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Ikemen GO (Read 861219 times)

Started by K4thos, May 26, 2018, 03:04:27 AM
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Re: Ikemen GO
#1641  July 11, 2020, 07:36:29 PM
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That error is not generated by the main engine.
It comes from openGL GLfont.

It seems that the problem come with a font, more specifically a TTF.
Maybe something is wrong with the font encoding but I'm not sure.

Sorry for not giving a more helpfull description of the error, I can not test anything without PC.
But wait!! We haven't made the Suave Dude character yet!!
Re: Ikemen GO
#1642  July 12, 2020, 07:50:44 PM
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  • Reject Modernity, Embrace Tradition.
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Seeing the Appveyor build is outdated by 2 months, how safe would it be to use updated files from the Githubs?
WIP Schedule:
1. PotS Edits > 2. Super Akouma > 3. Capcom X-Fighters > 4. SFAS Ikemen Ver. > Back to 1.
Re: Ikemen GO
#1643  July 12, 2020, 08:57:00 PM
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I always update from Githubs without problems.
Re: Ikemen GO
#1644  July 12, 2020, 08:58:20 PM
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  • Formerly known as HyperClawManiac
  • Reject Modernity, Embrace Tradition.
    • UK
I mean't as in updating the Appveyor version with the Github updates.
WIP Schedule:
1. PotS Edits > 2. Super Akouma > 3. Capcom X-Fighters > 4. SFAS Ikemen Ver. > Back to 1.
Re: Ikemen GO
#1645  July 17, 2020, 12:57:00 AM
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    • mugen.wikia.com/User:Jenngra505
Hopefully someday I'll be able to make the little puffball on my profile pic.
(Sprite edited from Scrollboss' sprite)
Re: Ikemen GO
#1646  July 18, 2020, 02:52:54 AM
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Im not getting the RemapSprite to work.....I even tried my trigger=1 just to see if it works, am I doing something wrong? I tried putting it in a seperate cns as well:

[State Test]
type = RemapSprite
trigger1 = 1
preset = "Super"


[RemapPreset Super]
5000,0 = 15000,0
5000,10 = 15000,10
5000,20 = 15000,20
Re: Ikemen GO
#1647  July 18, 2020, 10:36:18 AM
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Im not getting the RemapSprite to work.....I even tried my trigger=1 just to see if it works, am I doing something wrong? I tried putting it in a seperate cns as well
Works for me. [RemapPreset Super] in your example is meant to be separate CNS section (group) not state declaration. So you're not supposed to use it under [Statedef X] declaration, but alongside rest of groups like [Quotes], [Movement] etc. It also has to be in file that in char DEF is referenced as cns (Constants), not st (States).
Re: Ikemen GO
#1648  July 18, 2020, 09:32:21 PM
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Im not getting the RemapSprite to work.....I even tried my trigger=1 just to see if it works, am I doing something wrong? I tried putting it in a seperate cns as well
Works for me. [RemapPreset Super] in your example is meant to be separate CNS section (group) not state declaration. So you're not supposed to use it under [Statedef X] declaration, but alongside rest of groups like [Quotes], [Movement] etc. It also has to be in file that in char DEF is referenced as cns (Constants), not st (States).

Thanks for the clarification! I got it to work! This is an awesome feature, I previously had 800 lines of changeanims and changestates for a character that transforms in case he gets in a custom state, but this fixes it simply.
Re: Ikemen GO
#1649  July 19, 2020, 02:57:11 AM
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I found another bug. Your character treats partner projectiles as enemy projectiles and will go into blocking state if back button is held (tag mode and simul/co-op)




Re: Ikemen GO
#1650  July 19, 2020, 10:19:21 PM
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Re: Ikemen GO
#1651  July 20, 2020, 09:44:07 PM
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    • edwin@disenowebcostarica.net
Seeing the Appveyor build is outdated by 2 months, how safe would it be to use updated files from the Githubs?

Well, my answer came kinda late since the new version is out, but I don't think to update from the Github is a good idea. Pretty much of the code is WIP and if you run into a bug, how can you report a bug on a feature that is not "officially" out.

I only compile from Github when devs ask for testing features in the discord channel.  Appveyor releases are safer. When devs feel the code is ready for use it got pushed into the appveyor, which we maybe can consider as the main branch.

Now if you are talking about taking files from the github and using it with the appveyor "official" release, not a good idea, I dont think you cant even launch the engine without crashing to desktop.
Re: Ikemen GO
#1652  July 23, 2020, 04:03:11 AM
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I sadly cannot be in their Discord for personal reasons.
So if I wanted to test their build, there likely isn't much I can do about it.
_EXC-Progression[ 703 ]
Re: Ikemen GO
#1653  July 27, 2020, 07:14:50 AM
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Is anyone working on the Story Mode feature, are there plans for it?

If you could do something similar to how the MUGEN STORY MODE application worked for the Ikemen it would be great.
Re: Ikemen GO
#1654  July 28, 2020, 06:10:21 AM
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K4thos is working on a expanded arcade mode that allows branching routes (Based on win coditions), custom battles (Like having a 2vs1 boss single round battle), char unlock and display storyboards between battles (Cutscenes)
But wait!! We haven't made the Suave Dude character yet!!
Re: Ikemen GO
#1655  July 28, 2020, 01:39:07 PM
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  • Formerly known as HyperClawManiac
  • Reject Modernity, Embrace Tradition.
    • UK
K4thos is working on a expanded arcade mode that allows branching routes (Based on win coditions), custom battles (Like having a 2vs1 boss single round battle), char unlock and display storyboards between battles (Cutscenes)

Delicious! I've been imagining and hoping for these additions for a good while now. The Storyboards thing especially.
WIP Schedule:
1. PotS Edits > 2. Super Akouma > 3. Capcom X-Fighters > 4. SFAS Ikemen Ver. > Back to 1.
Re: Ikemen GO
#1656  July 28, 2020, 02:34:55 PM
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(Like having a 2vs1 boss single round battle)
can't you already do that with the onlyme and rounds codes in the select?

everything else sounds super exciting
Re: Ikemen GO
#1657  July 28, 2020, 08:52:25 PM
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K4thos is working on a expanded arcade mode that allows branching routes (Based on win coditions), custom battles (Like having a 2vs1 boss single round battle), char unlock and display storyboards between battles (Cutscenes)

Damn nice! I was working with previous builds that were able to run the GO Ultimate add-on, so this means that I could finally update my game  :muttrox:
Re: Ikemen GO
#1658  July 29, 2020, 06:20:16 PM
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Hello. I am having a new error message when I launch IKEMEN GO.

I run a GNU + Linux OS. Specifically: It's Trisquel 9.0 Test Release. It's based on Ubuntu 18.04 LTS.

The version of IKEMEN GO from about two months back ran just fine. So, I think it's something you all have done sense May.

Did something change with the new version? I was hoping to try out the new Game-Pad Back Button. But, is there an update to the dependencies like Open GL or something that my OS doesn't meet sense May? I just don't understand why it used to launch just fine in May but crashes now. So, something changed.

Trying to look into it myself; it looks like my best guess is that something was changed with OpenGL shaders that doesn't like Intel Integrated Graphics. (At least the one I use or the driver I use for it?)

This is the error I now get and the engine just crashes when I hit OK.

failed to compile #version 150 core

//vertex position
in vec2 vert;

//pass through to fragTexCoord
in vec2 vertTexCoord;

//window res
uniform vec2 resolution;

//pass to frag
out vec2 fragTexCoord;

void main() {
   // convert the rectangle from pixels to 0.0 to 1.0
   vec2 zeroToOne = vert / resolution;

   // convert from 0->1 to 0->2
   vec2 zeroToTwo = zeroToOne * 2.0;

   // convert from 0->2 to -1->+1 (clipspace)
   vec2 clipSpace = zeroToTwo - 1.0;

   fragTexCoord = vertTexCoord;

   gl_Position = vec4(clipSpace * vec2(1, -1), 0, 1);
}\00: 0:1(10): error: GLSL 1.50 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.00 ES, 3.00 ES, and 3.10 ES
\00\00
goroutine 1 [running, locked to thread]:
github.com/yuin/gopher-lua.(*LState).PCall.func1(0xdddce8, 0xc0000b8630, 0xc0006fd8d8, 0x0, 0x0, 0x0)
   /code/go/pkg/mod/github.com/yuin/gopher-lua@v0.0.0-20200603152657-dc2b0ca8b37e/state.go:1975 +0x633
panic(0xcb1a40, 0xc000aac670)
   /usr/lib/go-1.13/src/runtime/panic.go:679 +0x1b2
github.com/K4thos/glfont.LoadFont(0xc0004ae5d0, 0x23, 0xc000000024, 0x140, 0xf0, 0x0, 0x0, 0x0)
   /code/go/pkg/mod/github.com/!k4thos/glfont@v0.0.0-20200628105132-91535547d8eb/font.go:48 +0x330
main.loadFntTtf(0xc0004b0080, 0xc0008d2160, 0x12, 0xc0008bc202, 0x1e, 0xffffffff)
   /code/src/font.go:345 +0xcb
main.loadDefInfo(0xc0004b0080, 0xc0008d2160, 0x12, 0xc0006fcf30, 0xc0ffffffff)
   /code/src/font.go:320 +0x3fb
main.loadFntV2(0xc0008d2160, 0x12, 0xffffffff, 0x0, 0xc46360, 0x599d01)
   /code/src/font.go:278 +0x301
main.loadFnt(0xc000773140, 0xd, 0xc0ffffffff, 0xd, 0x10, 0xc45f60)
   /code/src/font.go:49 +0xa7
main.systemScriptInit.func46(0xc0000b8630, 0x16ddbe0)
   /code/src/script.go:743 +0x87
github.com/yuin/gopher-lua.callGFunction(0xc0000b8630, 0x0, 0xc0002aa300)
   /code/go/pkg/mod/github.com/yuin/gopher-lua@v0.0.0-20200603152657-dc2b0ca8b37e/vm.go:202 +0x40
github.com/yuin/gopher-lua.init.3.func26(0xc0000b8630, 0xc07c140403, 0xc0001e50a0, 0x0)
   /code/go/pkg/mod/github.com/yuin/gopher-lua@v0.0.0-20200603152657-dc2b0ca8b37e/vm.go:817 +0x3ae
github.com/yuin/gopher-lua.mainLoop(0xc0000b8630, 0xc0001e50a0)
   /code/go/pkg/mod/github.com/yuin/gopher-lua@v0.0.0-20200603152657-dc2b0ca8b37e/vm.go:31 +0xf0
github.com/yuin/gopher-lua.(*LState).callR(0xc0000b8630, 0x1, 0x1, 0x15)
   /code/go/pkg/mod/github.com/yuin/gopher-lua@v0.0.0-20200603152657-dc2b0ca8b37e/state.go:1202 +0x248
github.com/yuin/gopher-lua.(*LState).Call(...)
   /code/go/pkg/mod/github.com/yuin/gopher-lua@v0.0.0-20200603152657-dc2b0ca8b37e/state.go:1954
github.com/yuin/gopher-lua.loRequire(0xc0000b8630, 0xc0002bcec8)
   /code/go/pkg/mod/github.com/yuin/gopher-lua@v0.0.0-20200603152657-dc2b0ca8b37e/baselib.go:559 +0x567
github.com/yuin/gopher-lua.callGFunction(0xc0000b8630, 0x0, 0xc00027e4c0)
   /code/go/pkg/mod/github.com/yuin/gopher-lua@v0.0.0-20200603152657-dc2b0ca8b37e/vm.go:202 +0x40
github.com/yuin/gopher-lua.init.3.func26(0xc0000b8630, 0xc07c480402, 0xc0001e5000, 0x0)
   /code/go/pkg/mod/github.com/yuin/gopher-lua@v0.0.0-20200603152657-dc2b0ca8b37e/vm.go:817 +0x3ae
github.com/yuin/gopher-lua.mainLoop(0xc0000b8630, 0xc0001e5000)
   /code/go/pkg/mod/github.com/yuin/gopher-lua@v0.0.0-20200603152657-dc2b0ca8b37e/vm.go:31 +0xf0
github.com/yuin/gopher-lua.(*LState).callR(0xc0000b8630, 0x0, 0xffffffffffffffff, 0x0)
   /code/go/pkg/mod/github.com/yuin/gopher-lua@v0.0.0-20200603152657-dc2b0ca8b37e/state.go:1202 +0x248
github.com/yuin/gopher-lua.(*LState).Call(...)
   /code/go/pkg/mod/github.com/yuin/gopher-lua@v0.0.0-20200603152657-dc2b0ca8b37e/state.go:1954
github.com/yuin/gopher-lua.(*LState).PCall(0xc0000b8630, 0x0, 0xffffffffffffffff, 0x0, 0xe998e0, 0xc000e22c80)
   /code/go/pkg/mod/github.com/yuin/gopher-lua@v0.0.0-20200603152657-dc2b0ca8b37e/state.go:2017 +0x136
github.com/yuin/gopher-lua.(*LState).DoFile(0xc0000b8630, 0xc000114800, 0x18, 0x0, 0x0)
   /code/go/pkg/mod/github.com/yuin/gopher-lua@v0.0.0-20200603152657-dc2b0ca8b37e/auxlib.go:396 +0xb8
main.main()
   /code/src/main.go:487 +0x1b12

stack traceback:
   [G]: in function 'fontNew'
   external/script/main.lua:326: in function 'create'
   ./external/script/menu.lua:366: in function <./external/script/menu.lua:0>
   [G]: in function 'require'
   external/script/main.lua:1827: in main chunk
   [G]: ?
Last Edit: July 29, 2020, 09:24:37 PM by EVILED
Re: Ikemen GO
#1659  July 30, 2020, 08:37:41 AM
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Re: Ikemen GO
#1660  July 30, 2020, 08:19:35 PM
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  • One of Ikemen GO devs
    • Colombia
(Like having a 2vs1 boss single round battle)
can't you already do that with the onlyme and rounds codes in the select?
everything else sounds super exciting
I mean in a solo mode run having team up with a partner. So you can switch between single, simul turns and tag between matches.

Quote
GLSL 1.50 is not supported. Supported versions are: 1.10, 1.20, 1.30
What the...
How you can have GLSL 1.5 and not have 1.1?
That should not happen.

Do the same happens with already compiled binaries?
https://ci.appveyor.com/project/Windblade-GR01/ikemen-go/build/artifacts
But wait!! We haven't made the Suave Dude character yet!!