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Messages by K4thos


Re: Ikemen GO Movelist Thread

 September 01, 2020, 01:59:29 AM View in topic context
 Posted by K4thos  in Ikemen GO Movelist Thread (Started by RagingRowen August 31, 2020, 10:10:21 PM
 Board: IKEMEN Releases

I'd like to request delaying this topic for the next major build. We have been informed by copyright holder that the glyphs art can't be used in MIT licensed engine. All art has been already removed from wiki and next build will have new glyphs art (gacel is currently working on replacement). For this reason I'd like to also request you to remove those 2 screenshots form OP, so that they don't become cashed by google image search.

Re: Diary of the creation of a P.o.t.S character Part 1: Basic Movements

 August 29, 2020, 08:49:09 PM View in topic context
 Posted by K4thos  in Diary of the creation of a P.o.t.S character Part 1: Basic Movements (Started by Ziltoid August 29, 2020, 03:06:50 PM
 Board: M.U.G.E.N Discussion

Someone once said "don't copy and paste a code into your character if you don't know what it does", can't remember who now.
this I can agree on.

What I mean is, you probably want your character to feel unique and not a clone of someone else's, at least I wanted, so do the code all by yourself even if it will be the same thing as another character.
but please don't follow this advice. I'm not a character creator but I don't think I need to be to notice that this approach to coding is very unproductive. Like ok, it works in this particular context (you're learning, so doing things on your own from scratch and comparing results helps with learning process), but the advice given was in general.

It can work if the referenced character is far from source (by copy pasting you're duplicating the same problems that makes the character feel off). But let's say refusing to reference perfectly fine latest Jmorphman's Ken code and doing shoto moves from scratch instead? Nah, I wouldn't recommend that.

Re: Ikemen GO

 August 29, 2020, 01:15:02 AM View in topic context
 Posted by K4thos  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

I've been curious to ask but I wasn't sure if there was a simple way to set up specific matches for each character's arcade mode, I know that you can make it so it pools characters of a certain order so it can only pick from something like order=1,2, etc. Or the specific rival match where you can do something like 1={kfm[, 2={suavedude}. I just wanted to make it so that in arcade mode it only allows certain characters for specific encounters in groups, so someone like Ryu can only fight Ken/Kyo/Wolverine on a specific round. I don't necessarily want to make teams as someone mentioned on the previous page, I just wanted it so it narrows down each fight to only like 2-3 people possible per stage and then randomly select 1 of those few I add.

I was trying to see if adding multiple rivals with the same number ex. 1={ Ken},1={ Kyo},1={ KFM} but that just prioritizes whoever is further to the right with the value it seems.

rivals param will be removed in the next major version. This system will be used instead:
It allows to implement stuff you've requested (and what RagingRowen requested here, and pretty much whatever you can think of).

OK this is a potentially game breaking idea or a major game changing idea. Has anyone played a coop tag arcade mode and went up against a team of 4 Ai characters well wouldn't it be nice that player 1 has characters 1 and 3 and player 2 has 2 and 4  and they could tag out between those characters I feel it'd add a more of strategic approach to certain modes especially if Boss Rush comes back.
not sure if I understand. If you mean 2 human players using tag or simul mode against cpu than that's already implemented (team coop). Mode in which 2 players use tag against each other also already exists (team versus). If you mean more than 2 human players fighting each other in tag or simul than that will be available in next major release (versus coop mode)

edit: also Boss Rush doesn't have to come back, it never went anywhere. See select.def boss character param description.

Re: Ikemen GO bug reports and know bugs

 August 29, 2020, 01:08:09 AM View in topic context
 Posted by K4thos  in Ikemen GO bug reports and know bugs (Started by Gacel September 09, 2019, 11:26:09 PM
 Board: IKEMEN Releases

got this error from a char I got

    .\external\script\start.lua:1402: chars\Dudley/States/
    ifelse(AIlevel, ifelse((p2statetype = A), 750, ifelse((p2statetype = C), 751, ifelse(random < 500, 750, 751))), ifelse(command = "Counter_P", 750, 751))
    anim: コマンド"counter_p"は存在しません
    stack traceback:
       [G]: in function 'game'
       .\external\script\start.lua:1402: in function 'f_selectSimple'
       external/script/main.lua:2230: in function <external/script/main.lua:2208>
       external/script/main.lua:2723: in function 'loop'
       external/script/main.lua:3352: in main chunk
       [G]: ?

and this from

this is known and fixed already. Won't be the case in the next build.

Re: Yun released

 August 27, 2020, 01:10:28 PM View in topic context
 Posted by K4thos  in Yun released (Started by KarmaCharmeleon August 27, 2020, 12:04:05 AM
 Board: Your Releases, 1.0+

great release, solid and fun. The only thing I think could be improved is afterimage settings used during Genei Jin - the effect, while closely resembling SF3, clash a bit with pots style aesthetics, imo. Maybe a bit more transparency would make it look better.

Re: Ikemen GO

 August 18, 2020, 07:18:54 PM View in topic context
 Posted by K4thos  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

Created an incredibly simple unlock system modifying luas that reads how many arcade clears you've made from stats.config.
next version will support characters, stages and modes unlocking without need to edit scripts. Consider joining discord if you want to be up to date with engine developments.

airforce111 said:
I don't think main luas are supposed to be edited lol, but maybe that's what the mods folder is for.
External modules loading is also planned for next major release. As for editing lua files directly - the only reason why it's not worth it now, is due to amount of changes to lua scripts made on each release. For example in order to support more than 2 players locally, without workarounds, I had to axe and refactor large portion of start.lua code. Porting changes made for earlier iteration of scripts would be a lot of work, so it's recommended only for fullgame makers that don't mind extra work (or don't care about future compatibility with new releases). Of course once the engine stabilize feature wise local changes will be more manageable (especially if implemented via external modules, so that they don't become overwritten just by downloading the new version)

Been working on a local 4 player mode in Ikemen go.
This feature will be available in the next major release (your post inspired me to work on it actually)

Also for Arcade Mode, I know I suggested this back then in some way, but we should be able to put chars into teams akin to KOF so members of a team will be present in the same match.
this is way to specific to be something available by default with the engine via select.def parameters, imo. But the upcoming story mode/arcade paths feature will make it (and similar ideas) possible without much effort (you will have to write code for it yourself though)

Re: Ikemen GO

 August 18, 2020, 06:35:22 PM View in topic context
 Posted by K4thos  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

And now that we are at 0.95.9, I dont know if a possible renaissance is coming worthy of shouting out of the window "1.0 is here!"
keep in mind that once version v0.99 is available it doesn't mean the next one will be v1.0. It doesn't work like that.

We're currently following convention similar to Semantic Versioning: (with leading 0 meaning that the engine does not have 100% mugen 1.1 compatibility yet)

Current versioning convention wasn't always the case considering most of these 95 appveyor builds, until recently, were prepared automatically any time new github commit was made.

Re: menu.window.margins.y = 40, 34

 August 14, 2020, 11:25:53 AM View in topic context
 Posted by K4thos  in menu.window.margins.y = 40, 34 (Started by AlabastaPirate August 13, 2020, 07:59:32 PM
 Board: M.U.G.E.N Development Help

that's not it. Margins values are used to declare window coordinates that will cut off main menu text. In pixels:
y1: menu.pos[2] - menu.window.margins.y[1]
y2: menu.pos[2] + (menu.window.visibleitems - 1) * menu.item.spacing[2] + menu.window.margins.y[2]

Re: Which Hitspark do you guys like best? VOTE!!

 July 31, 2020, 11:33:38 AM View in topic context
 Posted by K4thos  in POLL: Which Hitspark do you guys like best? VOTE!! (Started by vyn July 31, 2020, 03:47:05 AM
 Board: M.U.G.E.N Discussion

Your newest sparks looks nice, but if I can choose I still prefer second option. Sprites or sounds that don't match other characters is enough reason for me to ignore the character, regardless of its quality. In other words:
CvS2 sprites > SF3 sprites
Pots sparks > any other custom sparks

Re: Ikemen Plus, GO or GO Plus?

 July 24, 2020, 10:18:49 PM View in topic context
 Posted by K4thos  in Ikemen Plus, GO or GO Plus?  (Started by Tommy_Ber July 24, 2020, 09:21:08 PM
 Board: Ikemen General Discussion and Help

1. Ikemen SSZ/Plus are abandoned (it's still worth considering if you're content with its current features)
2. There is no Ikemen GO Plus anymore, just Go (everyone working on the engine merges commits from other devs)
3. To see what's changed in each version you can read detailed Github changelogs and features wiki (linked in the Ikemen GO topic)
4. Ultimate features are either already merged to Go or will be ported in future

In other words it's a decision between Ikemen (Plus) and GO. Up to you.

Re: Ikemen GO

 July 19, 2020, 10:19:21 PM View in topic context
 Posted by K4thos  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases


Re: Ikemen GO

 July 18, 2020, 10:36:18 AM View in topic context
 Posted by K4thos  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

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: POTS Style Heavy D

 July 11, 2020, 07:16:56 PM View in topic context
 Posted by K4thos  in POTS Style Heavy D (Started by Nedflandeurse July 11, 2020, 02:14:05 AM
 Board: Requests


Re: Ikemen GO

 July 07, 2020, 03:02:01 PM View in topic context
 Posted by K4thos  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases


Just have a quick development question.
I would like to utilize the entire screen (or with own margins) for the options screen, setting [menu_pos = {0, 33}, --Ikemen feature] in the motif.lua doesn't make the menu go all the way left. So I guess there is an additional offset in place but I can't seem to find it. Any of the developers have any pointer they could give me in regards to this? Any help is much appreciated.


Edit: After some more fiddeling I found out it has to do with the screen resolution, set to 640 x 480 then the options menu is all the way left however setting it to 1280x720 there is an offset in place (or maybe scaling???) So any help is stil much appreciated.

first of all you're not supposed to edit motif.lua directly. It contains DEF file parser and default values that are meant to be overwritten by screenpack DEF file. Lua scripts are often changed between versions without notice which means local adjustments are not forward compatible. Of course if it's a full game project and you're planning to rewrite scripts to your needs without worrying about future changes than do whatever you wish, otherwise stick to DEF file to save yourself frustration.

As for the question - what you're seeing is a default option menu that is rendered using 320x240 localcoord, scaled up to your screenpack localcoord resolution. In order to take full advantage of your actual localcoord (in this case 1280x720) you need to paste menu.item.font parameter to your screenpack DEF file under [Option Info] (and many other parameters since after doing so default positioning implemented for different localcoord in mind won't be correct).

Re: Ikemen GO

 July 06, 2020, 09:58:57 AM View in topic context
 Posted by K4thos  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

if you are in a 3 person tag team, and you are the first player using the RedirectID = GetPlayerID(Teamside), it directly redirects to you as the first player as well...when they are in other slots it works fine though....not sure whats up
I don't understand why you consider it wrong behaviour. Based on your description it matches what RedirectID, GetPlayerID and Teamside does.

As far as the extra modes will there ever be a side scroller beat em up mode like TEKKEN FORCE.
I'm not aware about anyone interested in implementing it.

Re: Ikemen GO bug reports and know bugs

 June 24, 2020, 12:47:58 PM View in topic context
 Posted by K4thos  in Ikemen GO bug reports and know bugs (Started by Gacel September 09, 2019, 11:26:09 PM
 Board: IKEMEN Releases


Re: Mighty Street Fighter: First Release! "Mike Edition"

 June 06, 2020, 11:16:14 AM View in topic context
 Posted by K4thos  in Mighty Street Fighter: First Release! "Mike Edition" (Started by Cobra Caddie June 06, 2020, 10:53:02 AM
 Board: Your Releases, 1.0+

the Mike's intro was legit hilarious ;D Everything looks good. Great voice acting too.

Re: Ikemen GO

 May 18, 2020, 05:12:20 PM View in topic context
 Posted by K4thos  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

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.
you sure about that? ;)

1. The stTag in the Def does not load
it works as intended. Please read the updated wiki article:

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.
If you're reporting issue please always make sure that it can be reliably reproduced in game and provide detailed steps how to do it. I've spent quite some time trying to reproduce it based on your vague description and didn't menage to do it. Also please use proper topic for reporting bugs:

Is there a way to skip straight to one mode after leaving names blank like Arcade and the Co-Op modes?
no, unless you add such feature in lua files yourself, since it's not implemented currently outside main menu.

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.
4 players are not supported

Sorry for my English. In the new version there is no continue screen?

some way to put the old continue scren?
yes, all screenpack parameters used for that SFA2 continue screen with counter are still fully usable. You need to add them to screenpack yourself though. Keep in mind that they are not docummented yet (you can find thier names in motif.lua, if you really want to use them now).

Re: juggle and Juggling (CNS)

 May 12, 2020, 05:37:28 PM View in topic context
 Posted by K4thos  in juggle and Juggling (CNS) (Started by Cybasterd October 01, 2015, 01:51:46 PM
 Board: MUGEN Class

Gonna post it here so that the result of my juggle tests made in both ikemen go and mugen 1.1 doesn't get lost:

- Number of points for juggling is set via character's CNS airjuggle parameter under [Data]
- Statedef juggle parameter specifies how many points of juggling the player's/helper's attack move requires (projectiles don't use this value). If omitted for an attack, that attack will juggle if the previous attacking state successfully juggled. If an attack spans more than one state, include the juggle parameter only in the first state of that attack.
- air.juggle parameter is used only by projectiles (so it should not be a part of HitDef sctrl declaration in mugen docs but Projectlie sctrl only)
- Juggle points are tracked individually against any player and helper that is hitting the character, so it's possible to have different amount of juggle points against enemies with different IDs at the same time.
- Projectiles hitting the enemy are treated as if the attack was made by player/helper that spawned it (they don't use their own juggle count)

Re: Ikemen GO

 May 04, 2020, 05:43:27 PM View in topic context
 Posted by K4thos  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

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.