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Ikemen GO (Read 1254098 times)

Started by K4thos, May 26, 2018, 03:04:27 am
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Re: Ikemen GO
#1581  May 04, 2020, 05:21:30 pm
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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).
Last Edit: May 04, 2020, 05:43:39 pm by K4thos
Re: Ikemen GO
#1582  May 04, 2020, 05:26:08 pm
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  • Kinda New to Creating
    • USA
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) {
ScoreAdd{value: (CounterCount - Map(_iksys_counterCount)) * 100}
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).

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.

[State 900, VarSet]
type = VarSet
triggerall = numenemy
trigger1 = enemy, movetype = A
var(18) = 1
ignorehitpause = 1

[State 900, VarSet]
type = VarSet
triggerall = numenemy
trigger1 = enemy, movetype = I || var(19) >= 1
trigger2 = var(19) > 10 && enemy, movetype = H
var(18) = 0
ignorehitpause = 1

[State 900, VarSet]
type = VarSet
triggerall = var(18) = 1
trigger1 = root,movehit
trigger2 = projhit = 1
trigger3 = numhelper(7010)
trigger3 = helper(7010),movehit = 1
trigger4 = numhelper(7510)
trigger4 = helper(7510),movehit = 1
var(19) = 1
ignorehitpause = 1

[State 900, VarAdd]
type = VarAdd
trigger1 = var(19) >= 1
var(19) = 1
ignorehitpause = 1

[State 900, VarSet]
type = VarSet
trigger1 = var(19) >= 22 && movehit
trigger2 = p2movetype != H
trigger3 = root,movetype = H
trigger4 = var(19) >= 22 && projhit = 1
trigger5 = var(18) = 1
trigger5 = numhelper(7010)
trigger5 = helper(7010),movehit = 1
trigger6 = numhelper(7510)
trigger6 = helper(7510),movehit = 1
var(19) = 0
ignorehitpause = 1

[State 900, AssertSpecial]
type = AssertSpecial
trigger1 = var(19) > 0
flag = nojugglecheck

[State 900, EnvColor]
type = EnvColor
triggerall = numenemy
triggerall = enemy, movetype = H
triggerall = var(18) = 1
triggerall = !numhelper(9582)
trigger1 = root,movehit
trigger2 = projhit = 1
trigger3 = numhelper(7010)
trigger3 = helper(7010),movehit = 1
trigger4 = numhelper(7510)
trigger4 = helper(7510),movehit = 1
value = 255,255,255
time = 1
under = 1
ignorehitpause = 1
persistent = 0

[State 900, Helper]
type = Helper
triggerall = !numhelper(9582)
triggerall = numenemy
triggerall = enemynear,movetype = H
triggerall = var(18) = 1
trigger1 = root,movehit
trigger2 = projhit = 1
trigger3 = numhelper(7010)
trigger3 = helper(7010),movehit = 1
trigger4 = numhelper(7510)
trigger4 = helper(7510),movehit = 1
name = "Reversal"
ID = 9582
stateno = 9582
pos = ifelse(Facing > enemy,facing,20,300),-120
postype = Left
facing = 1
size.xscale = .7
size.yscale = .7
keyctrl = 0
ownpal = 1
ignorehitpause = 1
LW
Re: Ikemen GO
#1583  May 04, 2020, 05:43:27 pm
  • ***
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.
Last Edit: May 04, 2020, 05:55:43 pm by K4thos
Re: Ikemen GO
#1584  May 05, 2020, 12:26:36 am
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    • Spain
    • eduardo.polonio.gutierrez@gmail.com
Sorry for my English. In the new version there is no continue screen?


some way to put the old continue scren?
Re: Ikemen GO
#1585  May 08, 2020, 03:05:29 pm
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    • USA
Does anyone have the link to the IKEMEN Discord?
Re: Ikemen GO
#1586  May 08, 2020, 06:33:11 pm
  • ***
  • One of Ikemen GO devs
    • Colombia
But wait!! We haven't made the Suave Dude character yet!!
Re: Ikemen GO
#1587  May 09, 2020, 06:05:00 pm
  • ****
  • Rurouni Fan
  • The dream is nothing yet drive us to the end.
    • www.youtube.com/playlist?list=PLaWlQGjKyJWoXxMR8nrea7P4R9C0JnA-_
Some new suggestions here.

- Multi layer animations for lifebars
Already suggested by Gazira, but since you guys ask for ideas on how to use it here it is. Let's take "KO" as an example. We currently have something like this:

Code:
; KO
KO.time    = 0              ;Time to show KO component
KO.offset  = 320,240         ;Component for KO display
KO.anim    = 100           
KO.snd     = 2,0             ;Sound to play for KO announcement
KO.sndtime = 0

You can use only one layer. If you want to use 2 layers or more, you have to put all the sprites together, taking more work and making the sff heavier. It is not the best way but it works. Multiple layers would make this more functional because certain animations only use fade and movement on the x and/or y axis. So it would be great to have something like this:

Code:
; KO
KO.time    = 0              ;Time to show KO component
KO.offset  = 320,240         ;Component for KO display
KO.bg0.anim    = 100           
KO.bg1.anim    = 101           
KO.bg2.anim    = 102           
KO.snd     = 2,0             ;Sound to play for KO announcement
KO.sndtime = 0

Each "bg" having its respective properties: scale, layer, offset. I believe that a maximum of 5 layers is more than enough.
In MUGEN, the maximum bg for [Lifebar] and its variations are only 3: bg0, bg1 and bg2. Except for [Time], you can only use a "bg.spr" or "bg.anim". It would be great if you could also use up to 5 as a way of standardization.
And taking advantage of the moment, I would like to recall an earlier suggestion where [Time] could use different animations/sprites if the
time was defined as infinite. Example:

Code:
[Time]
pos = 322,12
bg0.anim = 200
bg1.anim = 201

bg0.inf.anim = 300
bg1.inf.anim = 301

; Time count display
counter.offset = 0,52
counter.font = 2,0, 0
counter.scale = 2,2
; Ticks for each count
framespercount = 60


- Sounds for win/win2/3/4 and draw
MUGEN has always been lacking, some lifebars use a workaround combining the sounds of KO and Winner in the same sound.


- Vertical lifebar
Using some kind of px.range.y. In MUGEN it is not normally possible to create vertical lifebars/powerbars. It would be great to be able to create them like standard lifebars.

- Animation with random properties for screenpacks
The concept is simple. It would work similarly to "Begin Action", but would use blocks. With "start" and "end" to define each block. That way, every time you access the Menu or Options for example, the engine would choose randomly a block to start playing the animation. Once the animation started playing, it would read the next block in a similar way to Begin Action reading the next line.

Code:
[TitleBG 1]
type = randomanim
randomizerno = 1
mask = 1
start = 0,0

[Randomizer 1]
block1.start
50,0, 0,0, 3,,AS96D160
50,0, 0,0, 3,,AS128D128
50,0, 0,0, 3,,AS160D96
50,0, 0,0, 3,,AS192D64
50,0, 0,0, 50
50,0, 0,0, 3,,AS192D64
50,0, 0,0, 3,,AS192D64
50,0, 0,0, 3,,AS128D128
50,0, 0,0, 3,,AS96D160
-1,0, 0,0, 30
block1.end
block2.start
50,1, 0,0, 3,,AS96D160
50,1, 0,0, 3,,AS128D128
50,1, 0,0, 3,,AS160D96
50,1, 0,0, 1,,AS192D64
50,1, 0,0, 50
50,1, 0,0, 3,,AS192D64
50,1, 0,0, 3,,AS192D64
50,1, 0,0, 3,,AS128D128
50,1, 0,0, 3,,AS96D160
-1,0, 0,0, 30
block2.end
block3.start
50,2, 0,0, 3,,AS96D160
50,2, 0,0, 3,,AS128D128
50,2, 0,0, 3,,AS160D96
50,2, 0,0, 1,,AS192D64
50,2, 0,0, 50
50,2, 0,0, 3,,AS192D64
50,2, 0,0, 3,,AS192D64
50,2, 0,0, 3,,AS128D128
50,2, 0,0, 3,,AS96D160
-1,0, 0,0, 30
block3.end
One day someone will rip the Inuyasha stages... Not today nor tomorrow, probably not even in this decade. But you know, someday... :')


Did you play the new
Spoiler, click to toggle visibilty
Re: Ikemen GO
#1588  May 10, 2020, 08:24:23 am
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  • Kinda New to Creating
    • USA
Also to make this fully controller controllable (lol) you should incorporate some type of "back" functionality into one of the buttons for menus.  Having to press ESC is a drag if you're using a controller. I should be able to press b or whatever button to go back on the menu. Lastly like the Match Restart sctrl you should have a Exit sctrl. That way if someone makes a custom pause menu they can exit the game without pressing ESC. This will make the game feel more authentic rather than a MUGEN game (even though it is). At the end of the day if someone puts a real effort to a full game release they might want to market to people outside of the MUGEN community and having the game feel as authentic as possible would be a good look not only for their game but your engine as well.
LW
Re: Ikemen GO
#1589  May 10, 2020, 05:31:31 pm
  • Known as Frax elsewhere
    • UK
Also to make this fully controller controllable (lol) you should incorporate some type of "back" functionality into one of the buttons for menus.  Having to press ESC is a drag if you're using a controller. I should be able to press b or whatever button to go back on the menu. Lastly like the Match Restart sctrl you should have a Exit sctrl. That way if someone makes a custom pause menu they can exit the game without pressing ESC. This will make the game feel more authentic rather than a MUGEN game (even though it is). At the end of the day if someone puts a real effort to a full game release they might want to market to people outside of the MUGEN community and having the game feel as authentic as possible would be a good look not only for their game but your engine as well.

Fully agree. My left arm hurts.
"A warrior knows that an angel and a demon contend the hand that wields the sword. Says the demon : 《You shall fall. You will not find the right moment. You are scared.》 Says the angel : 《You shall fall. You will not find the right moment. You are scared.》The warrior is surprised. They both said the same thing. Then the demon continues : 《Let me help you.》 And the angel says : 《I will help you》. Now, the warrior perceives the difference. The words are the same, but the allies are different. Thus he chooses the hand of his angel.
- Paulo Coelho, "Manual do guerreiro da luz"
Re: Ikemen GO
#1590  May 10, 2020, 10:16:21 pm
  • ***
  • One of Ikemen GO devs
    • Colombia
We are planing to do this.
A configurable pause button will be act as a ESC while inside a sub menu.
But wait!! We haven't made the Suave Dude character yet!!
Re: Ikemen GO
#1591  May 10, 2020, 10:19:06 pm
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  • Kinda New to Creating
    • USA
LW
Re: Ikemen GO
#1592  May 11, 2020, 12:08:25 am
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  • ***
many things that i've break my head in mugen are very easier in ikemen, i was searching for score system, but it's a hardwork implement it in all chars for a fullgame.
Re: Ikemen GO
#1593  May 11, 2020, 03:48:57 am
  • *****
  • Formerly known as HyperClawManiac
  • Competitive MUGEN when?
    • UK
    • sites.google.com/view/ragingrowen/home
Might leave empty handed, but I'm attempting to port the SHADEs 3 lifebar's and only the P2 lifebar pops up, and 1 attempt at fixing it give the same issue but for P1.

WIP Schedule:
The next Street Fighter All-Stars update
Re: Ikemen GO
#1594  May 11, 2020, 10:39:13 am
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    • USA
^ RagingRowen, did you make sure to change the motif?

Ikemen_GO_Win_x64\data\mugen1\system.def

Ikemen by default is loading the older Winmugen motifs.
UMT Season #2 - 2nd Place
UMT Season #3 - 1st Place
CvS2 vs POTS Season #1 - 1st Place
NorCal Crab Battle CvS2 - 2nd Place
Re: Ikemen GO
#1595  May 11, 2020, 01:11:13 pm
  • *****
  • Formerly known as HyperClawManiac
  • Competitive MUGEN when?
    • UK
    • sites.google.com/view/ragingrowen/home
I don't think that's the issue.

I simply replaced the fight and system with the SHADEs ones that were already in the main data folder, remembering to fix the Localcoord in the process.

Edit: I believe it's fixed, I just had to do more fiddling with the p1/p2 lines.
WIP Schedule:
The next Street Fighter All-Stars update
Last Edit: May 11, 2020, 03:01:14 pm by RagingRowen
Re: Ikemen GO
#1596  May 12, 2020, 07:16:26 pm
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  • www.soundcloud.com/acemillion
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.
Re: Ikemen GO
#1597  May 13, 2020, 02:33:52 pm
  • *****
  • Formerly known as HyperClawManiac
  • Competitive MUGEN when?
    • UK
    • sites.google.com/view/ragingrowen/home
I'm just gonna ask this:

Code:
teammenu.itemname.single = Single ;Ikemen feature
teammenu.itemname.tag = ;Tag       ;Ikemen feature
teammenu.itemname.simul = ;Simul   ;Ikemen feature
teammenu.itemname.turns = ;Turns   ;Ikemen feature
teammenu.itemname.ratio = ;Ratio   ;Ikemen feature

Is there a way to skip straight to one mode after leaving names blank like Arcade and the Co-Op modes?
WIP Schedule:
The next Street Fighter All-Stars update
Re: Ikemen GO
#1598  May 14, 2020, 09:28:17 pm
  • ****
  • Rurouni Fan
  • The dream is nothing yet drive us to the end.
    • www.youtube.com/playlist?list=PLaWlQGjKyJWoXxMR8nrea7P4R9C0JnA-_
^
I would like to know about that too.


New suggestions/ Features request

- Possibility of also being able to use the name (text) of teammates in simul modes (as in KOF). Technically, this is already possible using a workaround, making the portrait themselves being the text. But it would be great to be able to use that directly. Something like

Code:
p1.teammate.pos = 30,30
p1.teammate.spacing = 20,0
p1.teammate.bg.spr = 70,0
p1.teammate.ko.spr = 71,0
p1.teammate.name.font = 1,0
p1.teammate.name.scale = 1,1
p1.teammate.name.offset = 0,0
p1.teammate.name.layerno = 0

p2.teammate.pos = 316,12
p2.teammate.spacing = 20,0
p2.teammate.bg.spr = 70,0
p2.teammate.ko.spr = 71,0
p2.teammate.name.font = 1,0
p2.teammate.name.scale = 1,1
p2.teammate.name.offset = 0,0
p2.teammate.name.layerno = 0

If px.teammate.ko.anim = -1, then ko'ed teammate's name disappears


- Perfect animation/text for lifebars

Text form
Code:
; Perfect
PFT.time    = 0              ;Time to show "Perfect" component
PFT.offset = 160, 70
PFT.font   = 1,5
PFT.text   = Perfect
PFT.displaytime = 60
PFT.snd    = 3,0

Anim form
Code:
; Perfect
PFT.time    = 0              ;Time to show "Perfect" component
PFT.offset = 160, 70
PFT.anim   = 300
PFT.displaytime = 60
PFT.snd    = 3,0


- A trigger for night/dark stages, making chars "darker".
Something like "intensity" works for shadows, but in this case, for characters.

Code:
[Darken_char]
 ;0 (lightest) to 256 (darkest). Defaults to 128 if omitted.
intensity = 46

 ;This is the shadow color given in r,g,b. Valid values for each
 ;range from 0 (lightest) to 255 (darkest).
 ;Defaults to 0,0,0 if omitted.
 ;intensity and color's effects add up to give the final shadow
 ;result.
color = 0,0,0


- Ignoring submenu in Options.
For example, let's say a project is designed without simul mode and set to 2 chars for Tag mode. If you leave the line empty for a certain submenu, it is ignored, as is the case with game modes in the menu. Example:

Code:
menu.itemname.menugameplay.menuteam = ""

That way the menu would be inaccessible.


One day someone will rip the Inuyasha stages... Not today nor tomorrow, probably not even in this decade. But you know, someday... :')


Did you play the new
Spoiler, click to toggle visibilty
Re: Ikemen GO
#1599  May 16, 2020, 06:43:10 pm
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  • Kinda New to Creating
    • USA
Since the .94 update two things has happened.

1. The stTag in the Def does not load

2. 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.
LW
Re: Ikemen GO
#1600  May 18, 2020, 03:47:08 pm
  • ***
  • Working on MUGEN characters, 24/7.
    • Australia
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.