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Messages by JasonThePhoenix

    

Re: MUGEN Video thread

 February 12, 2024, 02:16:35 am View in topic context
 Posted by JasonThePhoenix  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 am
 Board: M.U.G.E.N Discussion

    

Re: [Playtest Build] Unfinished Character!

 February 06, 2024, 06:29:57 pm View in topic context
 Posted by JasonThePhoenix  in [Playtest Build] Unfinished Character! (Started by JasonThePhoenix February 06, 2024, 12:13:36 am
 Board: Projects

    

[Playtest Build] Unfinished Character!

 February 06, 2024, 12:13:36 am View in topic context
 Posted by JasonThePhoenix  in [Playtest Build] Unfinished Character! (Started by JasonThePhoenix February 06, 2024, 12:13:36 am
 Board: Projects

Inspired by Marvel VS Capcom 3, Sailor Moon S, and Guilty Gear Xrd, we have... Unfinished Character!

His gameplay? Testable. His damage? High! His speed? Higher!

His animations? Placeholders. His sprites? Incomplete! Who is he? That's a secret.

I am just one man, so before I start the lengthy process of animating his many attacks and drawing his many, many sprites, I thought I should get interested people to playtest the character first just in case any changes are necessary to his moves or code or how he fights. I'm going to make a fullgame with characters created by me, and this character is supposed to be the "Sol" of this game. Some characters will be faster or stronger, some characters will have weirder gimmicks, but he is meant to be simple and straightforward fast rushdown.

DOWNLOAD:
https://www.mediafire.com/file/72td4mk2bds6o65/kfm.7z/file

PC CONTROLS:

Light - L
Medium - ;
Heavy - '
Special - .
Dodge - /

XBOX CONTROLS:
Light - X
Medium - Y
Heavy - B
Special - A
Dodge - RB

PS4/5 CONTROLS:
Light - Square
Medium - Triangle
Heavy - Circle
Special - X
Dodge - R1

Combo Route:
Any Button>Command normal of same button strength>Button of higher strength
Input a combo incorrectly and, if you hit the foe, Autocombo autocorrects you, performing the next attack of higher strength.

Movelist:
5L
5M
5H
6H Overhead
2L
2M
2H
5S Projectile
6S Charge that can Rekka by pressing Light (Low), Medium(Overhead), or Heavy(Launcher)
j.L
j.M
j.H
j.2H
L+M = Throw
M+H = Teleport behind the foe for 1 bar of meter (you have 4)
H+S = Burst (Hit the opponent with Burst while not in hitstun or blockstun to perform a Gold Burst, gaining full meter)
L+S = Super (Spend 50% meter to dash forward, travelling 75% of the screen while invincible)
Dodge = SpotDodge
6+Dodge = Forward Dash
4+Dodge = Backdash
j.Dodge = Forward AirDash

TIPS:

Forward Dash can pass through the opponent. Great for mixups!
Walking towards the foe builds meter.
Dashing towards the foe builds meter.
You can spend 25% of your meter to perform a British Cancel, interrupting your attack with a forward or back dash. This costs 50% meter if your foe is in hitstun or blockstun.
Taunt while your foe is down! Knocked down foes lose 25% of their meter if they are taunted! But be careful, because this gives up Okizeme!

Recommended fight settings: 30 second timer, first to 5 wins

VIDEOS:


    

Re: How do you change a Mugen Power Bar to display 4 lines, not the default 3?

 January 07, 2024, 08:12:03 am View in topic context

The sprites tab is missing. It's not where it usually is. All the options in the bar at the top of the screen under "Sprites" are greyed out.
It's easier if you just open the sprite itself, fight.sff is the file you want.

I didn't notice until now but your avatar changes when I refresh the page. How did you do that?
signavatar.com

I see. How do I edit fight.sff? Fighter Factory Studio won't open it.
    

Re: How do you change a Mugen Power Bar to display 4 lines, not the default 3?

 January 03, 2024, 10:46:14 am View in topic context

You need to edit the sprites themselves. By opening fight.def in Fighter Factory, you can view and modify the sprites via the sprites tab.

I didn't notice until now but your avatar changes when I refresh the page. How did you do that?
    

Re: How do you change a Mugen Power Bar to display 4 lines, not the default 3?

 January 03, 2024, 01:16:36 am View in topic context

You need to edit the sprites themselves. By opening fight.def in Fighter Factory, you can view and modify the sprites via the sprites tab.

The sprites tab is missing. It's not where it usually is. All the options in the bar at the top of the screen under "Sprites" are greyed out.
    

Re: I tried making my character move+jump but not atk during intro but I teleport ba

 January 02, 2024, 05:47:21 am View in topic context

Ikemen Go is almost perfectly backwards compatible at this point, you don't have to transfer anything besides copy pasting your files. And yes, it has a linux build.

Awesome. I'll download and use that now. Is there anything special I will have to do to enable moving, but not attacking, during the intro sequence for the Ikemen Go version?
    

Re: How do you change a Mugen Power Bar to display 4 lines, not the default 3?

 January 02, 2024, 05:43:52 am View in topic context

Open mugen1/fight.def in Fighter Factory. Since the bar is animated, you'll have to edit several sprites.

This stuff?

; Definition of fight screen

; *** DO NOT MODIFY OR OVERWRITE THIS FILE ***
; To customize, make a copy of this file in a subdirectory of your
; motif's name. See readme.txt for details on motifs.

; Notes about fonts:
;   - up to 10 fonts can be specified in the [Files] section.
;   - fonts indexed here do not refer to the ones in system.def
;   - fonts are search in directories in the following order:
;     1. system directory
;     2. mugen program directory (not recommended to keep custom fonts here)
;     3. data/ (not recommended to keep custom fonts here)
;     4. font/
;
; See the section "How to Customize" at the end of
; this file.

;-----------------------------------------------------------
;Directories are checked in this order:
;1. current directory fight.def is in
;2. data/
;3. your MUGEN directory

[Files]
sff = fight.sff
snd = fight.snd
font1 = jg.fnt
font2 = num1.fnt
font3 = name1.fnt
fightfx.sff = fightfx.sff
fightfx.air = fightfx.air
common.snd = common.snd

;-----------------------------------------------------------
[FightFx]
scale = 1

;-----------------------------------------------------------
[Lifebar]
;Player 1
p1.pos    = 140,12
p1.bg0.anim = 10
p1.bg1.spr = 11,0
p1.mid.spr = 12,0
p1.front.spr = 13,0
p1.range.x  = 0,-127
;Player 2
p2.pos    = 178,12
p2.bg0.anim = 10
p2.bg0.facing = -1
p2.bg1.spr = 11,0
p2.bg1.facing = -1
p2.mid.spr = 12,0
p2.mid.facing = -1
p2.front.spr = 13,0
p2.front.facing = -1
p2.range.x = 0,127

[Begin Action 10] ;Darkened lifebar background
10,0, 0,0, 1, , S

[Simul Lifebar]
;Player 1
p1.pos    = 140,12
p1.bg0.anim = 20
p1.bg1.spr = 21,0
p1.mid.offset = 0,-1
p1.mid.spr = 22,0
p1.front.offset = 0,-1
p1.front.spr = 23,0
p1.range.x  = 0,-127
;Player 2
p2.pos    = 178,12
p2.bg0.anim = 20
p2.bg0.facing = -1
p2.bg1.spr = 21,0
p2.bg1.facing = -1
p2.mid.offset = 0,-1
p2.mid.spr = 22,0
p2.mid.facing = -1
p2.front.offset = 0,-1
p2.front.spr = 23,0
p2.front.facing = -1
p2.range.x = 0,127
;Player 3
p3.pos    = 140,15
p3.mid.spr = 22,0
p3.front.spr = 23,0
p3.range.x  = 0,-127
;Player 4
p4.pos    = 178,15
p4.mid.spr = 22,0
p4.mid.facing = -1
p4.front.spr = 23,0
p4.front.facing = -1
p4.range.x = 0,127

[Begin Action 20] ;Darkened lifebar background (team)
20,0, 0,0, 1, , S

[Turns Lifebar]
;Player 1
p1.pos    = 140,12
p1.bg0.anim = 10
p1.bg1.spr = 11,0
p1.mid.spr = 12,0
p1.front.spr = 13,0
p1.range.x  = 0,-127
;Player 2
p2.pos    = 178,12
p2.bg0.anim = 10
p2.bg0.facing = -1
p2.bg1.spr = 11,0
p2.bg1.facing = -1
p2.mid.spr = 12,0
p2.mid.facing = -1
p2.front.spr = 13,0
p2.front.facing = -1
p2.range.x = 0,127

;-----------------------------------------------------------
[Powerbar]
;Player 1
p1.pos    = 140,22
p1.bg0.anim = 40
p1.bg1.spr = 41,0
;p1.mid.spr = 42,0
p1.front.spr = 43,0
p1.range.x = 0,-107
p1.counter.offset = -108,6
p1.counter.font = 1,0, 0

;Player 2
p2.pos    = 178,22
p2.bg0.anim = 40
p2.bg0.facing = -1
p2.bg1.spr = 41,0
p2.bg1.facing = -1
;p2.mid.spr = 42,0
;p2.mid.facing = -1
p2.front.spr = 43,0
p2.front.facing = -1
p2.range.x  = 0,107
p2.counter.offset = 109,6
p2.counter.font = 1,0, 0

; --level sounds---
level1.snd = 21,0
level2.snd = 21,0
level3.snd = 21,0

[Begin Action 40] ;Darkened powerbar background
40,0, 0,0, 1, , S


;-----------------------------------------------------------
[Face]
;Player 1
p1.pos    = 2,12
p1.bg.spr = 50,0
p1.face.spr = 9000,0
p1.face.facing = 1
p1.face.offset = 0,10
;Player 2
p2.pos    = 316,12
p2.bg.spr = 50,0
p2.bg.facing = -1
p2.face.spr = 9000,0
p2.face.facing = -1
p2.face.offset = 0,10

[Simul Face]
;Player 1
p1.pos    = 1,12
p1.bg.spr = 60,0
p1.face.spr = 9000,0
p1.face.scale = 0.6,0.6
p1.face.facing = 1
p1.face.offset = 0,10
;Player 2
p2.pos    = 317,12
p2.bg.spr = 60,0
p2.bg.facing = -1
p2.face.spr = 9000,0
p2.face.scale = 0.6,0.6
p2.face.facing = -1
p2.face.offset = 0,10
;Player 3
p3.pos    = 2,12
p3.face.spr = 9000,0
p3.face.scale = 0.6,0.6
p3.face.facing = 1
p3.face.offset = 11,10
;Player 4
p4.pos    = 316,12
p4.bg.facing = -1
p4.face.spr = 9000,0
p4.face.scale = 0.6,0.6
p4.face.facing = -1
p4.face.offset = -11,10

[Turns Face]
;Player 1
p1.pos    = 2,12
p1.bg.spr = 50,0
p1.face.spr = 9000,0
p1.face.facing = 1
p1.face.offset = 0,10
p1.teammate.pos = 1,49
p1.teammate.spacing = 13,0
p1.teammate.bg.spr = 70,0
p1.teammate.ko.spr = 71,0
p1.teammate.face.spr = 9000,0
p1.teammate.face.scale = 0.5,0.53
p1.teammate.face.facing = 1
p1.teammate.face.offset = 1,0
;Player 2
p2.pos    = 316,12
p2.bg.spr = 50,0
p2.bg.facing = -1
p2.face.spr = 9000,0
p2.face.facing = -1
p2.face.offset = 0,10
p2.teammate.pos = 317,49
p2.teammate.spacing = -13,0
p2.teammate.bg.spr = 70,0
p2.teammate.bg.facing = -1
p2.teammate.ko.spr = 71,0
p2.teammate.ko.facing = -1
p2.teammate.face.spr = 9000,0
p2.teammate.face.scale = 0.5,0.53
p2.teammate.face.facing = -1
p2.teammate.face.offset = -1,0

;-----------------------------------------------------------
[Name]
p1.pos = 14,10
;p1.bg. =
p1.name.font = 3,0, 1
;p2.bg. =
p2.pos = 305,10
p2.name.font = 3,0, -1

[Simul Name]
p1.pos = 14,10
p1.name.font = 3,0, 1
p2.pos = 305,10
p2.name.font = 3,0, -1
p3.pos = 138,10
p3.name.font = 3,0, -1
p4.pos = 181,10
p4.name.font = 3,0, 1

[Turns Name]
p1.pos = 14,10
;p1.bg. =
p1.name.font = 3,0, 1
;p2.bg. =
p2.pos = 305,10
p2.name.font = 3,0, -1

;-----------------------------------------------------------
[Time]
pos = 160,23
; Uncomment the following line to use a bg component
;bg.spr =
; Time count display
counter.offset = 0,0
counter.font = 2,0, 0
; Ticks for each count
framespercount = 60

;-----------------------------------------------------------
[Combo]
team1.pos = 10,80         ;Coords to show
team1.start.x = -40       ;Starting x-coords
team1.counter.font = 2,4,1
team1.counter.shake = 1   ;Set to 1 to shake count on hit
team1.text.text = Rush!   ;You can use %i to show count in the text, eg "%i Hit!"
team1.text.font = 1,0,1
team1.text.offset = 3,0   ;Offset of text
team1.displaytime = 90    ;Time to show text
team2.pos = 309,80         ;Coords to show
team2.start.x = 359       ;Starting x-coords
team2.counter.font = 2,4,-1
team2.counter.shake = 1   ;Set to 1 to shake count on hit
team2.text.text = Rush!   ;You can use %i to show count in the text, eg "%i Hit!"
team2.text.font = 1,0,-1
team2.text.offset = 3,0   ;Offset of text
team2.displaytime = 90    ;Time to show text

;-----------------------------------------------------------
[Round]
match.wins = 5              ;Rounds needed to win a match
match.maxdrawgames = 1      ;Max number of drawgames allowed (-1 for infinite) *2001.11.01 NEW*
start.waittime = 30         ;Time to wait before starting intro

; Default position for all components
pos = 0,0

; ROUND X
round.time = 0              ;Time to show round display
round.default.offset = 160, 100
; Default component to show for each round. Text can include a %i to
; the round number. Use "round.default.anim" for animation instead of
; text.
round.default.font = 1,0, 0
round.default.text = Round %i
round.default.displaytime = 60
; Sounds to play for each round (optional, specify up to round 9)
round1.snd = 0,1
round2.snd = 0,2
round3.snd = 0,3
round.sndtime = 0           ;Time to play the sounds
; Components to show for each round (optional, specify up to round 9)
; Uncomment to use
;round1.offset = 160, 100
;round1.anim =

; FIGHT
fight.time = 0              ;Time to show FIGHT component
fight.offset = 160, 110     ;Component for FIGHT display
fight.anim = 80             ;.
fight.snd = 1,0             ;Sound to play
fight.sndtime = 0           ;Time to play sound

ctrl.time = 30              ;Time players get control after "Fight"

; KO
KO.time    = 0              ;Time to show KO component
KO.offset  = 160, 70        ;Component for KO display
KO.anim    = 200            ;.
KO.snd     = 2,0            ;Sound to play for KO announcement
; Double KO
DKO.offset = 160, 70
DKO.font   = 1,5
DKO.text   = Double K.O.
DKO.displaytime = 60
DKO.snd    = 2,1
; Time Over
TO.offset  = 160, 70
TO.font    = 1,5
TO.text    = Time Over
TO.displaytime = 60
TO.snd     = 2,2
KO.sndtime = 0             ;Time to play sound for KO, DKO and TO.
slow.time  = 60            ;Time for KO slowdown (in ticks)
over.waittime = 45         ;Time to wait after KO before player control is stopped
over.hittime = 10          ;Time after KO that players can still damage each other (for double KO)
over.wintime = 45          ;Time to wait before players change to win states
over.time = 210            ;Time to wait before round ends
; Time to wait before showing win/draw message
win.time = 60
; Win text
win.offset = 160, 70
win.font = 1,0
win.text = %s Wins
win.displaytime = 540
; 2-player win text
win2.offset = 160, 70
win2.font = 1,0
win2.text = %s and %s Win
win2.displaytime = 540
; Draw text
draw.offset = 160, 70
draw.font = 1,0
draw.text = Draw Game
draw.displaytime = 540

;"Fight!" Animation
[Begin Action 80]
80,0, 0,0, 1
80,6, 0,0, 1
80,7, 0,0, 1
80,6, 0,0, 1
80,0, 0,0, 30
80,1, 0,0, 1
80,2, 0,0, 1
80,3, 0,0, 1
80,4, 0,0, 1
80,5, 0,0, 1

;"K.O." Animation
[Begin Action 200]
-1,-1, 0,0, 5
200,2, 0,0, 2, ,A1
200,1, 0,0, 2, ,A
200,2, 0,0, 2, ,A
200,2, 0,0, 18, ,A1
200,4, 0,0, 2, ,A1
200,3, 0,0, 2, ,A
200,4, 0,0, 2, ,A
200,4, 0,0, 18, ,A1
200,0, 0,0, 2, ,A1
200,5, 0,0, 2, ,A1
200,5, 0,0, 2, ,A
200,5, 0,0, 2, ,A1
200,0, 0,0, 2, ,A1
200,0, 0,0, 50
200,6, 0,0, 1, ,A1
200,7, 0,0, 1, ,A1
200,8, 0,0, 1, ,A1
200,9, 0,0, 1, ,A1
200,10, 0,0, 1, ,A1

;-----------------------------------------------------------
[WinIcon]
p1.pos = 34,43    ;33,43
p2.pos = 284,43   ;286,43
; Offset for next icon (x,y)
p1.iconoffset = 12,0 
p2.iconoffset = -12,0
; Counter text font and offset for representing wins
p1.counter.offset = 0,0
p1.counter.font = 2,1
p2.counter.offset = 0,0
p2.counter.font = 2,1
; Win by normal
p1.n.spr = 100,0
p2.n.spr = 100,0
; Win by special
p1.s.spr = 101,0
p2.s.spr = 101,0
; Win by hyper (super)
p1.h.spr = 102,0
p2.h.spr = 102,0
; Win by normal throw
p1.throw.spr = 103,0
p2.throw.spr = 103,0
; Win by cheese
p1.c.spr = 104,0
p2.c.spr = 104,0
; Win by time over
p1.t.spr = 105,0
p2.t.spr = 105,0
; Win by suicide (here's a fun one)
p1.suicide.spr = 106,0
p2.suicide.spr = 106,0
; Opponent beaten by his own teammate (another fun one)
p1.teammate.spr = 107,0
p2.teammate.spr = 107,0
; Win by perfect (overlay icon)
p1.perfect.spr = 110,0
p2.perfect.spr = 110,0
; Use icons up until this number of wins
useiconupto = 4


;-----------------------------------------------------------
; How to customize
;-----------------------------------------------------------
; First of all, set filenames under [Files].
;
; Next, you can customize each component of the fight screen.
; A component can be anything from a piece of the lifebar,
; to the text that signals a K.O.
;
; Each component starts with its name, followed by a period,
; and then the names of its elements. For example, a
; component named "bg" with an element of "anim" looks
; like "bg.anim".
;
; There are several main element types:
;   1. anim (animation)
;   2. spr  (sprite)
;   3. font (text)
;   4. snd  (sound)
;
; 1. anim
;    Format: anim = actionno
;    actionno is the number of the action to use. You must
;    specify a valid action that is defined within this file.
;    The sprites for the animation come from the file given
;    for the "sff" parameter in the [Files] group below.
;    You can define your animation actions anywhere in this
;    file, as long as it does not come in the middle of a
;    group (an example of a group is the block of text
;    starting with [Files], and ending on the next group
;    [Lifebar]).
;    For example, to use action 5 for the p1.bg0 component:
;      p1.bg0.anim = 5
;
; 2. spr
;    Format: spr = spritegrp, spriteno
;    This is the identifier pair for the sprite you to
;    display.
;    For example, to show sprite 103,0 for a component named
;    p1.throw:
;      p1.throw.spr = 103,0
;
; 3. font
;    Format: font = fontno, fontbank, alignmnt, R, G, B
;            text = text
;    This lets you set the font (and optionally the content
;    text). fontno is the number of the font defined under
;    [Files]. For instance, for the line "font2 = font/num1.fnt",
;    the fontno is 2.
;    fontbank is the color bank of the font to use. Refer to
;    the font for what color banks it has.
;    alignmt is a number representing the text alignment.
;    1 is left, 0 means center, and -1 is for right-alignment.
;    R, G, B are the color adjustment values for the font.
;    RGB values default to 256,256,256 (no color adjustment).
;    All font values are optional.  If fontno is omitted, no
;    text will be drawn.
;
;    The "text" element should accompany the "font" element
;    wherever necessary. The following example will display
;    "FIGHT!" using font 1, bank 1, with center-alignment.
;      fight.font = 1,1, 0
;      fight.text = FIGHT!
;
; 4. snd
;    Format: snd = sndgrp, sndno
;    This is the identifier pair for the sound effect to
;    play. The .snd file that the sound is played from
;    is given in the "snd" parameter in the [Files] group.
;    This plays sound 21,0 for the "level1" component.
;      level1.snd = 21,0
;
; Take note that the anim, spr and font element types are
; mutually exclusive; you can only use one of them per
; component.
;
; The types of elements supported vary with the component.
; Usually the anim, spr and font elements are interchangeable
; for a component. However, in some cases only one element
; type may be used. An example of this is found under [Combo]:
;   counter.font = 2,4  ;Font for combo counter
; You cannot use an animation or a sprite to represent a
; numeric counter, so it only makes sense to define a font
; for use.
;
; There are other element types that do nothing on their
; own. They can be used with display element types
; (spr, anim and font) to gain more control. These
; have no meaning when used with the snd element.
;   5.  offset
;   6.  displaytime
;   7.  facing
;   8.  vfacing
;   9.  layerno
;   10. scale
;
; 5. offset
;   Format: offset = x, y
;   Displaces the display element horizontally by x pixels,
;   and vertically by y pixels.
;   If this element is omitted, the offset is assumed to
;   be 0,0.
;
; 6. displaytime
;   Format: displaytime = time_in_ticks
;   This element defines the time to display the component.
;   If omitted, the default display time varies with element
;   type. For spr and font elements, the default displaytime
;   is 1. For anim, it is the looptime of the animation.
;   This example displays the text "FIGHT!" for 45 game
;   ticks:
;     fight.font = 1,1, 0
;     fight.text = FIGHT!
;     fight.displaytime = 45
;
; 7. facing
;   Format: facing = dir
;   Sets the horizontal flipping of the display element.
;   1 means no flipping, and -1 means flip horizontally.
;   Does not affect "font" elements. Defaults to 1 if
;   omitted.
;
; 8. vfacing
;   Format: vfacing = dir
;   Sets the vertical flipping of the display element.
;   1 means no flipping, and -1 means flip vertically.
;   Does not affect "font" elements. Defaults to 1 if
;   omitted.
;
; 9. layerno
;   Format: layerno = no
;   This element lets you set the layer to which the
;   display element will be drawn on. 0 is in front of
;   the background, but behind the players. 1 is in
;   front of the players, but behind the foreground.
;   2 is in front of the foreground. The default is 0
;   in most cases.
;   An example of where this might be useful is when
;   you want to have the life or power bars appear
;   on top. In that case, set all the components to
;   have layerno = 2.
;
; 10. scale
;   Format: scale = xscale, yscale
;   Scales the display element by a horizontal scale
;   factor of xscale, and vertically by a factor of
;   yscale. Defaults to 1,1 if omitted.
;   Currently does not affect "font" elements.
;
; Some components have additional elements specific
; to themselves.
    

Re: How do you change a Mugen Power Bar to display 4 lines, not the default 3?

 December 31, 2023, 11:45:48 pm View in topic context

    

How do you change a Mugen Power Bar to display 4 lines, not the default 3?

 December 31, 2023, 06:24:04 pm View in topic context

My character has 4000 power and can only spend 25% or 50% of it at a time. How do I update the Mugen Power Bar graphics to reflect that and have four segments instead of separating the bar into three parts?
    

Re: My burst code seems correct but I lose Burst after round 1 even if

 December 29, 2023, 05:03:24 pm View in topic context

I changed my burst variable from 22 to 69 but that made the burst not show up or ever become useable so I changed my character's indexes to 4.

IntPersistIndex = 4
FloatPersistIndex = 4

This seems to work.
    

Re: I tried making my character move+jump but not atk during intro but I teleport ba

 December 29, 2023, 04:55:17 pm View in topic context


Well, that sucks. Can it be un-hardcoded in Ikemen or Ikemen Go?

Glad you asked. Yes, Ikemen Go has asserspecials for that.

[youtube]https://youtu.be/WYiPl1xpsgw[/youtube]

Quote
If not, can a moment of moving without attacking be artificially enforced onto both fighters after the intro animations, while the round timer stays stuck? I really want to replicate the excellent pre-fight movement moments from Melty Blood.
Only in a full game environment, and I'm pretty sure you'd have to go as far as to commit to build the hud within the characters themselves for it to work.

Everything I've made so far is in mugen 1.1, how do I transfer this over to Ikemen Go?

Does Ikemen Go work on Linux?
    

Re: I tried making my character move+jump but not atk during intro but I teleport ba

 December 29, 2023, 02:45:35 am View in topic context

Quote
but I teleport back to Round Start positions when the round begins anyway making this all pointless. Also, mashing lets you skip the intro.
Both things are hardcoded mugen behavior.

Well, that sucks. Can it be un-hardcoded in Ikemen or Ikemen Go?

If not, can a moment of moving without attacking be artificially enforced onto both fighters after the intro animations, while the round timer stays stuck? I really want to replicate the excellent pre-fight movement moments from Melty Blood.
    

Code Geass [spoilers inside]

 December 29, 2023, 02:43:15 am View in topic context
 Posted by JasonThePhoenix  in Code Geass [spoilers inside] (Started by JasonThePhoenix December 29, 2023, 02:43:15 am
 Board: Entertainment

Has anyone else seen this show? I loved it as a kid, but... Man, is it hard to go back to because of Suzaku. I used to get into lengthy debates as a kid online over Sonic the Hedgehog, Code Geass, all sorts of media. Looking back, it doesn't feel like there's much discussion to be had about Suzaku. He murdered his own father for wanting to prolong the Britannian war for as long as possible (by fighting back instead of giving up once the situation became hopeless). He became a dog of the military, a cog in the machine, a tool of oppression, and it's only through sheer dumb luck that he meets Euphemia after Zero saved him, and it's only through Zero's actions that he gets to rise up the ranks. Did he really expect to become a Knight Of One just by being a low-ranking grunt his whole life? The events of episodes one and two should have shook him to his core, not convinced him to double down on serving Britannia even after he learns what it did to Lelouch and why he wants to overthrow it.

In episode 5 Suzaku is going to be executed for Clovis's death, which Lelouch did as "Zero". "Zero" saves him and tells him to rebel. But Suzaku decides he wants to go back and hope Britannia treats Japan and the Japanese better, and fears not coming back might make Britannia hate the Japanese more. Just... hope. He has no plan. No goal and no hope of achieving it. He just tells himself he's the protagonist of his own story even though he's by definition an antagonist, an enemy of positive change. The whole "The Knight of One and the country of his choice he is gifted" thing isn't introduced until much later to try and justify Suzaku's choices. Suzaku saw much of what happened in the first two episodes. He has no reason to be loyal to Britannia besides stubbornnness. Suzaku feels like a hypocrite for taking issue with the blood on Lelouch's hands when he has so much of it on his, and his Britannian masters have so much more of it on theirs. Would it have really been any better for the world if Lelouch died in episode one, and the Britannians went on to eventually crush Japan's spirits and force it into obedience? Yes, "The fighting would finally stop", but only because there would be a clear victor. But the war would still go on. The war to enforce oppression upon those who wish to resist it would still go on even if the victims stopped fighting back. Complaining about the innocents caught in the crossfire during rebellions spits on all of those who die without rebelling. I can't imagine any of the starving people living in the Area 11 Ghettoes have access to good food, affordable healthcare, real education, gainful employment, or meaningful upward socioeconomic mobility. Man, it's so hard to imagine why they'd be willing to risk death trying to overthrow oppressors who'd massacre them without a second thought, not.

As a kid this character Suzaku and his plot armor and idiotic inexplicable superhuman abilities really got under my skin. As an adult I'm not emotionally connected to the struggles of fictional heroes, but I have to ask, why is he written like this? Is there a single moment in this show where Suzaku wants to accomplish something good in a hard moral way that's morally superior to the easy route Lelouch wants to take, validating the character and his viewpoints? Not one character in this show is ever allowed to call Suzaku the hypocritical moron he is with the force he deserves and the coherent deconstruction his mindset deserves. He isn't fighting for peace, he's fighting for an enemy of peace. It's like the writers want Lelouch to have a contrast, an equal and opposite, but this doesn't work because the characters are too different to be real rivals or equal opposites. Suzaku is nothing without superhuman physical capabilities he logically shouldn't have and superhuman luck he logically shouldn't have. Suzaku is a strong idiot and Lelouch is a weak smart idealistic realist. Suzaku can't make a valid moral argument against Lelouch's justified desire to destroy Britannia even if it took Britannia personally hurting him and what he cared about to make him hate it enough. If there are good Britannians, why do they fight for evil instead of justice, or worse, and if they do not fight, why do they sit on the sidelines instead of fighting for justice? What is their excuse? Suzaku has no right to act like Lelouch is wrong for "ruining their friendship and putting an end to the innocent days at school" when Lelouch is only at that particular school because he's being hidden from Britannia by the blond girl's family. The ending of season one really tested my will to continue watching this show almost as much as the Euphinator Incident. Yes, spoiler alert, it's set up that some characters can lose control of their Geass, but for him to lose control of it right then and there at the worst possible moment right when he's saying something idiotic he would normally never say just screams "The writers want this to go a certain way and don't know how to get it there organically". Hell, even if Lelouch's Geass triggered while saying something he would normally say like "I want to destroy Britannia" and his Geass accidentally activated and made Euphemia interpret this as a command to destroy Britannia, causing problems later (or causing problems right now, causing her to kill random innocent Britannian civilians, causing Britannia to crush the assembled Japanese people) this would have been less of a stretch. Her resisting Geass commands was also BS, if she can do it other characters should be able to do it, and if Suzaku reflexively killed her to save himself despite also wanting to die that would have made for a better tragic moment. Honestly, if Suzaku wants to be dominated, good for him, but trying to drag his whole country down with him is selfish.

I watched seasons one and two. Is it worth continuing with this series? I heard they made some more Code Geass content after this.
    

Re: My burst code seems correct but I lose Burst after round 1 even if

 December 29, 2023, 01:59:47 am View in topic context

If your character doesn't have a statedef 5900 in their files, then it’s using the default ftom /data

In the default statedef, all the variables are reset every round, hence why yoir burst is not working.

Copy the state into your code, edit it do that the variable is not reset, and this will fix your problem

The ones in 5900 are for resetting between matches. What determines which vars are reset between rounds are IntPersistIndex and FloatPersistIndex, in the [Data] section of the character's constants.

;---------------------------------------------------------------------------
; Initialize (at the start of the round)
[Statedef 5900]
type = S

;[State 5900, 1] ;Clear all int variables
;type = VarRangeSet
;trigger1 = roundsexisted = 0
;value = 0
;
;[State 5900, 2] ;Clear all float variables
;type = VarRangeSet
;trigger1 = roundsexisted = 0
;fvalue = 0
;
[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = 1
source = 1,1
dest = 1,palno

[State 5900, 4] ;Intro for round 1
type = ChangeState
trigger1 = roundno = 1
value = 190

[State 5900, 5] ;All other rounds
type = ChangeState
trigger1 = 1
value = 0

Didn't work, still losing Burst after round one no matter what.
    

What's making my Counter Hit code inconsistent?

 December 29, 2023, 01:51:12 am View in topic context
 Posted by JasonThePhoenix  in What's making my Counter Hit code inconsistent? (Started by JasonThePhoenix December 29, 2023, 01:51:12 am
 Board: M.U.G.E.N Development Help

[State -2, VarSet]
type = VarSet
triggerall = HitOver && !HitPauseTime && hitshakeover
trigger1 = enemy,movetype != A
var(42) = 1
[State -2, VarSet]
type = VarSet
trigger1 = enemy,movetype = A
var(42) = 2

I'm multiplying the damage of my attacks by variable 42. I want to do double damage during counter hits (when you attack an attacking enemy). This works inconsistently. Sometimes my damage is doubled when it should be, and sometimes it's not doubled when it should be.
    

Re: How do you Faultless Defense correctly?

 December 28, 2023, 09:17:20 am View in topic context
 Posted by JasonThePhoenix  in How do you Faultless Defense correctly? (Started by JasonThePhoenix November 01, 2023, 05:08:21 am
 Board: M.U.G.E.N Development Help

Alright, creating a new set of Special Blocking states for this system seems to be working. But the blockstun manipulation, and alteration of the attacker and defender's pushback, how do you pull that off?
    

I tried making my character move+jump but not atk during intro but I teleport ba

 December 28, 2023, 08:39:55 am View in topic context

I tried making my character able to move+jump but not attack during the intro like in Melty Blood (that game did it better than Marvel VS Capcom 2/3, you can jump and airdash and fight for the best positioning, it's great), but I teleport back to Round Start positions when the round begins anyway making this all pointless. Also, mashing lets you skip the intro.

The following is the code I wrote to enable control for my character during the intro and prevent my character from attacking during the intro.
[State -2, CtrlSet]
type = CtrlSet
trigger1 = RoundState = 0
value = 1
[State -2, ChangeState]
type = ChangeState
triggerall = movetype = A
trigger1 = RoundState = 1
value = 0
ctrl = 1

There's also a bug where inputting an attack that moves you forward will, even though your attack doesn't come out, move you forwards. Is fixing that possible?

https://youtu.be/jtsswyTxH2o?si=SYUIGNvlI0NDXU-n&t=297 - the video that inspired me to want Melty Blood's superior round start movement in my game.
    

Re: My burst code seems correct but I lose Burst after round 1 even if

 December 28, 2023, 08:13:33 am View in topic context

Post your statedef 5900

I don't have a state 5900 in this character but when I CTRL+Fed it with my character loaded in Fighter Factory I found this:

";Variables with this index and above will not have their values
;reset to 0 between rounds or matches. There are 60 int variables,
;indexed from 0 to 59, and 40 float variables, indexed from 0 to 39.
;If omitted, then it defaults to 60 and 40 for integer and float
;variables repectively, meaning that none are persistent, i.e. all
;are reset. If you want your variables to persist between matches,
;you need to override state 5900 from common1.cns."

Does this mean the Variable my character is using is something Mugen is already editing by default? What other number should I use? I didn't have this problem when using variable 4 to prevent infinite launcher combos.

Mugen/data/common1.cns:

;---------------------------------------------------------------------------
; Initialize (at the start of the round)
[Statedef 5900]
type = S

[State 5900, 1] ;Clear all int variables
type = VarRangeSet
trigger1 = roundsexisted = 0
value = 0

[State 5900, 2] ;Clear all float variables
type = VarRangeSet
trigger1 = roundsexisted = 0
fvalue = 0

[State 5900, 3] ;Change palette
type = RemapPal
trigger1 = 1
source = 1,1
dest = 1,palno

[State 5900, 4] ;Intro for round 1
type = ChangeState
trigger1 = roundno = 1
value = 190

[State 5900, 5] ;All other rounds
type = ChangeState
trigger1 = 1
value = 0
    

Re: My burst code seems correct but I lose Burst after round 1 even if

 December 27, 2023, 09:54:43 pm View in topic context

Var(22) most likely resets between rounds and you're only setting it on round 1.

Var22 is supposed to be 1 for the whole match. Unless you Burst, then it becomes 0, ensuring you can't Burst again.

Var22 is being set as Persistent =1 if that helps. When I tried changing it to Persistent = 0 that didn't change anything.