Posted by K4thos
in Mighty Street Fighter: First Release! "Mike Edition" (Started by Cobra Caddie June 06, 2020, 10:53:02 am
Board: Your Releases, 1.0+
Board: Your Releases, 1.0+
Could IKEMEN GO's debug mode be updated to be more in line with MUGEN's? The latter displays a lot more information about the characters and prints out errors that wouldn't cause the engine to close, whereas the former doesn't.you sure about that?
1. The stTag in the Def does not loadit works as intended. Please read the updated wiki article: https://github.com/K4thos/Ikemen_GO/wiki#misc_tag
Outside of KFM you cannot choose the same character (same DEF file) in Tag or the game won't load. I've tested this by duplicating one character and changing the DEF filename and iit loaded.If you're reporting issue please always make sure that it can be reliably reproduced in game and provide detailed steps how to do it. I've spent quite some time trying to reproduce it based on your vague description and didn't menage to do it. Also please use proper topic for reporting bugs: http://mugenguild.com/forum/topics/ikemen-go-bug-reports-and-know-bugs-187803.0.html
Is there a way to skip straight to one mode after leaving names blank like Arcade and the Co-Op modes?no, unless you add such feature in lua files yourself, since it's not implemented currently outside main menu.
Has anyone nailed down a way to do native/ 4 players on this version of ikemen yet? Me and friend were trying it out but no avail at the moment.4 players are not supported
Sorry for my English. In the new version there is no continue screen?yes, all screenpack parameters used for that SFA2 continue screen with counter are still fully usable. You need to add them to screenpack yourself though. Keep in mind that they are not docummented yet (you can find thier names in motif.lua, if you really want to use them now).
some way to put the old continue scren?
This is the code I have to use to make a "Reversal" helper come out. (Like 1st attack or danger). Feel like it would be easier to just have a trigger that says Counter or MoveCountered. Not to account I have to place each helper # that acts as a projectile or move extension to the triggers.makes sense, I will replace CounterCount trigger with MoveCountered.
Last thing lol I see there is a counter count trigger but is there a way to get a counter trigger if there isn't already one. I didn't see one in the documentation.
if CounterCount > Map(_iksys_counterCount) {
#do something
MapSet{map: "_iksys_counterCount"; value: CounterCount}
}
I don't see a point. Animations local to character are not a problem when it comes to implementing character transformations (there are like 1000 characters in mugen that have them). The only engine limitation that I'm aware of is when character is forced into custom state that applies p2 custom animation into p1 (throws etc.) - in such case in mugen your character looses the transformed look (or attachable accessories like in Vega claw case) because he is forced to use one of his standard sprites. That's what this sctrl is for - to remap sprites as needed so that the character always looks correctly, even in custom state. All the remaining coding is not meant to be changed compared to mugen transforming characters.I get invalid state controller when I try to use itIt has been added today, it's not yet available in current appveyor build.
Cool didn't know you could implement things that fast. I'll wait until the new build then. Only thing I ask for is it possible to do the same but for animation? I say this because if you have a transformation that is a different size then the hit boxes will be off
I get invalid state controller when I try to use itIt has been added today, it's not yet available in current appveyor build.
Was thinking this could be the answer to transformations.This is the answer to transformations:
...Could it be possible though?everything is possible in open source engine. But that message sounded like someone actually started working on such feature, which is not the case (or at least I'm not aware about it)
Kinda new to Ikemen GO so I have two questions:all changes to lifebars are documented on wiki: https://github.com/K4thos/Ikemen_GO/wiki#lifebarJust super curious about this because that would mean we could finally make pretty wild lifebars. I'm already amazed at the score and stage display properties!
- Is there a way to reorder the priority of appearance of combo counters? (ie. having .counter before .text)
- Is it possible to customize how the counter works deeper than just the .shake property? If I wanted to do like Guilty Gear X/XX and make it so it starts from a y-only stretch at low transparency to normal scale and fully opaque?
Really hyped for the 3D stage feature that would be coming to this soon, so I can recreate the MvC2 experience.I don't know anything about anyone planning to add such feature
- Lifebar mid animation still plays when the game is paused.0.93.1 doesn't have some of the fixes mentioned in my previous post so don't bother testing them just yet.
- If you pause the screen during a combo, the combo text will slide out ignoring the pause.
- With P1, there is a problem with the alignment of the combo text when you do a 2-digit combo (x axis):from the screenshot this looks like a result of "1" having less width than "2". If you want me to test it upload the lifebar (but first please check if the same thing doesn't happen in mugen)
https://cdn.discordapp.com/attachments/282927929548210177/704083985805869086/cs.mp4
Ikemen does not function properly with State -2, WinKO, and warusaki3's custom CvS2 KO screen.... please help....
- If you switch the character in the slot to P1, it also will happen to P2 if their cursor is in the same slot. And vice versa.this is not a bug (or at least the report is not precise enough to categorize it as such). From my test both P1 and P2 can select different characters from the same slot (once you select the character, your selection is remembered even if P2 changes the slot to different character). I don't understand how you expect it to work without creating situation when character highlighted (not selected yet) by one of the players is different than face currently displayed in the slot. Current implementation is logical to me and what you're proposing (the way I understand it) would create confusion for players, especially if there would be many characters in the single slot.
- If you access single modes with P2, P2 will use P1's side. Doing this in Arcade mode, if P1 challenges, P1 will use P2's side, as if the lifebar and the starting position in the fight were reversed.based on your description I don't consider it a bug. The first controller that is detected to start the mode takes P1 side (which is the only sane way if we want to support more than 2 controllers/players in future). Player that interrupts the game to challenge you always takes P2 side. Once the match is over the mode is continued with winner on the P1 side. If this is what you're experiencing than it works the way it has been designed.
- title.font = -1,0,0 does not work. In MUGEN 1.0 / 1.1, if you use 0 the font is disabled. In IKEMEN if you use 0 or -1 has no effect, the only way to get rid of the font is to remove it from the screen through its axis.fixed locally
Combo counter doesn't appear for P2.
- P2 combo counter doesn't slide back to the right, it simply disappears.this should be fixed in 0.93
The program crashes when I try to run with the command line parameters "ikemen_go -p1 ken -p2 ken" (I tried with different characters). Moreover, running with the "-h" and "-r" parameters works without problems. In older versions, this is not observed (for example, in version 0.89).also should be already fixed in 0.93
- If the enemy "commits suicide", the winner player's score backs to zero.if it's done via debug keys than it works as expected
- If you press the space bar, score will reset. Intentional?yes
- If you pause the game, the animation of the powerbar and health continues to be played.fixed locally
- Color overlay for fonts does not work.
It's been a while. I ran a quick test with Gacel's 0.9 fork:
- P2 can't skip intros.
- If P1 browses menu, P2 can't browse it anymore.
- P2 has no acess to arcade mode.
- Scale for stage preview isn't working.
- Color change for health gauge doesn't work (don't know if it was implemented in this fork though)
not sure what it's for but I've implemented it anyway (the way I understood the request):Example:Code:trigger1 = PlayerID(GetPlayerID(2)), !IsClientto check if an character isn't being played locally.
That, yes or yes would cause a desync online.
What would you use it for?
NetworkPlayerfrom source code perspective it looks like this:
Returns 1 if the player is host in online match, 2 if the player is client, otherwise it returns 0.
func (c *Char) networkPlayer() int32 {
if sys.netInput == nil || sys.com[c.playerNo] > 0 {
return 0
}
if sys.home == 0 { //Versus style modes
if c.teamside == 0 {
return 1
} else if c.teamside == 1 {
return 2
}
} else if c.teamside == 0 { //Co-op, players side
if c.playerNo == 0 {
return 1 //host
}
return 2 //client
}
return 0
}
Here we go!open up "script/start.lua" and delete this line:
[youtube]https://youtu.be/4ClIqq5X2eY[/youtube]
Such great work my fella!
main.f_printTable(start.t_drawFace, 'debug/t_drawFace.txt')this should fix performance issues visible in your video on select screen.
- If we can't have 1v1v1v1's, or online group 2v2's, would it be possible to add?Support for 4 players fighting simultaneously locally (in 2vs2 versus co-op mode) was implemented at some point but due to problems with gamepads I've reverted this change for now (although probably will be back in future). Not sure about netplay though. Maybe Gacel will be able to say something more about it.
- Also, a variable to check which character id each player controlsI've just implemented this trigger:
Returns ID of the player with specified number. Returns 0 if the player doesn't exist.Example:
Format:
GetPlayerID(player_number)
Arguments:
player_number
Expression evaluating to player number (P1 team members use odd values starting from 1, P2 team members use even values)
Return type:
int
trigger1 = PlayerID(GetPlayerID(2)), MoveType=A
Single in any team mode cant be only disabled by editing the linethis option will be removed in the near future (there is no point to have it when each option can be disabled by assigning empty itemname in screenpack DEF file)
teammenu.itemname.single = ;Ikemen feature
in the system.def or motif.lua. Can not be disabled from the options anymore...
Now you can go from any "Arcade Mode" to versus mode if p2 start button is pressed but if you press Escape after entering on Versus from arcade, it just crashed to desktop with this errorfixed locally (not uploaded yet)
Gacel just released a new build with both K4thos and his code merged.Gacel forgot to update his screenpack repository, so until he does, you also need to manually download and overwrite files with these ones: https://github.com/K4thos/Ikemen_GO-Elecbyte-Screenpack
https://ci.appveyor.com/project/Windblade-GR01/ikemen-go
trigger1=1||fvar(25):=((var(9)&68)=68)*5 +((var(9)&128)=128)*30 +((var(9)&256)=256)*20 +(var(41)>=30)*25 +fvar(3)+fvar(5)+fvar(6)