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Messages by germanvasquez

    

Re: UNIVERSAL PAL SELECTOR

 August 30, 2022, 11:47:07 pm View in topic context
avatar  Posted by germanvasquez  in UNIVERSAL PAL SELECTOR (Started by germanvasquez August 29, 2022, 05:31:20 pm
 Board: IKEMEN Releases

Hi,

Well, you can add the whole code to one of the .zss files on save>config.json
or create a new file, paste the code and add to that section on config.json

In my case I created PALSELECTOR.ZSS and my config.json looks like this:

"CommonStates": [
      "data/action.zss",
      "data/dizzy.zss",
      "data/guardbreak.zss",
      "data/score.zss",
      "data/tagwithsuperpause.zss",
      "data/training.zss",
      "data/AUTOCOMBO.zss",
      "data/commonsgv.zss",
      "data/PALSELECTOR.zss",
      "data/superfin.cns",
      "data/wireattack.zss"

after that It works just like infinte chars pal selector. You must define your own Sounds and animations for hud. otherwise it will work like this:

https://nam12.safelinks.protection.outlook.com/?url=https%3A%2F%2Fgithub.com%2Fikemen-engine%2FIkemen-GO%2Ffiles%2F9294228%2Fvideo.zip&data=05%7C01%7C%7C905470ab26ae4e9988f908da7a42eb41%7C84df9e7fe9f640afb435aaaaaaaaaaaa%7C1%7C0%7C637956725082961566%7CUnknown%7CTWFpbGZsb3d8eyJWIjoiMC4wLjAwMDAiLCJQIjoiV2luMzIiLCJBTiI6Ik1haWwiLCJXVCI6Mn0%3D%7C3000%7C%7C%7C&sdata=u6J5x2pjUjXWuBWqZoQLlnW2a1lYgftGmUnYzQzTUtY%3D&reserved=0



    

UNIVERSAL PAL SELECTOR

 August 29, 2022, 05:31:20 pm View in topic context
avatar  Posted by germanvasquez  in UNIVERSAL PAL SELECTOR (Started by germanvasquez August 29, 2022, 05:31:20 pm
 Board: IKEMEN Releases


Edited:  Sounds requirements

Hi Guys,

after some work I could take the pal selector usable with characters such as Infinite's Style as an Universal feature for Ikemen,

It requires you to add
Sound: 12345,0 to common.snd (being this sound the cursor moving sound)
Sound: 12345,1 to Common.snd (being this sound the cursor moving sound)
and animation 1234599 to your fightsfx files (ben that the animation for the pal selector)

Also It requieres you to define const(lastpal) on your config file (I ve set mine to 12) and define it on chars with less than 12 pals.

The way the code is done also requires you to manually give an unique id to each character to avoid duplicates/clones in the pal selector:

you must do it in the first lines following the example:

if Name="Ryu" {mapset{map:"PalNameId";value:1;}}
if Name="Ken" {mapset{map:"PalNameId";value:2;}}
if Name="Dante4" {mapset{map:"PalNameId";value:3;}}

If someone can improve this code it will be very much welcome.

pd: so far tested on single and tag modes,
should work fine on simul and turns

I will only be uplading the code so anyone can use their own animations or sounds

Code:
[StateDef -3]


if Name="Ryu" {mapset{map:"PalNameId";value:1;}}
if Name="Ken" {mapset{map:"PalNameId";value:2;}}
if Name="Dante4" {mapset{map:"PalNameId";value:3;}}

if
numhelper(1234599){
assertspecial{flag:intro}}

if
(playerno=2 || playerno=4 || playerno=6 || playerno=8 ) &&
map(fvar36)=[1,const(lastpal)]  #fvar(36)=the number of pals available
&& numhelper(1234599)=0
&&
(
map(PalNameId)=enemy,map(PalNameId)&& map(fvar36)=enemy,map(fvar36) && enemy,numhelper(1234599)=0||
map(PalNameId)=enemy(1),map(PalNameId)&& map(fvar36)=enemy(1),map(fvar36) && enemy(1),numhelper(1234599)=0||
map(PalNameId)=enemy(2),map(PalNameId)&& map(fvar36)=enemy(2),map(fvar36) && enemy(2),numhelper(1234599)=0||
map(PalNameId)=enemy(3),map(PalNameId)&& map(fvar36)=enemy(3),map(fvar36) && enemy(3),numhelper(1234599)=0||
map(PalNameId)=enemy(4),map(PalNameId)&& map(fvar36)=enemy(4),map(fvar36) && enemy(4),numhelper(1234599)=0
)
&& map(fvar36)=const(lastpal)
{
RemapPal{source:1,1;dest:1,1;}
}

if
(playerno=2 || playerno=4 || playerno=6 || playerno=8 ) &&
map(fvar36)=[1,const(lastpal)]  #fvar(36)=the number of pals available
&& numhelper(1234599)=0
&&
(map(PalNameId)=enemy,map(PalNameId)&& map(fvar36)=enemy,map(fvar36) && enemy,numhelper(1234599)=0||
map(PalNameId)=enemy(1),map(PalNameId)&& map(fvar36)=enemy(1),map(fvar36) && enemy(1),numhelper(1234599)=0||
map(PalNameId)=enemy(2),map(PalNameId)&& map(fvar36)=enemy(2),map(fvar36) && enemy(2),numhelper(1234599)=0||
map(PalNameId)=enemy(3),map(PalNameId)&& map(fvar36)=enemy(3),map(fvar36) && enemy(3),numhelper(1234599)=0||
map(PalNameId)=enemy(4),map(PalNameId)&& map(fvar36)=enemy(4),map(fvar36) && enemy(4),numhelper(1234599)=0)
&& map(fvar36)<const(lastpal)
{
RemapPal{source:1,1;dest:1,map(fvar36)+1;}
}


#doubt
IgnoreHitPause if
numhelper(1234599) &&
helper(1234599),map(fvar36)=[1,const(lastpal)]{
mapset{map:"fvar36";value:  helper(1234599),map(fvar36);}
}

IgnoreHitPause if
numhelper(1234599)
&&
helper(1234599),map(fvar36)=[1,const(lastpal)]
{remappal
{source:1,1;
dest:1,map(fvar36);
}
}




ignorehitpause if
matchno>1&&!AILevel
{remappal
{source:1,1;
dest:1,map(fvar36);
}
}




#[StateDef 5900]



if
1&&!numhelper(1234599)&&!AILevel&&numenemy && stateno = 5900 &&! ishelper &&
roundno = 1 && matchno=1 && !(TeamMode = simul) && !(enemy, TeamMode = simul)
{helper{id:1234599;stateno:1234599;facing:facing;ownpal:1;size.xscale:.5;size.yscale:.5;}
}

if
1&&!numhelper(1234599)&&!AILevel&&numenemy && stateno = 5900 &&! ishelper &&
map(fvar36)=0
{helper{id:1234599;stateno:1234599;facing:facing;ownpal:1;size.xscale:.5;size.yscale:.5;}
}

if
1&&!numhelper(1234599)&&!AILevel&&numenemy && stateno = 5900 &&! ishelper &&
(TeamMode = turns)&& !roundsexisted && (enemy,roundsexisted)
{helper{id:1234599;stateno:1234599;facing:facing;ownpal:1;size.xscale:.5;size.yscale:.5;}
}

if
stateno = 5900
{mapset{map:"palturn";value:1;}
}

if
stateno = 5900
{teammapset{map:"palturn";value:1;}
}

ignorehitpause if AILevel
{remappal{source:1,1;dest:1,palno;}}

#if
#roundno = 1
#{changestate{value:190;}}

#if
#RoundsExisted=0 && TeamMode = Turns
#{changestate{value:190;}}


[StateDef 1234599;
physics: N;
anim: f1234599;
sprpriority: 99999;]

velset{x:0;y:0;}

assertspecial{flag:intro;flag:noshadow;flag:RoundNotSkip;}

#mapset{map:"mTeamMode";value:TeamMode;}

DisplayToClipboard{text:"Member is %d turn is %f time %f mode $i";params:parent,MemberNo,root,map(palturn),map(fvar38),teammode=tag;}


if parent,MemberNo!= root,map(palturn) && TeamMode = Tag
{
assertspecial{flag:invisible;}
}

ignorehitpause if
!time
{posset{x:root,pos x;y:-35;}}

if
!time{
mapset{map:"fvar38";value:600;}
}

if
!time{
mapset{map:"fvar36";value:root,palno;}
}


if
map(fvar36)>const(lastpal)
{mapset{map:"fvar36";value:1}
}

if
map(fvar36)=0
{mapset{map:"fvar36";value:const(lastpal);}
}

if
map(fvar39)=2
{playsnd{value: F12345,0;volumescale:100;channel:20;}
}

if parent,MemberNo= root,map(palturn) && TeamMode = tag {
mapadd{map:"fvar38";value:-1;}}

if TeamMode != tag {
mapadd{map:"fvar38";value:-1;}}


#tag

persistent(0) if
ishelper(1234599)&&  parent,MemberNo= root,map(palturn) && TeamMode = tag &&
(root,command="a"||root,command="b"||root,command="c"||root,command="x"||root,command="y"||root,command="z"||roundstate=2)
{playsnd{value: F12345,1;volumescale:100;channel:20;}
}


if
map(fvar39)=0 && map(fvar38)<55
&& root,MemberNo= root,map(palturn) && TeamMode = tag &&
(root,command="holdup"||root,command="holddown"||root,command="holdback"||root,command="holdfwd")
{mapadd{map:"fvar38";value:30;}
}

if
map(fvar39)=0
&& parent,MemberNo= root,map(palturn) && TeamMode = tag &&
(root,command="holdup" ||root,command="holdfwd")
{mapadd{map:"fvar36";value:1;}
}

if
map(fvar39)=0
&& parent,MemberNo= root,map(palturn) && TeamMode = tag &&
(root,command="holddown"||root,command="holdback")
{mapadd{map:"fvar36";value:-1;}
}

if parent,MemberNo= root,map(palturn) && TeamMode = tag &&
(root,command="holdup"||root,command="holddown"||root,command="holdback"||root,command="holdfwd")&&!fvar(39)||fvar(39)
{mapadd{map:"fvar39";value:1;}
}


#normal

persistent(0) if
ishelper(1234599) && TeamMode != tag &&
(root,command="a"||root,command="b"||root,command="c"||root,command="x"||root,command="y"||root,command="z"||roundstate=2)
{playsnd{value: F12345,1;volumescale:100;channel:20;}
}


if
map(fvar39)=0 && map(fvar38)<55
&& TeamMode != tag &&
(root,command="holdup"||root,command="holddown"||root,command="holdback"||root,command="holdfwd")
{mapadd{map:"fvar38";value:30;}
}

if
map(fvar39)=0
&& TeamMode != tag &&
(root,command="holdup" ||root,command="holdfwd")
{mapadd{map:"fvar36";value:1;}
}

if
map(fvar39)=0
&& TeamMode != tag &&
(root,command="holddown"||root,command="holdback")
{mapadd{map:"fvar36";value:-1;}
}

if TeamMode != tag &&
(root,command="holdup"||root,command="holddown"||root,command="holdback"||root,command="holdfwd")&&!fvar(39)||fvar(39)
{mapadd{map:"fvar39";value:1;}
}



if
map(fvar39)>= 23
{mapset{map:"fvar39";value:0;}
}

persistent(2)
if
ishelper(1234599) && map(fvar38)=0 && TeamMode != tag
{destroyself{}
}

#turns or single

#persistent(0) if
#ishelper(1234599) &&  TeamMode != tag &&
#(root,command="a"||root,command="b"||root,command="c"||root,command="x"||root,command="y"||root,command="z"||roundstate=2)
#{TeamMapAdd{map:"palturn";value:1;}}

if
ishelper(1234599) && TeamMode != tag &&
(root,command="a"||root,command="b"||root,command="c"||root,command="x"||root,command="y"||root,command="z"||roundstate=2)
{
destroyself{}
}

#tag
persistent(0) if
ishelper(1234599) && parent,MemberNo= root,map(palturn) && map(fvar38)<580 && TeamMode = tag &&
(root,command="a"||root,command="b"||root,command="c"||root,command="x"||root,command="y"||root,command="z"||roundstate=2)
{TeamMapAdd{map:"palturn";value:1;}
destroyself{}
}

persistent(0)
if
ishelper(1234599) && map(fvar38)=0 && TeamMode = tag
{
TeamMapAdd{map:"palturn";value:1;}
destroyself{}
}

# persistent(0)
 # if
# ishelper(1234599) && parent,MemberNo= root,map(palturn) && map(fvar38)<580 && TeamMode = tag  &&
# (root,command="a"||root,command="b"||root,command="c"||root,command="x"||root,command="y"||root,command="z"||roundstate=2)
# {parentmapset{map:"arcadepal";value:map(fvar36);}}

# if
# ishelper(1234599) && parent,MemberNo<root,map(palturn) && TeamMode = tag && parent,map(arcadepal)>0 &&
# (root,command="a"||root,command="b"||root,command="c"||root,command="x"||root,command="y"||root,command="z"||roundstate=2)
# {destroyself{}}

if
ishelper(1234599) && root,AILevel
{destroyself{}}
    

Re: MugenHook - upgrade your M.U.G.E.N!

 October 26, 2019, 12:22:43 am View in topic context
avatar  Posted by germanvasquez  in MugenHook - upgrade your M.U.G.E.N! (Started by ermaccer September 20, 2019, 03:01:11 pm
 Board: Projects

    

Re: Vs. Style Debuts Tag Project V2.0 Beta Release

 October 11, 2019, 12:38:41 am View in topic context
avatar  Posted by germanvasquez  in Vs. Style Debuts Tag Project V2.0 Beta Release (Started by DarkWolf13 October 11, 2019, 12:06:50 am
 Board: Your Releases, 1.0+

quick feedback,   \

your system file is misnamed,
had to rename it son Mugen can run withouth crashing on start up

When finally got it to start, I think you use a custom font for your men, bc no font is diplayed

You should pack  the font with your game

also  team vs mode selector isnt fine
    

Re: MugenHook - upgrade your M.U.G.E.N!

 October 01, 2019, 06:49:21 pm View in topic context
avatar  Posted by germanvasquez  in MugenHook - upgrade your M.U.G.E.N! (Started by ermaccer September 20, 2019, 03:01:11 pm
 Board: Projects


MugenHook is an opensource project aimed to add features to the M.U.G.E.N engine (1.1 only). It is programmed in C++ (well, mostly) with assembly bits. Most of currently added features are from Mortal Kombat games (cause I like them), though I do accept suggestions and/or feature requests.
It is under constant development, so expect updates often.

Current major features:
  • Animated portraits/stances on select screen - You can say goodbye to cursor tricks!
  • Animations upon selection - Make your character perfom an animation (eg. win) upon selection.
  • Cell based sounds - Assign different selection sound for every character in your roster (useful for announcers).
  • Hardcoded strings modification - Rename Simul/Single/Turns or customize your button names without hex editor or font tricks.
  • Disable game modes - Don't like a particular game mode in your fullgame? Simply disable it!
  • 3 vs 3 or 4 vs 4 - Spice things up with one switch, no seperate executables required!
There's also some minor ones like random stage select sound.
Help: https://github.com/ermaccer/mugenhook/wiki
Download:https://github.com/ermaccer/mugenhook/releases
Source:https://github.com/ermaccer/mugenhook

Please report bugs here if possible: https://github.com/ermaccer/mugenhook/issues

Preview:
[youtube]https://youtu.be/d2m0uE8lkb4[/youtube]


Hey,

you should add a feature in team modes to let players only choose a character one time,

    

Re: Competitive Mugen Project

 October 01, 2019, 06:44:34 pm View in topic context
avatar  Posted by germanvasquez  in Competitive Mugen Project (Started by Bluekuma October 01, 2019, 03:50:28 am
 Board: M.U.G.E.N Discussion

Not really,

In MVC games and mugen chars in general,

can only chain attacks If movecontact=1 ,
in other words, if a character wiffs a hit,
they are bound to end the hit animation before enetring a nwe one, and usually hit animations have a non active time to recover to an iddle state,
so you can punish them during that time before they can do another hit
    

Re: Competitive Mugen Project

 October 01, 2019, 05:45:02 pm View in topic context
avatar  Posted by germanvasquez  in Competitive Mugen Project (Started by Bluekuma October 01, 2019, 03:50:28 am
 Board: M.U.G.E.N Discussion

Well, I am working in a fully balanced mugen.

With this mechanics:
6 buttons
Chain combo,
Launcher,
aerial combo
spot dodge
power charge
MVC imput style Hypers,
TAG SYSTEM:
assist,
character change
and delayed hyper combos,


I am using a vast selection of characters and recoding some stuff that needs to be recoded,
I will upload a Nero video one of this days and an update
    

Re: Magneto

 October 01, 2019, 01:19:03 am View in topic context
avatar  Posted by germanvasquez  in Magneto (Started by Infinite Daze September 28, 2019, 03:30:51 pm
 Board: Your Releases, 1.0+

Hi Infinite,

for some reason when I am trying to convert your character to sff 1.1 to use my custom lifebar and big potrait,

the pal selector doesnt work anymore,

I ve done such thing with every other chars of you, but this is the first time I encounter this.

Thanks in advance for your feedback
    

Re: SOL BADGUY BY MUTEKI

 September 30, 2019, 08:40:13 pm View in topic context
avatar  Posted by germanvasquez  in SOL BADGUY BY MUTEKI (Started by germanvasquez September 27, 2019, 01:25:52 am
 Board: Requests

thanks man
    

Re: Magneto

 September 28, 2019, 06:37:37 pm View in topic context
avatar  Posted by germanvasquez  in Magneto (Started by Infinite Daze September 28, 2019, 03:30:51 pm
 Board: Your Releases, 1.0+

This is like a dream come true

some feedback,

upon landing after an aerial combo, you cannot control Magneto abput a second, maybe something to do with the landing anim?

and when connecting hyper grav mid combo, seems to reset the counter.


regards
and keep up your good work
    

SOL BADGUY BY MUTEKI

 September 27, 2019, 01:25:52 am View in topic context
avatar  Posted by germanvasquez  in SOL BADGUY BY MUTEKI (Started by germanvasquez September 27, 2019, 01:25:52 am
 Board: Requests

Anybody got him?
    

FONTS IN 1.1

 September 24, 2019, 05:39:12 pm View in topic context
avatar  Posted by germanvasquez  in FONTS IN 1.1 (Started by germanvasquez September 24, 2019, 05:39:12 pm
 Board: M.U.G.E.N Development Help

Is it possible to do a font with full color (32 bits) sff?
    

Re: MugenHook - upgrade your M.U.G.E.N!

 September 23, 2019, 08:17:34 pm View in topic context
avatar  Posted by germanvasquez  in MugenHook - upgrade your M.U.G.E.N! (Started by ermaccer September 20, 2019, 03:01:11 pm
 Board: Projects

well, I could do that,
but the air and sff of the chars have the resources to do that without editing.

Maybe in a next version could something be done ? like an option to not disable the big.potraits when the animations are enabled?
    

Re: MugenHook - upgrade your M.U.G.E.N!

 September 23, 2019, 07:44:19 pm View in topic context
avatar  Posted by germanvasquez  in MugenHook - upgrade your M.U.G.E.N! (Started by ermaccer September 20, 2019, 03:01:11 pm
 Board: Projects

Hi,

How do you set animations and big potraits to appear at the same time?
    

Re: MugenHook - upgrade your M.U.G.E.N!

 September 21, 2019, 01:05:27 am View in topic context
avatar  Posted by germanvasquez  in MugenHook - upgrade your M.U.G.E.N! (Started by ermaccer September 20, 2019, 03:01:11 pm
 Board: Projects

Another suggestion,

be able to set different animations scales, for your characters
    

Re: MugenHook - upgrade your M.U.G.E.N!

 September 20, 2019, 06:36:18 pm View in topic context
avatar  Posted by germanvasquez  in MugenHook - upgrade your M.U.G.E.N! (Started by ermaccer September 20, 2019, 03:01:11 pm
 Board: Projects

great!!,

how do I enable 3v3 tags??
    

Re: Rowen's PotS Level 3 Ports and what not... (Requests allowed (Not too many tho)

 August 30, 2019, 07:44:47 pm View in topic context
avatar  Posted by germanvasquez  in PotS Level 3 Portrait Thread. (Started by RagingRowen May 17, 2019, 06:22:04 pm
 Board: Edits & Addons 1.0+

    

Re: Rowen's PotS Level 3 Ports and what not... (Requests allowed)

 August 28, 2019, 08:00:20 pm View in topic context
avatar  Posted by germanvasquez  in PotS Level 3 Portrait Thread. (Started by RagingRowen May 17, 2019, 06:22:04 pm
 Board: Edits & Addons 1.0+

They are sweet,

can you do a Nero and Dante, from Devil may Cry 4??
    

Re: Vergil (Remastered)

 March 12, 2019, 05:20:47 pm View in topic context
avatar  Posted by germanvasquez  in Vergil (Update 7/27/2019) (Started by Mr. Giang March 09, 2019, 01:51:24 pm
 Board: Your Releases, 1.0+

this kind of stuff is what I live for!!!
    

Re: R@CE's Wips

 December 12, 2018, 06:34:18 pm View in topic context
avatar  Posted by germanvasquez  in R@CE's Wips - Ray McDougall (Started by R@CE AKIR@ October 27, 2018, 06:15:33 pm
 Board: Projects

Hi, nice to see you,

love your style!!!