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Re: Ikemen GO Plus

 November 10, 2019, 11:41:50 pm View in topic context
avatar  Posted by orochi_kyo  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

Sorry, I have played plenty of mugen full games and I cant recall a single one who had this function enabled. I havent touch Ikemen good enough to know if there is hidden function there.
Im not speaking of using debug keys, I want a proper menu option that allows the player to quick rematch without going to the keyboard.
I would appreciate next time a more elaborated answer than "oh it is there".  You arent talking to a newbie.
    

Re: Ikemen GO Plus

 November 10, 2019, 08:05:49 pm View in topic context
avatar  Posted by orochi_kyo  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

Ok, I dont know why Mugen would actually works with PALFX time = 1, it is like telling Mugen the PALFX effect will only last 1 tick.  Changing the parameter value to time = -1 will fix the yellow glow not appearing over characters

[State a]
type = palfx
triggerall = (gethitvar(chainid)%10000)/1000 != [1,9]
triggerall = var(20) > 0
trigger1 = gametime % 14 = 4
trigger2 = gametime % 14 = 10
time = -1
add = 48,48,0
color = 226
ignorehitpause = 1

This fixed all the "glows" on the game including Chris  236 AC and Kensou 236236 E(That KOF XI special when he charges the energy dragoon on his body).


One question Gacel, it would be easy or hard to implement some sort of "quick rematch"? I mean some way to choose to start the fight again with the same characters instead of going to the character select screen?
    

Re: Ikemen GO bug reports and know bugs

 November 04, 2019, 08:32:44 pm View in topic context
avatar  Posted by orochi_kyo  in Ikemen GO bug reports (Started by Gacel September 09, 2019, 11:26:09 pm
 Board: IKEMEN Releases

Since the new version of Ikemen Go takes the localcoord from the system.def file I wanted to test the original screenpack files to see if everything worked as intended or If I had to change the "start" x and y pos as I did some time ago to put everything in the right place. I didnt need to change anything, everything is working fine.

Still the following line still causes Ikemen Go to crash to desktop.

"window = 640,200"

With this error on the ikemen log:

.\script\motif.lua:1630: cannot perform sub operation between nil and number
stack traceback:
   .\script\motif.lua:1630: in function <.\script\motif.lua:0>
   [G]: in function 'require'
   script/main.lua:980: in main chunk
   [G]: ?

I dont know what does that command, I can delete or comment all the lines with this command and the screenpack works fine.

Mask is still not working.

Projectile priority, numhit detection and reflecting are working fine now, Thanks for the fix!!

    

Re: Ikemen GO Plus

 November 04, 2019, 06:40:49 am View in topic context
avatar  Posted by orochi_kyo  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

My two cents, developing IMO should be on fixing bugs first, I would like to see Ikemen GO taking  Screenpacks, stages and Chars without having some issues. Just saying.

It seems, all the bugs with projectiles are fixed, projectile priority and mirroring projectiles now works fine. Also some transparencies on projectiles are gone now, everything looks fine.
But somehow the yellow transparency that used to appear over the characters when "cancel bar" is activated is gone too :P.

https://streamable.com/8ijji

Also it seems Arcade and Kumite mode bug that triggered when you turn on  the zoom  is gone, nice!!






    

Re: Ikemen GO Plus

 October 23, 2019, 01:13:54 am View in topic context
avatar  Posted by orochi_kyo  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

Glad you are around here, I just want to know if you are aware of the bugs I posted on the bug thread. I shared the game so you can reproduce the bugs. Tell me if you need something else.
    

Re: Ikemen GO Plus

 October 22, 2019, 04:02:52 am View in topic context
avatar  Posted by orochi_kyo  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

Gacel are you still active?
    

Re: Ikemen GO Plus

 October 10, 2019, 07:08:48 am View in topic context
avatar  Posted by orochi_kyo  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

GGPO is fully open source now. Wonder if we can see Rollback netcode on Ikemen GO. Correct if I wrong but Ikemen netcode is still input delay based.
    

Re: Ikemen GO bug reports and know bugs

 October 09, 2019, 12:15:22 am View in topic context
avatar  Posted by orochi_kyo  in Ikemen GO bug reports (Started by Gacel September 09, 2019, 11:26:09 pm
 Board: IKEMEN Releases

All the bugs Im been reporting here and Github are based on a full game Im been working, I cant share with Gacel the chars that are subject of the bugs reported because these only works inside the game and not in normal Ikemen/Mugen. I decided to upload the game, so Gacel could download it and check the bugs, please do, I would like to release the game soon.

https://mega.nz/#!ld1gXKZZ!q-OoCXZip7SJk-XZoNefUcXXVO6QkbvG4hp9T9h5S14

All these things works on Mugen but not Ikemen
1- Any missile/projectile reflecting movement(Athena 624A/C, Eiji 623 A/C, Yamazaki 236A/C) is not working, these movements has hitflag = P on the hitdef, which could be possibly the reason. Maybe.
2- It seems projectile priority is not working, Ryo´s haoshokoken can be canceled with any normal projectile with much less projpriority.
3- Some projectiles seems to be more transparent than on mugen, for example  Nameless 236 AC(ex Fireball).
4- Some hard knockdown movements causes the character to disappear for a moment, it seems the character goes below the floor, disappear then reappear lying on the ground. I have to set a lower values on ground.velocity Y value to avoid this behavior. 

Other bugs not related to characters.

1- Everything works fine except Arcade and 100vsKumite, both modes causes Ikemen to crash to desktop. Deleting some functions on main.lua solves this, but no music on stages, more details on Github.



    

Re: Ikemen GO Plus

 October 07, 2019, 06:23:51 pm View in topic context
avatar  Posted by orochi_kyo  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

how do I turn off the win screen after battle, I tried disabling it in the system,def but it still display after every fight.

Ikemen GO first check common Mugen files then Ikemen lua files, so check out you disable the win screen on the screenpack . def files first.
    

Re: Ikemen GO Plus

 August 26, 2019, 03:39:36 am View in topic context
avatar  Posted by orochi_kyo  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

But maybe I should start a bug report tread.

Even here on MG you can see full game projects have their subforums arranged in a way that suggestions, releases, bug thread and discussions are separated. Sometimes I didnt even noticed you released a new build because is just buried behind all the discussion here. I guess a release thread could be nice.

Also sometimes I found differences between how GO PLus manages the code from Mugen, something I would like to share in bug thread. For example, in GO PLUS, targetbind behaves different with OTG(on the ground) hits, not exactly a bug because adjusting the POS value fixes this behavior.

[State 810,TargetBind]
type = TargetBind
trigger1 = AnimElem = 20,>=0 && AnimElem = 35,<0
pos = 34,0

Original value on Mugen was pos = 18,0

With original POS value.
https://streamable.com/jf3yb

After adjusting the POS value.
https://streamable.com/jjz9b

Thinking it better it seems that actually Terry hitbox push Whip back. Still is funny how things works.
    

Re: Ikemen GO Plus

 August 21, 2019, 09:52:16 pm View in topic context
avatar  Posted by orochi_kyo  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

That is not what I meant, I guess it should be otherwise and maybe Gacel can start a thread when people like me just report bugs, differences found between Mugen and GO, engine errors and suggestions because all those stuff is getting buried below those walls of text about people discussing if GO worth the hassle.

I can say the topic is interesting and I will be surely participate but in another thread or in this thread if the bug reporting is being taken somewhere else.
I already use Gacel github to report bugs, but I like also doing it here because other players can look into issues they are having too and maybe look for possible solutions. Also forums are more Search engine friendly than Github.

It is my humble suggestion.
    

Re: Ikemen GO Plus

 August 21, 2019, 08:36:25 pm View in topic context
avatar  Posted by orochi_kyo  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

 Suehiro scrapped vanilla for GO, yeah the same guy that did Ikemen Vanilla, surely he had good reasons.

I just have another question: What engine would be the most 'futureproof'? I mean even if we do not know what can happen with software support and things?

Just go back to the last page 59 and look for amidweiz answer to 2Dee4ever.
He pretty much answered this so well I think nobody can actually have better arguments.

Now I think people could stop derailing the thread, I tell you with all respect, because I think this is for helping in the developing on Ikemen GO and my posts reporting bugs and stuff are just getting buried below all your post about Mugen vs Vanilla vs Plus vs GO.

Pretty sure a new thread about engine wars could be done somewhere else  IMHO. No offense intended.
    

Re: Ikemen GO Plus

 August 21, 2019, 11:26:44 am View in topic context
avatar  Posted by orochi_kyo  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

Just realized Reversaldefs are not working for me, at least for projectiles.

This code is used on KOF  Yamazaki 426 A or C, that movement that return any projectile. Tested on Mugen 1.1 the same code works there but not in GO
. Also Athena mirror isnt working.
Spoiler, click to toggle visibilty
    

Re: Ikemen GO Plus

 August 21, 2019, 01:06:11 am View in topic context
avatar  Posted by orochi_kyo  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

Plus got an update, Yeah, like one change per year. 

The reason behind Im using GO, it is I see it someone working on it, and Im glad I could help in development.

Many people are using D9VK the fork that tries to use Vulcan over DX9, instead of the much more stable Wine DX9 implementation. Why people would do this, you know using something buggy and unstable as hell instead of the stable one? Because they want to contribute. Who knows if D9VK will become something big(actually it was already included in the last Steamplay version) as Ikemen GO in the future.

Im agree in the stable release, but if it cant be done, it cant be done, not gonna get mad about it.

And the reason GO exist is pretty much what Amidweiz, it is being done in  a way more friendly code than PLUS, a code that can be pretty much compatible with many systems, not only Windows.
    

Re: Ikemen GO Plus

 August 21, 2019, 12:05:15 am View in topic context
avatar  Posted by orochi_kyo  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

Completely agree with the stable release, still I see this too hard to achieve because it seems there is only two people working on this and they speak two pretty different languages and the time zone.

BTW, I fixed my 236x2 not being detected properly by doing this.
 

Spoiler, click to toggle visibilty

Gacel any idea why Stage zoom commands are causing problems only on Arcade mode?

Spoiler, click to toggle visibilty

    

Re: Ikemen GO Plus

 August 12, 2019, 12:07:50 am View in topic context
avatar  Posted by orochi_kyo  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

Yup, you need the perfect movement. Hibiki/Ryo, supers like that. I just ended up getting used to it, but there is definitely something up with the commands. If you mean how you have to be extra firm with it to work. I feel as though it’s gotten better from vanilla Ikemen though. I want to say, it’s the diagonals.

Since is a full game I guess I just have to edit the common command file and add more commands with the same 236236 movement name. That pretty much give flexibility in movements, but this is easy on a full game. Guess not that easy on a custom mugen installation with dozens of characters.
I think that should be checked out because one can be ok with many differences in graphics and sound between Mugen and Ikemen GO but not inputs, its very frustrating to see you are missing your movements despite you have many years playing FGs. And 236236 is a pretty used command for hypers since SSF2T.
    

Re: Ikemen GO Plus

 August 11, 2019, 12:37:10 am View in topic context
avatar  Posted by orochi_kyo  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

Is anyone having these troubles with commands like  236236 + any button?
For example I have this KOF project that Im doing and Im testing it every weekend with friends, they told me they have problems with certain super moves, for example Yashiro 236236 A or C, doesnt come out unless you input perfect quarter circle movements, if they make a half circle input (for example, 1236236 or 4236236), the movement doesnt come out. In mugen this doesnt happen you can input half circle movements and for Mugen is like Quarter circles. Half circle movements like Clark Hyper specials are not a problem.   
    

Re: Ikemen GO Plus

 August 03, 2019, 03:19:40 am View in topic context
avatar  Posted by orochi_kyo  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

Save folder sounds better to me since the data folder is already a mess with many stuff related to the motif while config.json has options to manage the engine.
Now, can you make the localcords options for the motif somehow to be on the config.json? I love to test your updates but everytime I do unzip your new update over my Ikemen folder I have to go like three or four motif lua files to set the damn localcord numbers.  I know It sounds kinda lazy from my part actually.

BTW, I dunno how to call those shadows that are like clones of the character when you perform some movements, they dont dissapear at the right time, in Mugen they dissapear but on Ikemen they just persist.
    

Re: Ikemen GO Plus

 June 07, 2019, 09:19:09 pm View in topic context
avatar  Posted by orochi_kyo  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

About macros.

You can use a software like autoit, assign movements and even full combos on the keyboard keys, then assign the keyboard key that executes the script to a button on your gamepad using Joytokey or Xpadder.
    

Re: Ikemen GO Plus

 May 29, 2019, 07:50:47 am View in topic context
avatar  Posted by orochi_kyo  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

This is the same screenpack on MUGEN, you can see the cursor transparency allows you to see the menu item name behind it and the mask on the "Press ABXY to Start" working fine.

I just report this kind of stuff on IkemenGO AFTER testing it on Mugen.

PS: Dont ask about the KOF XIII on the menu, I was doing some job on the screenpack by the time.

https://scontent.fsyq1-1.fna.fbcdn.net/v/t1.0-9/61496771_359076608297176_225670629842485248_n.jpg?_nc_cat=100&_nc_eui2=AeEFjWOoPJut3I5T4CGrN5ttclrEA-JXyNqX9oNUEkblv-_5kwH1F7CrdxLS8uk6zw3wLXr3GBNG49VAbnUjRs_EOEHi9etPioQ5Tsmtqwielg&_nc_ht=scontent.fsyq1-1.fna&oh=21d8274d1d05ce7220137292a1829ab2&oe=5D53B822