Reginukem said, November 21, 2021, 07:03:15 pmAnyone else got a messed High Score screen after update to 98.1 ?Seen no one hasnt mentioded that not yet GITHUB...
Reginukem said, November 21, 2021, 07:03:15 pmAnyone else got a messed High Score screen after update to 98.1 ?works as intended but requires renaming parameters. Refer to this commit description:https://github.com/ikemen-engine/Ikemen_GO-Elecbyte-Screenpack/commit/c49b1be403cea3e663a5528701b0ee76cb7201bb
In the versus screen 3VS3 tag team is not possible choose the orderselect. is there some problem with this new version 98.1?I have read the Order select topic, but it seems don't work yet for me, Where would I must put the lines to work correctly? Help us please...orderselect.enabled = 1p1.teammenu.next.key = "$D"p1.teammenu.previous.key = "$U"p1.teammenu.add.key = "$F"p1.teammenu.subtract.key = "$B"p1.teammenu.accept.key = "a&b&c&x&y&z"p1.teammenu.skip.key = "s"p2.teammenu.next.key = "$D"p2.teammenu.previous.key = "$U"p2.teammenu.add.key = "$B"p2.teammenu.subtract.key = "$F"p2.teammenu.accept.key = "a&b&c&x&y&z"p2.teammenu.skip.key = "s"
BUG REPORT : Every time you finish a tag team battle the last character to defeat dies and the stage camera goes up in an abrupt way bringing the other 2 team members of the superior part of the stage in a clumsy change of camera.
Mazemerald. said, November 29, 2021, 03:59:26 amBUG REPORT : Every time you finish a tag team battle the last character to defeat dies and the stage camera goes up in an abrupt way bringing the other 2 team members of the superior part of the stage in a clumsy change of camera.First time I've heard of this.Please give links to the characters and stages you used so authors can replicate this.
Mazemerald. said, November 29, 2021, 02:15:52 amIn the versus screen 3VS3 tag team is not possible choose the orderselect. is there some problem with this new version 98.1?I have read the Order select topic, but it seems don't work yet for me, Where would I must put the lines to work correctly? Help us please...orderselect.enabled = 1p1.teammenu.next.key = "$D"p1.teammenu.previous.key = "$U"p1.teammenu.add.key = "$F"p1.teammenu.subtract.key = "$B"p1.teammenu.accept.key = "a&b&c&x&y&z"p1.teammenu.skip.key = "s"p2.teammenu.next.key = "$D"p2.teammenu.previous.key = "$U"p2.teammenu.add.key = "$B"p2.teammenu.subtract.key = "$F"p2.teammenu.accept.key = "a&b&c&x&y&z"p2.teammenu.skip.key = "s"working example of order select is implemented in mugen 1.0 screenpack (data/mugen1/system.def). Just copy values.
Every time we beat a char, it gets pulled to the top of the screen in an abrupt way and even worse when it's tag battle, it causes a camera switch with awkard gravity.
Mazemerald, if you're reporting something always provide a way to reproduce the problem. In this case a link to character that showcases the issue is needed.As for the tag camera, in next build it will no longer follow defeated team members, if there is still some alive character ready to enter the screen.
I think I ran into a bug in Training Mode. I've got a bunch of slots that are for secret characters until specific unlock criteria is reached. Until then, they're supposed to be treated as random slots. When I move the P2 character select icon over these slots in Training Mode, then still act as a random slot, but instead of saying "Random", the character name displayed is the name of the secret character. Note that I removed the default training character from the config.json file so I could manually select a character to train against.Also note that I am using a custom motif.EDIT: I tried a few other modes and it happens there too:Quick Match with P2 cursor.Watch Mode with P1 and P2 cursor.
Bane84 said, December 08, 2021, 05:02:17 amI think I ran into a bug in Training Mode. I've got a bunch of slots that are for secret characters until specific unlock criteria is reached. Until then, they're supposed to be treated as random slots. When I move the P2 character select icon over these slots in Training Mode, then still act as a random slot, but instead of saying "Random", the character name displayed is the name of the secret character. Note that I removed the default training character from the config.json file so I could manually select a character to train against.Also note that I am using a custom motif.EDIT: I tried a few other modes and it happens there too:Quick Match with P2 cursor.Watch Mode with P1 and P2 cursor.fixed, thanks
In this stage (and variations) the locomotive doens't show off just the wheels animation.Tested in 98.1Worked fine in older Mugen.BTW i couldn't manage to set the priority in this vs screenI did see that's possible in YT. Am i doing something wrong?Code: [VS Screen]fadein.time = 0fadeout.time = 0time = 250p1.num = 1p1.spacing = 0, 0p1.padding = 0p1.pos = 0, 0p1.spr = 9000, 1p1.offset = 0, 0p1.facing = 1p1.scale = 1.0, 1.0p1.window = p1.face2.spr = p1.face2.anim = 19001 ; my anim for confirm choicep1.face2.offset = 55, 210p1.face2.facing = 1p1.face2.scale = 1.0, 1.0p1.face2.window = Thanks for any help.
I put 1 animated portrait and 1 big portrait on the back, as for the big portrait, I need the platform made for the animated portrait to be on top of the big portrait, how do I get the platform to be on top of the big portrait, but underneath the animated portrait?if i want to put a bg sprite under the char name how do i make it work?
Mazemerald. said, December 29, 2021, 05:53:22 pmI put 1 animated portrait and 1 big portrait on the back, as for the big portrait, I need the platform made for the animated portrait to be on top of the big portrait, how do I get the platform to be on top of the big portrait, but underneath the animated portrait?if i want to put a bg sprite under the char name how do i make it work?spr/anim/text layering works exactly the same as mugen, which means you can't change rendering order of any of these elements from within screenpack (although in ikemen it's not hardcoded, so technically it's possible to change the order by rewriting code directly in Lua scripts, but it's not something recommended to do outside fullgame environment)Reginukem said, December 17, 2021, 12:09:11 amIn this stage (and variations) the locomotive doens't show off just the wheels animation.Tested in 98.1Worked fine in older Mugen.Stage here: https://www.mediafire.com/file/9q53gg4x9d8rktg/ff3_yamazaki.zip/filealready fixed, so should work correctly in upcoming 0.98.2QuoteBTW i couldn't manage to set the priority in this vs screenI did see that's possible in YT. Am i doing something wrong?Code: p1.face2.anim = 19001 ; my anim for confirm choicethis element has different purpose. Quoting recently updated system.base.def:Quote ; Additional portrait layered under standard ones. Limited to 1 portrait per ; team side. Character that will fight first takes priority (portrait may ; change depending on order selection)What you've seen on youtube was likely order selection since that's the only thing that can change portrait from normal to "done" variant in versus screen (there is no change for single team mode). Mugen 1.0 screenpack distributed with engine has order selection implemented, so refer to it.
Quotealready fixed, so should work correctly in upcoming 0.98.2QuoteWhat you've seen on youtube was likely order selection since that's the only thing that can change portrait from normal to "done" variant in versus screen (there is no change for single team mode). Mugen 1.0 screenpack distributed with engine has order selection implemented, so refer to it.Thank you again and a happy new year for everyone.
teddystororyteller said, June 04, 2021, 07:51:07 pmHi guys, i'm having trouble with some animated portraits, can you help me please?I have seen a similar issue with some animated portraits on the select and versus screen being drawn with the wrong color palette. In all cases I noticed the very first sprite of the sff had a palette deviating from the main character sprites and it was being applied to the animation instead. I could solve the problem by deleting or moving the sprite to the end of the sff instead.I can't provide any of the problem characters for testing, but just now I could recreate the issue by taking any character and inserting a randomly color indexed sprite at the beginning.Ken before:Ken after inserting a random sprite:Ikemen GO version 0.98.1, same issue on computers running Linux Mint and Windows 7.
The sound of the entire game of IKEMEN GO may be momentarily interrupted. (The sound is also interrupted by character selection).This is a bug that has been occurring since IKEMEN.Is there any way to fix it?
kinakomoti said, February 17, 2022, 10:28:11 pmThe sound of the entire game of IKEMEN GO may be momentarily interrupted. (The sound is also interrupted by character selection).This is a bug that has been occurring since IKEMEN.Is there any way to fix it?Sounds like a OpenAL problem.We are planning in the future to migrate to another audio library-
P1.face.spr = 9000,3P1.face.offset = 5,343 ;Position to put big portraitP1.face.scale = 0.3125,0.3125P1.face.facing = 1P1.face.done.spr = 9000,3P1.face.spacing = 0, -50P1.member1.face.slide.speed = 8,0P1.member1.face.slide.dist = 70,0P1.face2.spr = 9000,1P1.face2.offset = -14,4 ;Position to put big portraitP1.face2.scale = 0.3125,0.3125P1.face2.facing = 1P1.face2.padding = 1How to make P1.face2 use slide.speed and slide.dist ? thanks