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Re: from mugen to ikemen

 April 17, 2025, 05:52:17 pm View in topic context
 Posted by MKImc7r  in from mugen to ikemen (Started by MKImc7r April 17, 2025, 02:47:55 am
 Board: Ikemen General Discussion and Help

Thanks for answering these, so, I am moving a MKP Season 2.9 final -based project to Ikemen:

1) Moving the Mugen's data to Ikemen's data folder crashes because it asks for system.def to be in data\mugenclassic\system.def. I wanted to edit the script main.lua so it doesn't look for data\mugenclassic\ but just data\ but whatever parameters it set I could not see where it uses mugenclassic folder. So I moved from Mugen's data to Ikemen's data\mugenclassic\ for this error to stop.

Tried with latest nightly build but get again a true type font error (Error log: freetype: invalid TrueType format: bad TTF version) - I started pasting one by one the fonts especially made by me - mine work, so the crash is from some other specific in my case ArnoPro-CAPS , made an issue, this isn't a big deal because I can use a regular similar any other that works  - SOLVED

2) But I noticed something, I was able to go through menus  and chars

and I see a bit of degradation, this is custom font with the idea to display for stages on selecting stage, other fonts like my main menu is also icons and is alright no such quality drop, maybe not such a big issue for now


It is the only font that graphically looks wirse on Ikemen, otherwise I think the rest graphics are the same.  - SOLVED

3) It is crashing - until I bring the files Common.const, Common.air, Common.cmd. and all the ZSS. If this can be disabled from the  lua or config ini - yes in config these can be disabled/commented - I comment them in the config.ini and they keep returning like it's not disabling them. Crashes on character load due to those missing files. But how a character can use its own files that it forces these common files.

Anyway I think it just needs these files there unless disabled from somewhere, mugen characters just don't use these files - SOLVED

4) Another thing I noticed - in Ikemen the 720P window is smaller than the Mugen 1.1 720P where I set the Mugen.cfg settings video and game width to be 720P.  And I did set 720p in Video settings of Ikemen options  But for my display res width 2560, two 1280p fits, so it is actually the Mugen window that is larger than 720p and it is 1080p, i.e this is correct window size for Ikemen - SOLVED
    

from mugen to ikemen

 April 17, 2025, 02:47:55 am View in topic context
 Posted by MKImc7r  in from mugen to ikemen (Started by MKImc7r April 17, 2025, 02:47:55 am
 Board: Ikemen General Discussion and Help

I may be thinking of moving my project to Ikemen Go from Mugen 1.1 if it works well because there are features of Ikemen like some stage parameters I thought I would see never added and because as I make my screenpack with 32 bit images and chars added that are 30-60MB that increases the memory and mostly for playing also on Android with Winlator - a very nice app where lots of older PC games for Windows can run and Mugen too. Mugen crashes randomly too, even when using the 4GB Mugen patch, so since Winlator supports x64 I think it will work fine there. But even for PC I may just move to Ikemen if it works.

I already looked through the sticky threads and some videos but there was too much info or focus on something that was not what the answer. I even googled to see how that works but did not come across a video that shows how movement is made.

1. It isn't just copy paste of folders is it? If I copy the fonts folder even without replacing the fonts in Ikemen folder, a crash happens about fonts TTF described here: https://github.com/ikemen-engine/Ikemen-GO/issues/1715 (I do not have this njnaruto.ttf but who knows some other font of mine may be causing it but works fine in mugen.

2. The Data folder: Mugen has the Lua, Vert and Frag files there, can they be deleted? Since Ikemen has external\script Lua files there. I opened some of them and they seem to point to the System.sff for example but I do not see them pointing the DEF files.

So they cannot use the Def files and this has to be remade in some syntax Ikemen uses? I was looking for what corresponds to the Mugen.cfg

So which def files are readable then? Only the chars'?

3. The ZSS files in the data folder of Ikemen, in Options.lua

--config.CommonStates = {
         --   "data/action.zss",
         --   "data/dizzy.zss",
         --   "data/guardbreak.zss",
         --   "data/score.zss",
         --   "data/tag.zss",
         --   "data/training.zss"


Are these needed since for conversion of project I'd have them use other common files, not sure where these would fit.

But basically I couldn't find a video that shows exactly how a project is moved like that

    

Re: Mortal Kombat Project - need some guidance making non-MK characters with Finish

 February 03, 2025, 02:34:44 am View in topic context

Thanks, I will try that, specially for captain America I could try the Kung lao hat throw even if not easiest may work. But he will throw his shield instead.

because for now the Marvel chars are to be fought against, before making them a finisher, I'd like to fix them to always be finishable and these are the first things I am asking about.

Fatality.st is the state that makes a non-MKP char finishable. But I had to remove some lines of code using "blok" or "command" that are MKP specific (ofc I duplicate the state for the non MKP), so the edited file works without crashing the character due to blok or other command, that is  how I get him finished but these are the bugs to fix:

The Marvel character does not always enter 'Finish him' when hit on low life round 2, as in the video only specific hit like kabal's missile ball or punching the Marvel char continuously makes them enter Finisher - how to make sure they are always Dizzy - and hitting the Marvel char if not fatality or other finisher used, should make them fall on the ground but as in the video, they do not fall if just hit once. These are the things to fix   
    

Mortal Kombat Project - need some guidance making non-MK characters with Finish

 January 25, 2025, 11:38:10 pm View in topic context

1)

One way to make chars into MKP that some already are doing but know to code a char is when they base the char on existing MKP char (for example I saw TMNT Donatello based on Jade MKP - and they replace sprites maybe add the same abilities of the original char dunno). Such characters will already share the common files FightFx.sff air and Common1.cns , Finishers since based on a MKP char.

2)
The other way if someone knows it and could guide how to do it - a Char is not MKP and is just regular Mugen but needs to respond correctly to some states. This is what I would try if I know how:

Let' say you have Captain America. I would add a separate Common1.cns or other state files for such characters if I know - how to make the character be dizzy on Finish him - so far a MKP vs non-MKP character , the non-MKP char will continue fighting (but freezing the character like from Sub-Zero) makes them stop and round is over after they are 0 health and on finish him LOL - He needs to be dizzy on finish.

So How do I add this to a non-MKP char? This is if they use their own coding not using the MKP files but state numbers need to be same as MKP to trigger in the same way from MKP chars.

Then I may want to add at least one fatality to e.g. Captain America - again its own effect but maybe the code can take the Common MKP files FightFX, air etc? And ofc some bloody effects to be finished will have to be added as sprites and Animations - which is no problem since one can see what a MKP Character Animation Number is for that bloody effect and do the same Anim Num.


For example, I'd do it for Psycho Shredder , I am waiting a MKP version of him with finishers, Leaving him with the abilities he has.

NRS makes their super men, Conan, Homelander, but one of the things about Mugen there are no strings fatalizing well known super heroes and villains. Also I was looking to have with "3D sprites" or newer not the cartoony ones (but eventually them too) marvel chars like Spiderman, Venom, Venon Scorp, Vulture, Carnage, Electro, Dr Doom, Fantastic 4, Iron Man, Wolverine.

There used to be MKP boards to ask for specific MKP questions so if someone knows how to adapt and make tutorial in either way 1) or way 2), please do


__________________________________________

PART 1: MUGEN CHAR (non MKP) BEING FINISHABLE

By a small discovery I do this:

The first thing is making a Marvel character (non MKP) be finish-able. For this all it needed is add to the DEF* a customized Fatality.st - where I edit some command & block triggers that otherwise cause the character to crash if they are not removed or commented. As long as there is a code that tells the character to enter state 9010 (and uses dizzy Anim*5300). The issue with that is only specific hits make him enter the dizzy/finishable state.

A MKP character for example can fatalize him but if the Marvel char is lacking animations you may see for example his sprite still showing if the fatality does a 'body explode' for example - but Fatality.st does order to use FightFX sprites so you will see exploding bones. And if the fatality fails, he does not fall on the ground as failed finish but the battle continues. It needs to be made the battle to finish either with fatality or he needs to fall on the ground if just hit.*

So how do I fix it to always get into that dizzy state 9010?*
https://streamable.com/bt2jnl

This is achieved by just using the Fatality.st and adding it to the DEF of the character. It is modified to remove commands that cause the character to crash. The question is what else needs to be added or removed for him to properly get Dizzy on Finish and 1 hit = falls on the ground.



PART 2: MUGEN CHAR (non MKP) WITH FINISHER ON SOMEONE ELSE MKP/NonMKP CHAR

Adding some fatal/pit to the Marvel character so HE can finish someone:

If someone knows and can make a tutorial on what can be added to a basic Mugen character - to make him finishable, have a finisher - without remaking completely based on MKP character as is 1), then this will be great.

Which of the files: Fatality.st, Finishers.st makes a non-MKP char trigger the Finish her/him state as originally a character wins when they win 2nd round.

    

Re: Introduction Thread (INTRODUCE YOURSELF TO THE COMMUNITY HERE)

 October 28, 2023, 07:21:19 pm View in topic context
 Posted by MKImc7r  in Introduction Thread (INTRODUCE YOURSELF TO THE COMMUNITY HERE) (Started by shin. [OFWGKTA] July 07, 2007, 01:29:07 am
 Board: Introductions and Guides

I am not new here.. in fact im a contributor but for various reasons, whatever has been, has been. I am on new acc since last time I visited  and Im mostly seen in MKP-based boards under similar or same name. I do make breaks from MUGEN for years as I do also other things and games, but here I am again.
 
Also have trouble posting.. like these quizes I dont know why this way I dont know every char and their story for games I dont play. is the forum bugged or something because besides the quiz questions, verification code  I cannot post anything with Database error.
    

Bitmap font works in main menu, not as stage.active.font ?

 February 12, 2019, 10:00:03 pm View in topic context
 Posted by MKImc7r  in Bitmap font works in main menu, not as stage.active.font ? (Started by MKImc7r February 12, 2019, 10:00:03 pm
 Board: M.U.G.E.N Configuration Help

Hi, I created a font that uses chars 33 onward from ascii table, so my sprites are 0,33 0,34 etc. I have the def file of the font and the SFF, as I said if I used it to replace the Main Menu items as !, #, $ chars, it works. But I can't get the font to show up at all after selecting characters in Practice mode or whichever:

;Stages
stage.pos = 640, 720
stage.active.font = 2, 0, 0
stage.active2.font = 2, 0, 0
stage.done.font = 2, 0, 0

I use the same position when I tested as main menu items and yes correct font number is used. I almost thought Mugen 1.1 does not like bitmap font for Stage font? And yes I have the name = "" in the stages changed to these symbols. I wonder if it doesn't detect the name of the stage? I read not to use displayname so I use just name=

Then again I have a sprite for Random 'R' and that would be the start of the Stage names but even that does not show, it's 0,82

SOLVED

Apparently never set in the Font's def file a large value in  Size = 1280, 720 even if using such images

[FNT v2]
Name = "My Stages Selection"
FntVersion = 2,00

[Def]
BankType = sprite
Type = bitmap
File = MyStagesSelection.sff
Offset = 0, 0
Size = 0, 720
Spacing = 0, 0

One note, some image may appear way offset, so even if with such X,Y pos you get some to display properly, others will be half of the screen or showing the next or previous image (even if all your images are the same dimensions) as if they are all on one big movie tape and then you just adjust the separate sprite in the SFF to 640 sometimes to get it right.