<11.12.2022>
- Improved compatibility for characters that have helpers following them around, such as Nakoruru
- A character who is knocked back onto the ground while tagging out will stand up immediately
When playing with any of GM's SF3 characters, they don't deal any damage when they land hits in Tag Mode. I think this is definitely an issue with the characters themselves and not the patch, but do you have any idea of why this would happen?I only have his Akuma right now but he's working fine. Maybe the chars were modified? Does anyone else have this issue?
enemy,teammode = simul
(enemy,teammode = simul || enemy,teammode = tag)
I like it, I could use it in a neogeo coliceo batlle, thank you.:thumbsup:
You need to be using Ikemen-compatible system effects or the latest version of Ikemen to have those indicators. The lifebars are custom. They're just a simple, rough edit of the default lifebars so I never released them.I like it, I could use it in a neogeo coliceo batlle, thank you.:thumbsup:
I finally have the indicators but its not working for the activetag.zss only for tag.zss, how do i fix?Maybe you're using the code with the Ikemen 0.99 beta?
I have a question, is it suitable for any ikemen or just for one? It is that what happens I put it to my ikemen and at the moment that I am playing alone precious windows and I look at the desktop in the middle of the battleIt's for Ikemen GO 0.98.2 and up, but in Ikemen 0.99 it may need some adjustments to look right. I'll update the code when Ikemen 0.99 beta 2 is released. Perhaps a bit sooner.
I finally have the indicators but its not working for the activetag.zss only for tag.zss, how do i fix?Maybe you're using the code with the Ikemen 0.99 beta?
Which one do I get to make the indicators work with activetag and how do I set it up?
Which one do I get to make the indicators work with activetag and how do I set it up?Download the nightly build from the Ikemen releases section on GitHub and the tag from the first post.
I updated the tag code today.
Because of Ikemen version incompatibilities, the version for Ikemen 0.98.2 can still be found in the Mediafire folder.Which one do I get to make the indicators work with activetag and how do I set it up?Download the nightly build from the Ikemen releases section on GitHub and the tag from the first post.
@XANDERAC Maybe this new version fixes it, even if I didn't address it directly.
Sorry, I missed your post. Could've sworn I'd already make some workarounds so that kind of Mugen tag would work. Are you using the latest version of the code? If so, could you point me to a couple of chars with the issue? Not that compatibility with *every* Mugen tag code can be reasonably achieved.
I really love this Tag system, I do, but for some reason when using it my Ikemen's FPS gets locked at 30 fps ingame and on the chars select screen, I have no idea if this is Ikemen or the tag system doing that, any fix for this? Cause it's awkward seeing battles at 30 FPS when I'm used to 60.
EDIT: Nevermind, maybe Ikemen had issues with VSync, which I disabled it and fixed it
Playing with your active-tag is really very fun, thank for your good work man, God bless you!My pleasure. :thumbsup:
I have a question: It is possible to customize how much red life is taken for each hit? Like a percentage or something?It uses a common Ikemen setting. In the data folder, common.const file you'll find some values that can customize how red life works. Specifically this one:
Default.LifeToRedLifeMul = 0.75
Also, it is possible to have the Counter gauge tag to be filled faster than normally? Like 2x faster than currently is.You'd have to edit the code. But now that you've given me the idea I may add a multiplier value to the config options.
*Would it be possible to add options similar to Ikemen's to add bar sprites, as well as indicators to replace the percentages?This would make installation more complicated than I want it to be, and the tag bar would not look good with every lifebar anyway.
The objective would be like the DBZ Fighters sprite indicators and also the "OK" one that appears
*Also if it were possible that in the configuration you could add "cooldown" between normal changesYou can increase "TagSwitchCooldown" in the common.const file. The code doesn't need it but I made it compatible with that just in case.
*such as the options for how frequently the "CounterTag" chargeImplemented in today's update.
Thanks for this great addition to Ikemen:thumbsup:
This would make installation more complicated than I want it to be, and the tag bar would not look good with every lifebar anyway.
so i found a bug where if a character dies and only one is alive, they don't switch out, softlocking the match
ah sorry, maybe I didn't understand, I meant that it is possible to indicate to the script as an additional option (disabled if not configured) that it could be indicated configuration for bars targeting a file, and an n#sprite (similar to how Ikemen config their lifebars) and so the user can choose or/and customize the bars to taste, and another sprite for when it reaches 100% normal change..I may revisit the idea of adding pauses and making it flashier down the line. I wanted something "neutral" that'd work with the setup of any player.
This is also with the "counterTag" and it is up to you whether to put bars.
or just a sprite of "Ready" or "ok"
Right now writing this an idea occurred to me, how the countertag is not that frequent, (since it is charged with enemy damage)
when the activation is made, by the opponent, even a mini-pause and an increase in invulnerability so that it is effectively a countertag, even flash and sound, I imagine ;D ;D ... I don't know if you like this idea
As you say, the goal is always to be as practical as possible so any overly complicated addition would break this rule, so they are just ideas thrown into the air.
Greetings! :) :goi:
so i found a bug where if a character dies and only one is alive, they don't switch out, softlocking the match
This sometimes happens to me also.What's the version date in your readme file? And does it happen with any character or specific ones?
ah sorry, maybe I didn't understand, I meant that it is possible to indicate to the script as an additional option (disabled if not configured) that it could be indicated configuration for bars targeting a file, and an n#sprite (similar to how Ikemen config their lifebars) and so the user can choose or/and customize the bars to taste, and another sprite for when it reaches 100% normal change..I may revisit the idea of adding pauses and making it flashier down the line. I wanted something "neutral" that'd work with the setup of any player.
This is also with the "counterTag" and it is up to you whether to put bars.
or just a sprite of "Ready" or "ok"
Right now writing this an idea occurred to me, how the countertag is not that frequent, (since it is charged with enemy damage)
when the activation is made, by the opponent, even a mini-pause and an increase in invulnerability so that it is effectively a countertag, even flash and sound, I imagine ;D ;D ... I don't know if you like this idea
As you say, the goal is always to be as practical as possible so any overly complicated addition would break this rule, so they are just ideas thrown into the air.
Greetings! :) :goi:so i found a bug where if a character dies and only one is alive, they don't switch out, softlocking the matchThis sometimes happens to me also.What's the version date in your readme file? And does it happen with any character or specific ones?
I noticed that behavior with Krang by Dcat. What was happening is that the char repeatedly sends itself to the KO state every frame and thus bypasses the tag code when KO. I have an idea on how to fix that one at least.
ah sorry, maybe I didn't understand, I meant that it is possible to indicate to the script as an additional option (disabled if not configured) that it could be indicated configuration for bars targeting a file, and an n#sprite (similar to how Ikemen config their lifebars) and so the user can choose or/and customize the bars to taste, and another sprite for when it reaches 100% normal change..I may revisit the idea of adding pauses and making it flashier down the line. I wanted something "neutral" that'd work with the setup of any player.
This is also with the "counterTag" and it is up to you whether to put bars.
or just a sprite of "Ready" or "ok"
Right now writing this an idea occurred to me, how the countertag is not that frequent, (since it is charged with enemy damage)
when the activation is made, by the opponent, even a mini-pause and an increase in invulnerability so that it is effectively a countertag, even flash and sound, I imagine ;D ;D ... I don't know if you like this idea
As you say, the goal is always to be as practical as possible so any overly complicated addition would break this rule, so they are just ideas thrown into the air.
Greetings! :) :goi:so i found a bug where if a character dies and only one is alive, they don't switch out, softlocking the matchThis sometimes happens to me also.What's the version date in your readme file? And does it happen with any character or specific ones?
I noticed that behavior with Krang by Dcat. What was happening is that the char repeatedly sends itself to the KO state every frame and thus bypasses the tag code when KO. I have an idea on how to fix that one at least.
It was mainly OHMSBY style characters and I just downloaded the latest update of your tag code but didn't test it out yet.
ah sorry, maybe I didn't understand, I meant that it is possible to indicate to the script as an additional option (disabled if not configured) that it could be indicated configuration for bars targeting a file, and an n#sprite (similar to how Ikemen config their lifebars) and so the user can choose or/and customize the bars to taste, and another sprite for when it reaches 100% normal change..I may revisit the idea of adding pauses and making it flashier down the line. I wanted something "neutral" that'd work with the setup of any player.
This is also with the "counterTag" and it is up to you whether to put bars.
or just a sprite of "Ready" or "ok"
Right now writing this an idea occurred to me, how the countertag is not that frequent, (since it is charged with enemy damage)
when the activation is made, by the opponent, even a mini-pause and an increase in invulnerability so that it is effectively a countertag, even flash and sound, I imagine ;D ;D ... I don't know if you like this idea
As you say, the goal is always to be as practical as possible so any overly complicated addition would break this rule, so they are just ideas thrown into the air.
Greetings! :) :goi:so i found a bug where if a character dies and only one is alive, they don't switch out, softlocking the matchThis sometimes happens to me also.What's the version date in your readme file? And does it happen with any character or specific ones?
I noticed that behavior with Krang by Dcat. What was happening is that the char repeatedly sends itself to the KO state every frame and thus bypasses the tag code when KO. I have an idea on how to fix that one at least.
This happens ONLY after the last updatesI believe you and it seems like a big issue, so for the time being I just rolled back the changes.
I can't tell you exactly which characters causes thisDo you have a roster of chars all in the same style or a random assortment of them?
Well for me it's the characters with OHMSBY-gameplay at least for now. I did not check other characters yet. and I am using nightly buildsThis happens ONLY after the last updatesI believe you and it seems like a big issue, so for the time being I just rolled back the changes.
Please redownload. Sorry about that. I'll upload the latest code after I sort out that issue.I can't tell you exactly which characters causes thisDo you have a roster of chars all in the same style or a random assortment of them?
Also are you guys using Ikemen 0.99 or latest "nightly" builds?
I'm still supporting 0.99 with this system but I may move to nightly since some things need to be adjusted in preparation for the Ikemen 1.0 release. The 0.99 version of the file will be archived and still available like the 0.98.2 version.
This happens ONLY after the last updatesI believe you and it seems like a big issue, so for the time being I just rolled back the changes.
Please redownload. Sorry about that. I'll upload the latest code after I sort out that issue.I can't tell you exactly which characters causes thisDo you have a roster of chars all in the same style or a random assortment of them?
Also are you guys using Ikemen 0.99 or latest "nightly" builds?
I'm still supporting 0.99 with this system but I may move to nightly since some things need to be adjusted in preparation for the Ikemen 1.0 release. The 0.99 version of the file will be archived and still available like the 0.98.2 version.
Also, I'm using this Ikemen version. I didn't know there was a newer one honestly: Ikemen_GO-v0.99.0-rc.2-windowsYou shouldn't be using that one. That's a beta version for 0.99, so just use 0.99.
(Is there a way to avoid all the captchas before posting in mugenguild? Kinda annoying lol!)You probably don't have enough posts to get past the bot filter or something like that.
I think I've figured out the issue but I want to run more matches to be sure.Also, I'm using this Ikemen version. I didn't know there was a newer one honestly: Ikemen_GO-v0.99.0-rc.2-windowsYou shouldn't be using that one. That's a beta version for 0.99, so just use 0.99.(Is there a way to avoid all the captchas before posting in mugenguild? Kinda annoying lol!)You probably don't have enough posts to get past the bot filter or something like that.
I'll wait patiently for your fix! Also I'm migrating to 0.99, thanks for telling. The nightly builds seems to be the latest versions but kinda unstable, correct? You've plans to migrate everything into the future version? I don't know how big the changes would be between versions anyway.The nightly is less stable but it's also more recent. So it may have a new bug once in a while, but overall it has less bugs.
I’m still on Ikemen 98.2, so I haven’t been able to download your update patches. I tried to switch to 99 but a lot of stage edits were broken when I moved over. Also a few characters integrated power bars appeared wonky in the new version, so I’m staying put for the time being.The 0.98.2 file is not as up-to-date so it's missing some compatibility improvements. Maybe that char already works in the 0.99 version of the code.
Updated the file again.
I couldn't find any issues so far but let me know if you do.I'll wait patiently for your fix! Also I'm migrating to 0.99, thanks for telling. The nightly builds seems to be the latest versions but kinda unstable, correct? You've plans to migrate everything into the future version? I don't know how big the changes would be between versions anyway.The nightly is less stable but it's also more recent. So it may have a new bug once in a while, but overall it has less bugs.
I will always keep my works up-to-date with the latest Ikemen (until I retire again anyway).I’m still on Ikemen 98.2, so I haven’t been able to download your update patches. I tried to switch to 99 but a lot of stage edits were broken when I moved over. Also a few characters integrated power bars appeared wonky in the new version, so I’m staying put for the time being.The 0.98.2 file is not as up-to-date so it's missing some compatibility improvements. Maybe that char already works in the 0.99 version of the code.
Snowman by The Snowman Team is a character that I can't use in your tag. He's constantly hoping back and forward in your character's current position. I know this is OBVIOUSLY the character problem, but I wonder why that happens. I still didn't check his code on the hop states though, so maybe is a very easy problem to fix. I've a similar problem with a character that hops but after a couple of seconds he goes away.I'll try this char in a bit. I doubt the tag can be made more compatible, but maybe I'll learn something.
What do you think? It is possible? I'd really like to work on something like this but honestly I have zero idea about tag coding. I just make some basic edit on chars...It's possible but I'm not currently planning to do it. The plug and play aspect was one of the things I was interested in when I chose a MvC:I-ish tag. Doing assists has all the drawbacks you mentioned.
You already implemented the possibility to switch in a character while doing an active move, but after playing a lot I think the best of the best would be to retain this asking for a little of power to not overabuse it (mostly on supers that fires projectiles that lasts extensively long), and adding ONLY ONE assist per character to compensate, so the player needs to think if they want to use the tag options offensively; it would cause some risks as the assists can take damage and the tag-in while casting a move asks for power. Normal switching and Counter Switching would stay the same as I think it is literally perfect.I thought about having it locked behind meter at first, but being able to do it at any time is part of what makes it fun. Besides, a power requirement of say 1000 can be a completely different cost from one char to another. Would need its own meter like how counter tagging currently works.
Which version of the tag are you using? I optimized it bit recently. Still it's odd that tag would cause a slowdown. Even my old Thinkpad had no such issues. Maybe some particular char that spazzes out in tag?I'm using the latest version I believe the one that is on the first page.
- The camera is now forced to ignore characters in standby as well as their helpers. Improves compatibility
- Added a few more config options
- Added support for flying characters (see F.A.Q.)