YesNoOk
avatar

Ikemen GO (Read 1222657 times)

Started by K4thos, May 26, 2018, 03:04:27 am
Share this topic:
Re: Ikemen GO
#1921  November 18, 2021, 12:48:20 am
  • ***
    • www.mediafire.com/folder/bn6ymdvllj9lf/Mugen_Stages
Code:
0.98.1 version:

    p1.face2.anim = -1
    p1.face2.spr =
    p1.face2.offset = 0, 0
    p1.face2.facing = 1
    p1.face2.scale = 1.0, 1.0
    p1.face2.window =

    p2.face2.anim = -1
    p2.face2.spr =
    p2.face2.offset = 0, 0
    p2.face2.facing = -1
    p2.face2.scale = 1.0, 1.0
    p2.face2.window =
Quote
refer to data/system.base.def

It seems that works for some chars and not for others. Probably some .sff issues that needs further analisys.
Re: Ikemen GO
#1922  November 19, 2021, 04:30:00 pm
  • *
    • Argentina
Hello, could anyone share with me the code lines that allows one to have Big Portraits
p1.face.spr = 9000,1
and
p1.face.anim = 0
Both work together.
Like for example the normal Big Port 9000, 1 is in its usual place on screen, but also have the sprite animation anim = 0 showing "infront" of it.
Definitely possible, I've seen it on YT if anyone wants me to link.
Its driving me nuts trying to figure this out. any help is appreciated

Cheers.

Can be done?
Re: Ikemen GO
#1923  November 19, 2021, 04:57:52 pm
  • ***
    • Greece
p1.face.anim =0
p1.face2.spr = 9000, 1

face is always infront of face2
Re: Ikemen GO
#1924  November 19, 2021, 05:45:24 pm
  • avatar
  • ***
  • Why,
Hmm p1.face2.spr = can be also 0.0
 (although it get more palete errors... )
Hey, can i help, or maybe i need help
Re: Ikemen GO
#1925  November 19, 2021, 10:38:59 pm
  • ***
    • www.mediafire.com/folder/bn6ymdvllj9lf/Mugen_Stages
I did figure what was wrong and now works for me.

Code:
;-----------------------------------P1-----portraits

p1.face.num = 1  ;only one char appears

;----------------regular portrait

p1.face2.spr = 9000,1       ;default big portrait
p1.face2.offset = 0, 0      ;position variable by screenpacks
p1.face2.facing = 1         ;portraits face right 
p1.face2.scale = 1.0, 1.0   ;portrait size
;p1.face2.window =

;---------------animated stance

p1.face.offset = 55, 210       ;Position to put stance anim
p1.face.scale = 1.0,1.0        ;anim size
p1.face.facing = 1             ;anim face right       

p1.face.anim = 19000           ;default 1
p1.face.done.anim = 19001      ;set what anim do you want

p1.select.snd = 100,1          ;confirm sound

Thanks Bejeeta for give us some direction.
Re: Ikemen GO
#1926  November 21, 2021, 11:29:05 pm
  • *
    • Brazil
I really appreciate your work. Ikemen is already far superior to mugen.

The only thing that bothers me is the lack of screenpacks made for Ikemen..... We seriously need more screenpacks for Ikemen (for YESTERDAY)

I know, I know "but you can use any Mugen screenpack in Ikemen!!"

Yep.... no
Ikemen comes with items that mugen doesn't have. It's not that simple.

This one here looks amazing, but it looks like it will never be released. :/

Art by Ilya Kuvshinov - Illustrator and Story Artist http://kuvshinov-ilya.deviantart.com/ - http://kuvshinov-ilya.tumblr.com/
Re: Ikemen GO
#1927  November 22, 2021, 01:12:40 am
  • avatar
  • ***
I use The Best Ikemen Go screenpack. So with that screenpack do I just replace the ikemen files with the newly released updated Ikemen and it’ll work fine?
Re: Ikemen GO
#1928  November 22, 2021, 11:36:07 pm
  • *
    • Brazil
I use The Best Ikemen Go screenpack. So with that screenpack do I just replace the ikemen files with the newly released updated Ikemen and it’ll work fine?

I don't think so. I tried here and it didn't work :(

Well... guess i'll stick with original screenpack
Art by Ilya Kuvshinov - Illustrator and Story Artist http://kuvshinov-ilya.deviantart.com/ - http://kuvshinov-ilya.tumblr.com/
Re: Ikemen GO
#1929  November 23, 2021, 12:25:12 am
  • ***
    • France
    • duracelleurxmugen.blogspot.fr/
I really appreciate your work. Ikemen is already far superior to mugen.

The only thing that bothers me is the lack of screenpacks made for Ikemen..... We seriously need more screenpacks for Ikemen (for YESTERDAY)

I know, I know "but you can use any Mugen screenpack in Ikemen!!"

Yep.... no
Ikemen comes with items that mugen doesn't have. It's not that simple.

This one here looks amazing, but it looks like it will never be released. :/

[youtube]https://www.youtube.com/watch?v=2imMFsYV1e0[/youtube]

Will release it before the end of the year. Just have to adapt it to 0.98.1+.
Re: Ikemen GO
#1930  November 23, 2021, 02:38:05 am
  • *
    • Brazil
Will release it before the end of the year. Just have to adapt it to 0.98.1+.







suggestion: What do you think of this song for the selection screen?



It fits a lot with the temple background  ;D
(I'll put it later anyway haha)
Art by Ilya Kuvshinov - Illustrator and Story Artist http://kuvshinov-ilya.deviantart.com/ - http://kuvshinov-ilya.tumblr.com/
Re: Ikemen GO
#1931  November 25, 2021, 01:09:26 pm
  • ***
  • One of Ikemen GO devs
    • Colombia
Just a question.
Does IKEMEN v0.98 have StageFit or something like that to fit lowres stages in 16:9?

Not yet.

Using PortraitScale in the .def of chars and all portraits looks fine now! Thank you very much.

Spoiler, click to toggle visibilty

I try the 0.98 version and the only thing that don't work propertly are the title fonts. In the past versions looks well but now except the Exit font looks all together. In the submenus it's the same. I try to change the code in the system but not changes. I don't know if it's a engine problem or it's my fault in some point.

Spoiler, click to toggle visibilty
Spoiler, click to toggle visibilty

I can't see to use 2 or more portrait anims in select, versus and winner screens. I hope this function it's enabled in future versions. Thank you very much for all your work, I continue testing, see you.

Understood, I'll check.
But wait!! We haven't made the Suave Dude character yet!!
Re: Ikemen GO
#1932  November 25, 2021, 02:28:42 pm
  • avatar
  • ***
  • Why,
Just a question.
Does IKEMEN v0.98 have StageFit or something like that to fit lowres stages in 16:9?

Not yet.

Using PortraitScale in the .def of chars and all portraits looks fine now! Thank you very much.

Spoiler, click to toggle visibilty

I try the 0.98 version and the only thing that don't work propertly are the title fonts. In the past versions looks well but now except the Exit font looks all together. In the submenus it's the same. I try to change the code in the system but not changes. I don't know if it's a engine problem or it's my fault in some point.

Spoiler, click to toggle visibilty
Spoiler, click to toggle visibilty

I can't see to use 2 or more portrait anims in select, versus and winner screens. I hope this function it's enabled in future versions. Thank you very much for all your work, I continue testing, see you.

Understood, I'll check.

Now it is 0.98.1?  Is these it also?
Hey, can i help, or maybe i need help
Re: Ikemen GO
#1933  December 01, 2021, 06:55:13 am
  • avatar
  • ***
The last updatings are awesome...

How can change the option font? Is it possible?
Last Edit: December 01, 2021, 08:28:55 pm by Mazemerald.
Re: Ikemen GO
#1934  December 02, 2021, 04:49:08 am
  • avatar
  • ***

 is it possible put the lifebar for the players 1,2,3 at the same position in tag mode and when you change the character the lifebar shifts every energy for every char?

I'm asking it with the intention to economize space on screen.
Re: Ikemen GO
#1935  December 02, 2021, 08:15:34 am
  • ***
The last updatings are awesome...

How can change the option font? Is it possible?
yes, refer to screenpack distributed with engine and system.base.def listing all parameters. Option screen supports the same parameter names as main menu and pause menu (so in this case font parameters prefixed with "menu.item.")

keep in mind that by default option screen uses 240p localcoord. If you want to edit it using your screenpack localcoord, you need to add following parameter under [Option Info]:
menu.uselocalcoord = 1
for an expample refer to mugen1 screenpack that has option screen coded using 720p localcoord


 is it possible put the lifebar for the players 1,2,3 at the same position in tag mode and when you change the character the lifebar shifts every energy for every char?
yes, if you use tag system that takes advantage of tagin sctrl "leader" parameter (such as default tag distributed with engine or custom ones based on it). Simply copy [Lifebar] content into [Tag Lifebar] (only p1 and p2 parameters assigned)
Last Edit: December 02, 2021, 10:31:20 am by K4thos
Re: Ikemen GO
#1936  December 02, 2021, 08:16:09 pm
  • avatar
  • ***
Thank you so much K4thos...

It's really impressive how this engine has evolved and everything we can do, the game looks like a commercial title.

Everything I used to kill myself to do in mugen and make it cooler, this wonder does automatically with its hands down.
Re: Ikemen GO
#1937  December 09, 2021, 02:26:07 am
  • **
Is the repo accepting PR on adding features in sctrls?
I cloned the repo and added palfx parameters in Explod (like the parameters in hitdef).
I had a look on the PR list. Seems that nobody is doing this kind of enhancement?
I was forced to write the following code to change the color of the explod in Mugen 1.1 but I don't want to do this in IKEMEN
Code:
[Statedef 200]
...
[State 0]
type = Helper
trigger1 = AnimElem = 4
stateno = 6000
ownpal = 1
...
[Statedef 6000]
...
[State 0, PalFX]
type = PalFX
trigger1 = !time
time = -1
mul = r,g,b

[State 0]
type = Explod
trigger1 = !time
anim = 6000
ID = 6000
pos = 0,0
ownpal = 0
...

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time > 0 && !numExplod
removeexplods = 1

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?
Code:
[Statedef 200]
...
[State 0]
type = Helper
trigger1 = AnimElem = 4,=-1
stateno = 6000
pos = 0,0
ownpal = 1
...
[Statedef 6000]
...
[State 0, PalFX]
type = PalFX
trigger1 = !time
time = -1
mul = r,g,b

[State 47]
type = Explod
trigger1 = time = 1
anim = 6000
ID = 6000
pos = 0,0
ownpal = 0
...

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time > 0 && !numExplod
removeexplods = 1
Re: Ikemen GO
#1938  December 12, 2021, 08:17:54 pm
  • avatar
  • ***
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.
Re: Ikemen GO
#1939  December 14, 2021, 06:56:58 pm
  • avatar
  • ***
I did put the animation in the fight.def correctly.

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

I wanna replace the hit name by animations, is there any line incorrect here?

Code:
team1.text.anim = 810
;team1.text.font = 6,0,1
;team1.text.offset = 50,240   ;Offset of text
team1.text.scale = 1,1
team1.text.layerno = 2
team1.displaytime = 100    ;Time to show text
team1.showspeed = 8       ;Ikemen feature: text showing up speed (1 = instant)
team1.hidespeed = 4       ;Ikemen feature: text hiding speed (the larger value, the faster speed)

[Begin Action 810] ; hit animation
71,0,0,0,10,,
71,1,0,0,10,,
71,2,0,0,10,,
71,1,0,0,10,,
71,3,0,0,10,,

Surely i'm wrong with some code.



Re: Ikemen GO
#1940  December 19, 2021, 12:20:41 am
  • ***
  • One of Ikemen GO devs
    • Colombia
I did put the animation in the fight.def correctly.

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

I wanna replace the hit name by animations, is there any line incorrect here?

Code:
team1.text.anim = 810
;team1.text.font = 6,0,1
;team1.text.offset = 50,240   ;Offset of text
team1.text.scale = 1,1
team1.text.layerno = 2
team1.displaytime = 100    ;Time to show text
team1.showspeed = 8       ;Ikemen feature: text showing up speed (1 = instant)
team1.hidespeed = 4       ;Ikemen feature: text hiding speed (the larger value, the faster speed)

[Begin Action 810] ; hit animation
71,0,0,0,10,,
71,1,0,0,10,,
71,2,0,0,10,,
71,1,0,0,10,,
71,3,0,0,10,,

Surely i'm wrong with some code.
You did comment out "offset". That's the problem
But wait!! We haven't made the Suave Dude character yet!!