as difficult as I thought.


https://github.com/Eiton/Hantei-chan/releases/tag/vCustom_20230317
WOW!!!!!!!!!!!!!!This effect is truly amazing, I just use handle the STAGE AND HUD UI redesigned black color and control effect, but your technology is strong, thank you very much! !
I found that Ctrl+P can output all keyframes.
What I want to ask is whether it is possible to export these special effects into png files frame by frame. It takes a lot of time for me to use Snipaste+PS to process it. If necessary, I think I need to learn the syntax of C++.
Last Edit: March 19, 2023, 02:18:17 pm by 坐忘道
Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina (updated 2023-03-12)
#41  March 19, 2023, 08:38:04 pm
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----------------------------------------------------------
Method 2:
Use whatever methods to let the game draw the desired effect on a blank (black) buffer. Capture it frame by frame.
----------------------------------------------------------

I used the second method to set the stage and characters to black, but the effect will exceed the screen. Can this be solved by scaling the game resolution?
I'm sorry, I didn't use English in order to better explain the problem!this is the last time。
另外想请教一下,IKEMEN GO是否可以像电击文库那样,开局的时候选择两个援护角色,这在MUGEN中好像是不可行的。(English:In addition, I would like to ask whether IKEMEN GO can choose two support roles at the beginning of the game like DFCI, which seems to be unfeasible in MUGEN.)
----------------------------------------------------------
Hantei-chan相比于60FPS下录制的游戏视频来看,确实缺少了很多帧,不知道修改部分源码之后可否做出游戏中60FPS的效果来,若是不行的话就只能做妥协场了,当然即时是这样Hantei-chan整体的效果虽然没有那么流程,但也不至于不能看,很感谢楼主大大耐心的回答!我要做你和beterhans死忠粉!


If it's not too much trouble, may I ask how you got the stage and other stuff black?
Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina (updated 2023-03-12)
#42  March 20, 2023, 01:27:36 pm
  • **
I found that Ctrl+P can output all keyframes.
What I want to ask is whether it is possible to export these special effects into png files frame by frame. It takes a lot of time for me to use Snipaste+PS to process it. If necessary, I think I need to learn the syntax of C++.
Did you actually try Ctrl+P? It will output the interpolated frames between the current frame and next frame.
Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina (updated 2023-03-12)
#43  March 20, 2023, 01:55:39 pm
  • *
    • USA
I found that Ctrl+P can output all keyframes.
What I want to ask is whether it is possible to export these special effects into png files frame by frame. It takes a lot of time for me to use Snipaste+PS to process it. If necessary, I think I need to learn the syntax of C++.
Did you actually try Ctrl+P? It will output the interpolated frames between the current frame and next frame.
Yes, but it may be that the method I used is wrong, it will output the two lines where the central axis crosses together。
Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina (updated 2023-03-12)
#44  March 20, 2023, 02:01:37 pm
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    • USA


If it's not too much trouble, may I ask how you got the stage and other stuff black?
[/quote]
My example uses blazblue, with the help of a pure black stage and BBCF-Improvement-Mod to hide the UI
Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina (updated 2023-03-12)
#45  March 20, 2023, 03:27:56 pm
  • **
I found that Ctrl+P can output all keyframes.
What I want to ask is whether it is possible to export these special effects into png files frame by frame. It takes a lot of time for me to use Snipaste+PS to process it. If necessary, I think I need to learn the syntax of C++.
Did you actually try Ctrl+P? It will output the interpolated frames between the current frame and next frame.
Yes, but it may be that the method I used is wrong, it will output the two lines where the central axis crosses together。

Press L to hide the axis. Refer to Help -> Shortcuts
Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina (updated 2023-03-12)
#46  March 22, 2023, 02:01:08 pm
  • *
    • USA
thx!it helped me a lot
Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina (updated 2023-03-12)
#47  April 03, 2023, 12:25:46 pm
  • ******
    • Portugal
    • network.mugenguild.com/pots/
I noticed something felt weird while doing random combos with Akiha. After closer inspection it's that her cancels don't get buffered during hitpauses. Meaning if you do a normal attack and cancel it exactly when it hits, the next move won't come out.

It's easy to test this if you do 5B, pause, then frame advance and when it hits cancel into 5C.

That said, I have no idea if Type Lumina actually works like that. Typical fighting games don't.
You can help with Ikemen GO's development by trying out the latest development build and reporting any bugs on GitHub.
My Mugen and Ikemen content can also be found here.
Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina (updated 2023-03-12)
#48  April 03, 2023, 03:06:43 pm
  • **
I noticed something felt weird while doing random combos with Akiha. After closer inspection it's that her cancels don't get buffered during hitpauses. Meaning if you do a normal attack and cancel it exactly when it hits, the next move won't come out.

It's easy to test this if you do 5B, pause, then frame advance and when it hits cancel into 5C.

That said, I have no idea if Type Lumina actually works like that. Typical fighting games don't.
I thought I had fixed it... It is caused by the nested ignorehitpause update in zss.
Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina (updated 2023-04-03)
#49  April 14, 2023, 06:45:11 pm
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    • network.mugenguild.com/pots/
I hope you're not against that one because I suggested it myself. ;P

Found a few more small things:
- 6C creates a debug message about P2 missing animation 5901
- If P2 is dizzied by the launcher (3C) they will air recover without being dizzied
- Debug messages about invalid action 1102 in state 1100
You can help with Ikemen GO's development by trying out the latest development build and reporting any bugs on GitHub.
My Mugen and Ikemen content can also be found here.
Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina (updated 2023-04-03)
#50  April 15, 2023, 05:24:40 am
  • **
I hope you're not against that one because I suggested it myself. ;P
Of course not. This way is more intuitive.
I coded most of the states before the update and I just forgot to fix some of them.

Found a few more small things:
- 6C creates a debug message about P2 missing animation 5901
- If P2 is dizzied by the launcher (3C) they will air recover without being dizzied
- Debug messages about invalid action 1102 in state 1100
Thanks for the report.


Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina (updated 2023-04-15)
#51  June 11, 2023, 09:47:59 am
  • **
Akiha is updated.
Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina (updated 2023-06-11)
#52  October 29, 2023, 08:38:04 am
  • **
Ikemen Go 0.99 stable version is released.
A little update to fix different things.
Support for older versions and rollback alpha is dropped.
Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina (updated 2023-10-29)
#53  November 02, 2023, 04:00:11 am
  • **
Just found that I messed up something. So a here is a little update.
If you've already downloaded the 10-29 version, you can simply open Akiha_TL.def and uncomment the mugenversion = 1.1 line.
Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina (updated 2023-10-29)
#54  November 02, 2023, 05:40:07 pm
  • ****
Just found that I messed up something. So a here is a little update.
If you've already downloaded the 10-29 version, you can simply open Akiha_TL.def and uncomment the mugenversion = 1.1 line.

Finally. 0.99 is released and your 0.99 feature demo character is  updated.

I made a resize friendly version.  (based on Nov 2 version)
basicly some pos and scale is *Const(Size.xyscale)

so i can resize it to match my characters

just change back const size to 1 to become the normal version

https://www.mediafire.com/file/v1noq5mi1qnex26/Akiha_TL_Resize_Friendly.zip/file

hope the changes can be merged into your version in future.  then i don't have to change it every time.
Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina (updated 2023-11-02)
#55  February 25, 2024, 03:51:57 am
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    • USA
Akiha_TL 2023-11-02我在与my100yen人物的对战中,出现了以下bug,人物下坠时 会一直保持受击下坠这个状态,但我不太清楚 形成的原因。https://ibb.co/PcLQDR2
Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina (updated 2023-11-02)
#56  February 25, 2024, 04:38:04 am
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  • The story begins with who's gonna win
    • USA
English outside the international part of the forum, please.
Nevermind, there's nothing I can do
Bet your life there's something killing you
It's a shame we have to die, my dear
No one's getting out of here alive
This time
What a way to go, but have no fear
No one's getting out of here alive
This time
It's a shame we have to disappear
No one's getting out of here alive
This time, this time, this time
Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina (updated 2023-11-02)
#57  February 25, 2024, 05:58:45 am
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    • buymeacoffee.com/mannylingle

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Akiha_TL 2023-11-02我在与my100yen人物的对战中,出现了以下bug,人物下坠时 会一直保持受击下坠这个状态,但我不太清楚 形成的原因。https://ibb.co/PcLQDR2
All characters like this? Or is it just Akiha?
If would be the case for all characters.
Just check my100yen's character code.

Following Guesses:
Code:
[State 15100, Return to Opponent Own State Definition]
type = SelfState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 5110
The problem should be in [Statedef 15100] state definition.
Maybe lost some code like this (return your own state definition after landing).
Spoiler: Traditional Chinese 繁體中文 (click to see content)
Welcome to support Linglebuymeacoffee.com/mannylingle
Last Edit: February 25, 2024, 06:21:20 am by Manny Lingle (曼尼琳各)
Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina (updated 2023-11-02)
#58  December 22, 2024, 03:23:11 pm
  • ****
Just want to tell
I'll post in github also
IKEMEN-GO Nightly no longer able to run Akiha for quite some time now.

IKEMEN-GO nightly version around 2024-Dec-22

it always give out this error

Im not good at zss, seems like the new build have some problem for rand



Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina (updated 2023-11-02)
#59  December 22, 2024, 04:19:48 pm
  • ****
I think I found the issue



Here is the working one edited by me


1. Some part is scale friendly now, (scale use value * Const(Size.xScale))
2. removed and replaced the triggers for new IKEMEN-GO

rand is removed and should use RandomRange
MajorVersion is removed and should use MugenVersion
DrawPalNo is removed, but no idea what does it do, I Just use PalNo instead now she is working


https://www.mediafire.com/file/zgwfh3njsjh2cgr/Akiha_TL_beterhans.zip/file
Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina (updated 2024-12-23)
#60  December 23, 2024, 03:51:43 pm
  • **
Akiha is updated to work on nightly. Nothing gameplay wise is changed.
Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina (updated 2024-12-23)
#61  December 24, 2024, 03:49:01 am
  • ****
Last Edit: December 24, 2024, 06:22:50 am by beterhans
Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina (updated 2024-12-23)
#62  December 24, 2024, 07:39:47 am
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Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina (updated 2024-12-23)
#63  January 19, 2025, 10:25:11 pm
  • *
  • IDK
  • Fucking uhhhhhhhhhhhhhhhh
    • USA

Got this error recently.
Hello
Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina (updated 2025-01-22)
#64  January 22, 2025, 01:54:01 pm
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Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina (updated 2025-01-22)
#65  January 22, 2025, 03:09:34 pm
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  • Online
I can't acess the link. It says "acessDenied" and OneDrive keeps telling me to update the page, which does nothing
Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina (updated 2025-01-22)
#66  January 22, 2025, 03:35:45 pm
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Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina (updated 2025-01-22)
#67  January 22, 2025, 04:14:19 pm
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It works now, thanks.
Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina (updated 2025-02-17)
#68  February 17, 2025, 03:54:00 pm
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Akiha is updated. Again no need to update if you are not using nightly build.