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Messages by Foobs

    

Re: 3D Stages are Here! a fairly comprehensive guide

 January 26, 2024, 01:50:31 pm View in topic context
 Posted by Foobs  in 3D Stages are Here! a fairly comprehensive guide (Started by SuperFromND November 25, 2023, 07:34:44 pm
 Board: Ikemen General Discussion and Help

    

Re: What's the appeal of ikemen go (plus ultra or whatever fork) over mugen?

 January 22, 2024, 05:21:25 am View in topic context
 Posted by Foobs  in What's the appeal of ikemen go (plus ultra or whatever fork) over mugen? (Started by Tabris666 January 21, 2024, 07:07:46 pm
 Board: M.U.G.E.N Discussion

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about mugen being a black box not really is just people not wanting to change or learn and still using same old chibi chars while complaining of loading times and issues when using modern character (still haven't seen people releasing shaders for mugen when it can be done or lua scripts since mugen 1.1 use lua).

No, you haven't seen people do any of those things because they're lazy, they haven't done them because mugen *is* a black box. Ermaccer is basically a wizard who has hacked like every mainline Mortal Kombat game, very few people can do what he does, and it's not reasonable to expect any to pop up in the future.

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well we have that since 1.0 is a copy paste code made by hloader over a decade ago (duracelleur did something similar) yet i don't see people using it for lifebars kinda similar to the stun code.

Yes, and that is busy work, that's why most people don't use it. Shiyo had to make his own patching tool to make add004's features even usable in mugen, he later ported the system to ikemen taking advantage of the new engine features and the patcher wasn't necessary.

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hidden boss can be added to mugen is not that hard and won't be even selectable (just remembering the classic mugen darkness game made this point clear) so you see the point.

Bosses can show up on picking randomselect and survival modes; this is not an issue in Ikemen.

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For example characters transformations are something that has been done since winmugen era is not something of other world so i don't think is something you can say "is only doable on mugen" (just remembering KOF chris that transformed into each of his versions was cool,same as gohan going from normal to SSJ2 and lot of other more).

Real transformations that fully change a character's look like Kid Goku->SSJ4 Goku don't work in mugen outside a full game, the instant a characters is put on a custom state like a normal throw the character reverses to its nomal gethit sprites.

Quite honestly you don't know what you're talking about and most of your criticism of ikemen is ridiculous and boils down to "why won't people make mugen 1.1 as cool as it is in my fanfiction".
    

Re: What's the appeal of ikemen go (plus ultra or whatever fork) over mugen?

 January 22, 2024, 04:36:56 am View in topic context
 Posted by Foobs  in What's the appeal of ikemen go (plus ultra or whatever fork) over mugen? (Started by Tabris666 January 21, 2024, 07:07:46 pm
 Board: M.U.G.E.N Discussion

I realize this is a low effort bait thread, but there's never a bad time to dispel myths.

The appeal of Ikemen is that it basically everything that is tortuous or only viable in a full game environment can be done more easily and universally in ikemen, and a lot shit that are fullstop impossible in mugen are viable in ikemen.

To list a few:

- Ikemen now has support for REAL 3d stages.
- Attached chars makes interactive stages infinitely easier to implement.
- Real-ass characters transformations are doable in ikemen.
- Characters can save and load external information to external files in ikemen.
- Ikemen allows you to run multiple common states on all characters. All the goodies the engine comes packed like stun, guardbreak and tag use this.
- Ikemen gives you a real scripting language with functions, temporary variables and loops and other useful things that make coding *not* be a harrowing experience.
- There's dozens and dozens of new triggers and state controllers; there's far more options for screenpacks and lifebars.

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Well i still don't get the appeal and hype of ikemen go over mugen,tested it for a year still same issues over regular ikemen.

If you truly tested the original szz ikemen and ikemen go in the past year you'd realize they're different as night and day. There's been literally thousands of changes since Suehiro moved the project to Go. 0.98.2 to 0.99 alone feels like a huge leap and those are only like one and a half year apart; the original ikemen build was abandoned over 4 years ago.

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for example lot of stuff can be added to mugen to increase features via lua,asi plugins and so on which gives more pros to use mugen against ikemen go,this is why i said i still don't understand the hype for ikemen go since it works worse then original ikemen and mugen 1.1 in fact i have seen more cons then pros when it comes to ikemen go.
   
No you can't easily add new features and plugins because mugen 1.1 is still a black box of uncracked propietary code. In over a decade the only person who has made any meaningful changes to mugen is Ermaccer with mugenhook. It's a dead end.

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for example since most people hyping it say "is a replacement to mugen and has more features and you can use all the content for mugen 1.1" yet sadly this isn't true,the only stages that work kind fine are the stages by shiyo kakuge,the characters well the only ones working kinda fine are chibi characters,and you can't use screenpacks of mugen 1.1 without crashing,most characters exclusive to 1.1 have issues when you use them on ikemen go.
   
This is bullshit. I've tested hundreds of characters and stages from the winmugen and mugen 1.0 eras (none of them "chibi") and by and large they all worked as intended. The only memorable cases where they did not work as intended was due to characters using bad code or stages with zoom having the wrong zoffset, but that has been fixed in 0.99. Screenpacks have worked without a hitch for years.

There are still some weird edge cases, but the average mugen user would not be able to tell the difference between a character running on ikemen versus mugen.
    

Re: Ikemen GO

 January 17, 2024, 02:09:46 am View in topic context
 Posted by Foobs  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

No. Stagefit would not "fix" using a screenpack with a mismatched aspect ratio. You'd have to edit it manually.
    

Re: [SPANISH ONLY] Español solamente V2

 January 02, 2024, 02:55:46 pm View in topic context
 Posted by Foobs  in [SPANISH ONLY] Español solamente V2 (Started by Titiln July 14, 2010, 03:57:43 am
 Board: International

    

Re: I tried making my character move+jump but not atk during intro but I teleport ba

 December 31, 2023, 07:06:06 pm View in topic context

Ikemen Go is almost perfectly backwards compatible at this point, you don't have to transfer anything besides copy pasting your files. And yes, it has a linux build.
    

Re: [SPANISH ONLY] Español solamente V2

 December 31, 2023, 04:47:09 pm View in topic context
 Posted by Foobs  in [SPANISH ONLY] Español solamente V2 (Started by Titiln July 14, 2010, 03:57:43 am
 Board: International

No.

la retrocompatibilidad de los escenarios con zoom fue mala por mucho tiempo, pero en la version actual de ikemen funcionan sin problemas en la mayoria de casos.
    

Re: I tried making my character move+jump but not atk during intro but I teleport ba

 December 29, 2023, 07:28:21 am View in topic context


Well, that sucks. Can it be un-hardcoded in Ikemen or Ikemen Go?

Glad you asked. Yes, Ikemen Go has asserspecials for that.



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If not, can a moment of moving without attacking be artificially enforced onto both fighters after the intro animations, while the round timer stays stuck? I really want to replicate the excellent pre-fight movement moments from Melty Blood.
Only in a full game environment, and I'm pretty sure you'd have to go as far as to commit to build the hud within the characters themselves for it to work.
    

Re: I tried making my character move+jump but not atk during intro but I teleport ba

 December 28, 2023, 03:31:03 pm View in topic context

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but I teleport back to Round Start positions when the round begins anyway making this all pointless. Also, mashing lets you skip the intro.
Both things are hardcoded mugen behavior.
    

Re: Improvement for Fighter Factory Studio: Highlight Anim number, command goto anim

 December 26, 2023, 11:38:39 pm View in topic context
 Posted by Foobs  in Improvement for Fighter Factory Studio: Highlight Anim number, command goto anim (Started by JasonThePhoenix December 26, 2023, 10:45:07 pm
 Board: Feedback

...this section is for forum feedback.
    

Re: How do I copy an existing sprite and edit that copy without editing the original

 December 26, 2023, 11:37:20 pm View in topic context

Export the sprite, then edit it on any other image editing software.
    

Re: Climax Sacrifice Lifebars 2.0

 December 07, 2023, 09:08:49 pm View in topic context
 Posted by Foobs  in Climax Sacrifice Lifebars 2.0 (Started by Tanky Blobbit December 02, 2023, 08:18:19 am
 Board: IKEMEN Releases

These bars are really fantastic. The only complaint I have is that you should list gofx so the dizzy/guard break mechanics look as intended.
    

Re: Slam Masters II - London Stage (updated 2023/12/04)

 December 04, 2023, 04:20:49 pm View in topic context
 Posted by Foobs  in Slam Masters II - London Stage (updated 2023/12/04) (Started by Foobs April 06, 2022, 05:15:32 am
 Board: IKEMEN Releases

Bump.

Fixed the issue that caused this and the Mexico stage to crash Ikemen 0.99. This is a transitory update, Lasombra will probably make a full revamp of the code later down the line. Sorry this took so long, i kept forgetting to upload the files.
    

Re: add004 slow camera/status Background fx features in newest ikemen go version?

 November 26, 2023, 02:32:26 am View in topic context

Is there any specific documentation on how background effects are implemented?
They're implemented the same way as any helper or explod. You can check how existing fx already works in dizzy.zss and guardbreak.zss

Not sure what camera feature you're talking about, but if it was doable in mugen it can be replicated in ikemen.

    

Re: Stage Portrait Thread

 November 26, 2023, 02:26:58 am View in topic context
 Posted by Foobs  in Stage Portrait Thread (Started by RagingRowen November 22, 2023, 01:44:57 am
 Board: IKEMEN Releases

Go to versus, pick your stage, then press ctrl+L to hide the lifebars, ctrl+alt+1 and ctrl+alt+2 to hide characters and press f12 to take a screenshot. Then crop it to your liking.

You could also make a common file to hide the characters and lifebars and it would save you some time.
    

Re: add004 features in the newest ikemen go version?

 November 25, 2023, 11:58:43 pm View in topic context

Background effects and guard bars are already supported natively.
    

Re: Introducing Iguana: A Golang rewrite of my movelist generator!

 November 20, 2023, 05:50:04 pm View in topic context
 Posted by Foobs  in Introducing Iguana: A Golang rewrite of my movelist generator! (Started by SuperFromND August 22, 2023, 06:25:33 pm
 Board: IKEMEN Releases

data/glyphs.sff
    

Re: Extended Intro & Outro functions (updated 2023/10/30)

 November 17, 2023, 02:16:21 am View in topic context
 Posted by Foobs  in Extended Intro & Outro functions (updated 2023/10/30) (Started by Foobs October 22, 2022, 03:41:09 am
 Board: IKEMEN Releases

I finally gave it a go. Some observations:

- Since it uses many files the installation instructions could be based on how to keep all of it in its own folder (preference)
- The 3 ZSS files could probably be just one (minor)
I prefer to keep the files separate for debugging, but yeah they clutter too much. I'll wrap them to their own folder in the next update.

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- playerno < 9 -> teamside != 0 (in case someone plays 50 vs 50 simul...)
I'll keep that in mind, but if someone were to revive the meme simul modes wouldn't it interfere with attachedchars?

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- Dashing and jumping in preintro could be their own settings
You're not the first one to ask, so I'll add an option in the next update.

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- You know I was curious if you'd remember about animations 44-46 ;P
Does anyone actually use them?

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- Might as well post the suggestion here but for 0.100 you could add incrementing powermax in Turns mode
Yeah, I'd like that. Some guy asked how to do KOF-like increasing powerbars in the ikemeñ server some time ago, and it's finally possible.

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- I'm gonna keep nagging you to tag invasive maps with your own name (not that I'll ever name something "io")
Stuff like "io_intro_hud_rx" is already verbose and unique enough it'd be extremely unlikely anyone would come up with the same names (except to specifically fuck with me).
    

Re: [OHMSBY Thread]: Joker Released (10/31/23)

 November 15, 2023, 04:16:18 am View in topic context
 Posted by Foobs  in [OHMSBY Thread]: Waddle Dee Updated (02/14/24) (Started by OHMSBY August 09, 2020, 05:26:17 am
 Board: Your Releases, 1.0+

I just noticed your characters have their own common1. This is an issue because they carry a vestigial bug from the default mugen common1 that makes certain tight juggles harder or impossible to do.

Presumably all your imitators' works have the same issue, assuming they took your common.
    

Re: Extended Intro & Outro functions (updated 2023/10/30)

 November 15, 2023, 12:12:22 am View in topic context
 Posted by Foobs  in Extended Intro & Outro functions (updated 2023/10/30) (Started by Foobs October 22, 2022, 03:41:09 am
 Board: IKEMEN Releases

I think I figured the issue.

I forgot to update the readme (d'oh).

You not only have to include the two files I listed previously, but also "intro-outro-states.zss" AND "intro_outro_commands.cns". Add those two and the characters should be able to move during intros.