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K4thos

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Messages by K4thos

    

Re: Mighty Street Fighter: First Release! "Mike Edition"

 June 06, 2020, 11:16:14 am View in topic context
 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+

the Mike's intro was legit hilarious ;D Everything looks good. Great voice acting too.
    

Re: Ikemen GO

 May 18, 2020, 05:12:20 pm View in topic context
 Posted by K4thos  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

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? ;)
https://i.imgur.com/LM5bZ7C.png

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1. The stTag in the Def does not load
it works as intended. Please read the updated wiki article: https://github.com/K4thos/Ikemen_GO/wiki#misc_tag

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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

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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.

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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?

some way to put the old continue scren?
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).
    

Re: juggle and Juggling (CNS)

 May 12, 2020, 05:37:28 pm View in topic context
 Posted by K4thos  in juggle and Juggling (CNS) (Started by JustNoPoint October 01, 2015, 01:51:46 pm
 Board: MUGEN Class

Gonna post it here so that the result of my juggle tests made in both ikemen go and mugen 1.1 doesn't get lost:

- Number of points for juggling is set via character's CNS airjuggle parameter under [Data]
- Statedef juggle parameter specifies how many points of juggling the player's/helper's attack move requires (projectiles don't use this value). If omitted for an attack, that attack will juggle if the previous attacking state successfully juggled. If an attack spans more than one state, include the juggle parameter only in the first state of that attack.
- air.juggle parameter is used only by projectiles (so it should not be a part of HitDef sctrl declaration in mugen docs but Projectlie sctrl only)
- Juggle points are tracked individually against any player and helper that is hitting the character, so it's possible to have different amount of juggle points against enemies with different IDs at the same time.
- Projectiles hitting the enemy are treated as if the attack was made by player/helper that spawned it (they don't use their own juggle count)
    

Re: Ikemen GO

 May 04, 2020, 05:43:27 pm View in topic context
 Posted by K4thos  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

Quote
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.

Notice that many new triggers and sctrls are related to the common score.zss, tag.zss and rules.zss code. And in some cases they are leftovers from earlier iterations of those files, like all those combo and damage trigger variants. Depending on their usefulness some of new triggers may be axed down the road. Suggestions about thier names and how they should work are welcome.
    

Re: Ikemen GO

 May 04, 2020, 05:21:30 pm View in topic context
 Posted by K4thos  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

Quote
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.

you mean the same thing but just returning boolean 1 in a single frame when the counter occurs? Sounds useless to be honest when you have access to unlimited amount of named variables that can be used for this purpose. Example from data/score.zss file (btw. ZSS format is the same thing as CNS, just uses more sane syntax and is easier to work with)

Code:
	if CounterCount > Map(_iksys_counterCount) {
#do something
MapSet{map: "_iksys_counterCount"; value: CounterCount}
}

edit: on the other hand removing CounterCount trigger and replacing it with Counter may be a good idea (the total count is meant to be used by end match rank system similar to add004, that I'm planning to implement, but is not really that useful as a general trigger).
    

Re: Ikemen GO

 May 04, 2020, 04:47:33 pm View in topic context
 Posted by K4thos  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

I get invalid state controller when I try to use it
It 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 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.
    

Re: Ikemen GO

 May 04, 2020, 10:41:45 am View in topic context
 Posted by K4thos  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

    

Re: Ikemen GO

 May 04, 2020, 04:52:37 am View in topic context
 Posted by K4thos  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

Was thinking this could be the answer to transformations.
This is the answer to transformations:
https://github.com/K4thos/Ikemen_GO/wiki#sctrlnew_remapsprite
https://github.com/K4thos/Ikemen_GO/wiki#char_cns_remappreset

edit:
Quote
...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:
  • 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?
Just 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!
all changes to lifebars are documented on wiki: https://github.com/K4thos/Ikemen_GO/wiki#lifebar
The only thing lifebar related that I'm still interested in adding is support for more messages during fight and synchronizing them with combo messages and with each other (so that they are moved when there is more than 1 message on the screen). So no, there won't Guilty Gear style stuff (unless someone else will implement it)
    

Re: Ikemen GO

 May 03, 2020, 04:03:45 am View in topic context
 Posted by K4thos  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

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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

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- Lifebar mid animation still plays when the game is paused.
- If you pause the screen during a combo, the combo text will slide out ignoring the pause.
0.93.1 doesn't have some of the fixes mentioned in my previous post so don't bother testing them just yet.

Quote
- 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)

edit: we're at wrong topic btw.
    

Re: Ikemen GO bug reports and know bugs

 April 27, 2020, 01:16:52 pm View in topic context
 Posted by K4thos  in Ikemen GO bug reports (Started by Gacel September 09, 2019, 11:26:09 pm
 Board: IKEMEN Releases

    

Re: Ikemen GO bug reports and know bugs

 April 27, 2020, 07:57:24 am View in topic context
 Posted by K4thos  in Ikemen GO bug reports (Started by Gacel September 09, 2019, 11:26:09 pm
 Board: IKEMEN Releases

Quote
- 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.

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- 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.

edit:
Quote
- 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

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Combo counter doesn't appear for P2.
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- P2 combo counter doesn't slide back to the right, it simply disappears.
this should be fixed in 0.93

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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

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- 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

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- If you press the space bar, score will reset. Intentional?
yes

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- If you pause the game, the animation of the powerbar and health continues to be played.
fixed locally

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- Color overlay for fonts does not work.
proper repo steps are needed to test it. r,g,b definatetly works for fonts since that's how font colors in default options screen are implemented.

this feature was not implemented at all for lifebars. I've added it in this commit: https://github.com/K4thos/Ikemen_GO/commit/69708ef3a92f158b87428bb4a089f8ec051439da
    

Re: Dee Jay (Pots Style) By Varo Hades - Updated 4/22/20

 April 23, 2020, 01:04:28 am View in topic context
 Posted by K4thos  in Dee Jay (Pots Style) By Varo Hades - Grand Final Update 4/25/20 (Started by BahamianKing242 April 21, 2020, 07:51:46 am
 Board: Edits & Addons 1.0+

Glad to see Dee Jay in this style. Solid effort. Keep up the good work.
    

Re: Ikemen GO bug reports and know bugs

 March 08, 2020, 11:52:58 pm View in topic context
 Posted by K4thos  in Ikemen GO bug reports (Started by Gacel September 09, 2019, 11:26:09 pm
 Board: IKEMEN Releases

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)

fixed all of those. Scale for stage preview needs testing. Lifebar colouring for some reason was not implemented but should work now. Also implemented colouring for powerbar.  Check out wiki for information how to use this feature: https://github.com/K4thos/Ikemen_GO/wiki#lifebar-all-variants
    

Re: Ikemen GO

 February 24, 2020, 04:12:38 pm View in topic context
 Posted by K4thos  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

Example:
Code:
trigger1 = PlayerID(GetPlayerID(2)), !IsClient
to check if an character isn't being played locally.

That, yes or yes would cause a desync online.
What would you use it for?
not sure what it's for but I've implemented it anyway (the way I understood the request):
Quote
NetworkPlayer

Returns 1 if the player is host in online match, 2 if the player is client, otherwise it returns 0.
from source code perspective it looks like this:
Code:
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
}
    

Re: Ikemen GO NETBATTLE Ver12 Complete Full Game

 February 22, 2020, 02:10:17 am View in topic context
 Posted by K4thos  in Ikemen GO NETBATTLE Ver12 Complete Full Game  (Started by OldGamer February 03, 2020, 12:16:57 am
 Board: IKEMEN Releases

Here we go!
[youtube]https://youtu.be/4ClIqq5X2eY[/youtube]

Such great work my fella! :)
open up "script/start.lua" and delete this line:
Quote
main.f_printTable(start.t_drawFace, 'debug/t_drawFace.txt')
this should fix performance issues visible in your video on select screen.
    

Re: Ikemen GO

 February 21, 2020, 11:00:01 am View in topic context
 Posted by K4thos  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

- 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 controls
I've just implemented this trigger:
Quote
Returns ID of the player with specified number. Returns 0 if the player doesn't exist.

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
Example:
Code:
trigger1 = PlayerID(GetPlayerID(2)), MoveType=A

Is this good enough or you meant something else here? btw. if you're requesting new triggers or sctrls please consider writing it using the above template. It took me more time to think about the trigger name that would fit here and writing the documentation than actually implementing it in engine.
    

Re: Ikemen GO bug reports and know bugs

 February 17, 2020, 12:06:42 am View in topic context
 Posted by K4thos  in Ikemen GO bug reports (Started by Gacel September 09, 2019, 11:26:09 pm
 Board: IKEMEN Releases

Single in any team mode cant be only disabled by editing the line

teammenu.itemname.single = ;Ikemen feature

in the system.def or motif.lua. Can not be disabled from the options anymore...
this 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)

-----------------------------

Another bug report related to 16:9 aspect ratio.

In mugen if you use 16:9 resolution (e.g. 1280x720) and stage with 4:3 localcoord (e.g. 320x240) then by default stage is rendered in 4:3 aspect ratio:


Ikemen Go renders such stage using 16:9 aspect ratio, zooming it in:


There is no such problem when the stage uses the same aspect ratio as game resolution. Current Ikemen GO behaviour actually also exists in mugen after disabling stagefit option in mugen.cfg, but since it's not disabled by default, I consider current behaviour as compatibility issue with mugen resources.
    

Re: Ikemen GO bug reports and know bugs

 February 08, 2020, 10:30:43 am View in topic context
 Posted by K4thos  in Ikemen GO bug reports (Started by Gacel September 09, 2019, 11:26:09 pm
 Board: IKEMEN Releases

Quote
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 error
fixed locally (not uploaded yet)
    

Re: Ikemen GO Plus

 February 08, 2020, 10:27:58 am View in topic context
 Posted by K4thos  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

    

Re: Ikemen GO Plus

 February 07, 2020, 12:59:36 am View in topic context
 Posted by K4thos  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

RagingRowen, thanks for taking your time to externalize the score and rank code. Together with Gacel we've reached a consensus (I think) that it's better to leave default score calculation to cns/zss file instead of hardcoding it in the engine, so that it could work alongside already implemented HitDef and sctrl features (mentioned here)

I think to make this CNS score code ready to be distributed by default with the engine, I think it could use some changes to make it more readable/easier for edits:
- no workarounds used whatsoever (if something could be implemented in a more intuitive way just let us know what new triggers or sctrls would be needed to do so)
- probably it should work as a global code using ikemen global statedefs (for example -20), not something running on invisible helpers
- var and fvar usage doesn't seem like a best idea when Ikemen go offers unlimited amount of named variables via Map feature
- score itself should be updated using ScoreAdd/TargetScoreAdd sctrls (so that it can be rendered via lifebar and saved after match)
- any code that refers to add004 explode lifebars should not be present

For example this:
Code:
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)

reads like black magic to me. "bk/jd" mentioned in the file doesn't ring a bell. My current understanding of end match rank calculation is not good enough to write native lifebar DEF paramters support for this feature.

Score stuff is a bit easier to comprehend since it's mostly a value added each tick when animpause is active (explained to me courtesy of Gacel). Still after trying to use the score code as it is, without the rest of add004, I wasn't able to make it work.

Help from experienced CNS coder is needed to adopt code posted by RagingRowen and make it work outside add004 environment. Explanation of some of the more confusing formulas would be appropriated as well.

edit: just to be clear - code adaptation proposed above are only from my point of view (a person with little CNS experience, so it's not necessarily the best/viable approach). And code changes like these could be implemented down the road, not necessarily now. The current  goal, and a thing that stops the next release with working scores and leaderboards, is making default score calculations to work outside rest of the add004 common1 code. (and receiving Shiyo's permission to use it under MIT license)