Is there possibility to create a code where you make a portrait animations inside char.sff and the ikemen reads it?Example:For select the character we use this animation.You must create these two animations inside char.sff and adding to air.file too.[Begin action 9001]9001,0,0,0,109001,1,0,0,109001,2,0,0,109001,3,0,0,109001,4,0,0,10When you ever chose the character this animated is called. [Begin action 9002]9002,0,0,0,109002,1,0,0,109002,2,0,0,109002,3,0,0,109002,4,0,0,-1 ; = this time means the anim will stop on this frame.On the versus and winner screen, we can use the family 9000,1 and 9000,2 and etc or using standardized animation too.______________________________Instead to create a code that autocreating animated portraits, we create just a code that reads these two animations found inside of char.sff.Like that you'll have got freedom to create the animation like you wish and the chose char pose could be something very interesting once you can create animations with pretty cool poses, taunt or win poses generally are used to describe this type of action.
Adnan said, May 02, 2019, 06:22:40 amK4thos was active yesterday.Did he send the lua files?hes been active for the past 2 months. i just think he doesn't care anymore. They've done a lot without him anyway, kudos to the developers here.
I disagree, I think the current ikemen go plus team is quite capable of making the neccasary changes, I think they just don't want to duplicate the work by doing features that he already implemented in his lua files. But given enough time, they might make these changes themselves. There has been plenty of bug fixes and compatibility improvements by Gacel, Dan and kidcy. We even have native shaders now, improved compatibility with 1.1 content and some other things. The development is definitely active.
Only because they are waiting for him to give them the lua files, if they decided to not wait for him, then I am pretty sure someone would Implement the features he was suppose to.
Sorry for not begin so active I'm drowning with college work.After the amount of time that has passed I decided to stop waiting for K4thos to send the files.We could implement the changes ourselves.I did send a PM so at least he could update some important info on the first post. I will give him a week...Also there have been a big change without K4thos Variable Names!!!(tm) by NeatUnsou.The interactive stage feature.The localcoord sceenpack support by me.Dan is adding android support.Kidcy added shaders.And bug fixes a whole load of bugfixes.I'm still trying to fix some bugs...I will stop for now to make the interactive stage example. (Also counts as a variable map/name example)Oh, and also NeatUnsou made another commit!https://osdn.net/users/neatunsou/pf/ikemen_go/scm/commits/542e8bb9f5a3cb12415366cd5026d554fa48f5b0Not sure what it does...
Great news.I also think that k4thos maybe deleted his lua files after taking his hands off from the work.
Gacel said, May 02, 2019, 11:16:43 amSorry for not begin so active I'm drowning with college work.After the amount of time that has passed I decided to stop waiting for K4thos to send the files.We could implement the changes ourselves.I did send a PM so at least he could update some important info on the first post. I will give him a week...Also there have been a big change without K4thos Variable Names!!!(tm) by NeatUnsou.The interactive stage feature.The localcoord sceenpack support by me.Dan is adding android support.Kidcy added shaders.And bug fixes a whole load of bugfixes.I'm still trying to fix some bugs...I will stop for now to make the interactive stage example. (Also counts as a variable map/name example)Oh, and also NeatUnsou made another commit!https://osdn.net/users/neatunsou/pf/ikemen_go/scm/commits/542e8bb9f5a3cb12415366cd5026d554fa48f5b0Not sure what it does...Sorry Gacel, I didn't mean that you guys are not working hard enough, of course real life is priority! I meant that despite all that, development has been very active.
Mark85 said, May 02, 2019, 03:28:51 pmTested with add004,my partner is still controlledd by ai when switchedSet AI level to 0 in config.json
@Gacel: Why not create your own thread (when you have time of course) rather than wait for K4thos to update the first page.
junkerde said, May 01, 2019, 10:33:53 pmMark85 said, May 01, 2019, 10:31:50 pmGot it working,tho the moment I try to enter video settings its shutting down.delete config.json in the data folder, re-open and go to video settings again, it will rebuild a non corrupt oneIn options tag settings, change from “Simul” to “Tag”
Is called Assist Mode.Also I have some Ideas for how tag mode should work.First it could be selected in the same menu as simul and turns.When is selected it sets the "IsTag" trigger to 1.Inestead of hardcoding it in GO, tag mode could be programmed inside the common files in the data folder,so it could be edited by the user without needing to know GO or compile the engine.
Sounds like a good idea imo, that would definitely help the average mugen user! So technically no patching of characters would be required then?
it isnt required anymore,you just have to learn moving it to common1,I might make some test version of no patch add004 and uno Gacel would you like to remind which of new statedefs(-10,-20,-30) was for -2 and which one was for -1?alsois this a screenpack problem?.\script\storyboard.lua:153: attempt to index a non-table object(nil)stack traceback: .\script\storyboard.lua:153: in function 'f_parse' .\script\storyboard.lua:554: in function 'f_storyboard' script/main.lua:1565: in function 'f_mainMenu' script/main.lua:2162: in main chunk [G]: ?