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Ikemen GO (Read 1221650 times)

Started by K4thos, May 26, 2018, 03:04:27 am
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Re: Ikemen GO
#1461  February 14, 2020, 07:51:33 am
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Awesome work!
Re: Ikemen GO
#1462  February 14, 2020, 08:59:54 am
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Hmmm shaders seem to not work for some reason.
Re: Ikemen GO
#1463  February 14, 2020, 07:32:53 pm
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Lifebar looks fresh matey.
WIP Schedule:
The next Street Fighter All-Stars update
Re: Ikemen GO
#1464  February 17, 2020, 08:50:55 pm
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Ohhhhh that look very good!
However I made a Helper for identify the P3, P4, P5 and P6 Tags, Lifebars using the ID Triggers

Code:
[quote]
;P3 Lifebar
[State 0, Helper]
type = Helper
TriggerAll = TeamSide = 1
TriggerAll = id > partner, id
TriggerAll = TeamMode = Simul
triggerAll = NumHelper(5800) = 0

TriggerAll = Name != "Rugal Bernstein" || Name != "Krizalid 2001" || Name != "Sachiel"
TriggerAll = Name != "Sinobu Amou" || Name != "Adelheid Bernstein" || Name != "Kyo Story"
TriggerAll = Name != "Platform 1" || Name != "ALIEN QUEEN" || Name != "Duck Hunt"
TriggerAll = Name != "Catwalk" || Name != "Training"

trigger1 = roundstate = 2
helpertype = normal ;player
name = "Lifebar Player 3"
ID = 5800
stateno = 5800
pos = 0,0
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
ignorehitpause = 1

;P5 Lifebar
[State 0, Helper]
type = Helper
TriggerAll = TeamSide = 2
TriggerAll = NumEnemy = 3
;TriggerAll = Enemy,TeamMode = Simul
triggerAll = NumHelper(5801) = 0
trigger1 = roundstate = 2
helpertype = normal ;player
name = "Lifebar Player 5"
ID = 5801
stateno = 5801
pos = 0,0
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
ignorehitpause = 1

;P4 Lifebar
[State 0, Helper]
type = Helper
TriggerAll = TeamSide = 2
TriggerAll = id > partner, id
TriggerAll = TeamMode = Simul
triggerAll = NumHelper(5810) = 0
trigger1 = roundstate = 2
helpertype = normal ;player
name = "Lifebar Player 4"
ID = 5810
stateno = 5810
pos = 0,0
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
ignorehitpause = 1

;P6 Lifebar
[State 0, Helper]
type = Helper
TriggerAll = TeamSide = 1
TriggerAll = NumEnemy = 3
;TriggerAll = Enemy,TeamMode = Simul
triggerAll = NumHelper(5811) = 0
trigger1 = roundstate = 2
helpertype = normal ;player
name = "Lifebar Player 6"
ID = 5811
stateno = 5811
pos = 0,0
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0
ignorehitpause = 1

I put this in the minus.cns in the Szz folder for work in all characters except The Minigames Chars, Bonus, Bosses and Semibosses.
I don't know if it's helpful Gacel. But I leave it there
Last Edit: February 17, 2020, 08:58:46 pm by Strong FS
Re: Ikemen GO
#1465  February 18, 2020, 10:29:31 pm
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Amazing work, really interesting, congratulations.
Any chance to play video files that replace intros / endings? This can reduce the full game size and editing time, and maybe you can add animation in stage selection...
This was on the MugenHook thread.
Just wondering if you guys could take this into consideration aswell.
WIP Schedule:
The next Street Fighter All-Stars update
Re: Ikemen GO
#1466  February 19, 2020, 01:07:40 am
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Amazing work, really interesting, congratulations.
Any chance to play video files that replace intros / endings? This can reduce the full game size and editing time, and maybe you can add animation in stage selection...
This was on the MugenHook thread.
Just wondering if you guys could take this into consideration aswell.

I fully support this idea, but it should be not restricted to only intros and endings. It could be useful for extra stuff like screenpack intros and credit sequences as well!
Re: Ikemen GO
#1467  February 19, 2020, 02:11:11 am
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And any storyboard sequence in general.
Maybe we could use libVCL for playing them.
https://github.com/adrg/libvlc-go (It will remove the need to make a media player from scratch)
But wait!! We haven't made the Suave Dude character yet!!
Last Edit: February 19, 2020, 02:14:57 am by Gacel
Re: Ikemen GO
#1468  February 21, 2020, 05:16:07 am
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This is gonna seem like a super weird request, but there was a project that I was looking to start, a crossover zaxis utilizing fighting game, and was wondering, is it possible to have 4 players controllable via netplay during a match at all? and, would it be possible that each player have their own individual camera? And uh..if not, I'd like to request the following:

- If we can't have 1v1v1v1's, or online group 2v2's, would it be possible to add?
- Also, a variable to check which character id each player controls

Re: Ikemen GO
#1469  February 21, 2020, 08:10:48 am
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Re: Ikemen GO
#1470  February 21, 2020, 11:00:01 am
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- If we can't have 1v1v1v1's, or online group 2v2's, would it be possible to add?
Support for 4 players fighting simultaneously locally (in 2vs2 versus co-op mode) was implemented at some point but due to problems with gamepads I've reverted this change for now (although probably will be back in future). Not sure about netplay though. Maybe Gacel will be able to say something more about it.

- Also, a variable to check which character id each player controls
I've just implemented this trigger:
Quote
Returns ID of the player with specified number. Returns 0 if the player doesn't exist.

Format:
GetPlayerID(player_number)

Arguments:
player_number
Expression evaluating to player number (P1 team members use odd values starting from 1, P2 team members use even values)

Return type:
int
Example:
Code:
trigger1 = PlayerID(GetPlayerID(2)), MoveType=A

Is this good enough or you meant something else here? btw. if you're requesting new triggers or sctrls please consider writing it using the above template. It took me more time to think about the trigger name that would fit here and writing the documentation than actually implementing it in engine.
Re: Ikemen GO
#1471  February 21, 2020, 06:11:00 pm
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- If we can't have 1v1v1v1's, or online group 2v2's, would it be possible to add?
Support for 4 players fighting simultaneously locally (in 2vs2 versus co-op mode) was implemented at some point but due to problems with gamepads I've reverted this change for now (although probably will be back in future). Not sure about netplay though. Maybe Gacel will be able to say something more about it.

- Also, a variable to check which character id each player controls
I've just implemented this trigger:
Quote
Returns ID of the player with specified number. Returns 0 if the player doesn't exist.

Format:
GetPlayerID(player_number)

Arguments:
player_number
Expression evaluating to player number (P1 team members use odd values starting from 1, P2 team members use even values)

Return type:
int
Example:
Code:
trigger1 = PlayerID(GetPlayerID(2)), MoveType=A

Is this good enough or you meant something else here? btw. if you're requesting new triggers or sctrls please consider writing it using the above template. It took me more time to think about the trigger name that would fit here and writing the documentation than actually implementing it in engine.

Hmm..I mean't like, check if that particular player was playing through the client..the one you've made is definitely a keeper though, but it'd probably be something like this.

Quote
Returns True if character is being controlled by this client, returns 0 if otherwise. Pretty much an Addon to the first variable y'made hre.

Format:
IsClient(player_number)

Arguments:
player_number
Expression evaluating to player number (P1 team members use odd values starting from 1, P2 team members use even values)

Return type:
int
Example:
Code:
trigger1 = PlayerID(GetPlayerID(2)), !IsClient
to check if an character isn't being played locally.
Re: Ikemen GO
#1472  February 24, 2020, 04:04:45 pm
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Example:
Code:
trigger1 = PlayerID(GetPlayerID(2)), !IsClient
to check if an character isn't being played locally.

That, yes or yes would cause a desync online.
What would you use it for?
But wait!! We haven't made the Suave Dude character yet!!
Re: Ikemen GO
#1473  February 24, 2020, 04:12:38 pm
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Example:
Code:
trigger1 = PlayerID(GetPlayerID(2)), !IsClient
to check if an character isn't being played locally.

That, yes or yes would cause a desync online.
What would you use it for?
not sure what it's for but I've implemented it anyway (the way I understood the request):
Quote
NetworkPlayer

Returns 1 if the player is host in online match, 2 if the player is client, otherwise it returns 0.
from source code perspective it looks like this:
Code:
func (c *Char) networkPlayer() int32 {
if sys.netInput == nil || sys.com[c.playerNo] > 0 {
return 0
}
if sys.home == 0 { //Versus style modes
if c.teamside == 0 {
return 1
} else if c.teamside == 1 {
return 2
}
} else if c.teamside == 0 { //Co-op, players side
if c.playerNo == 0 {
return 1 //host
}
return 2 //client
}
return 0
}
Re: Ikemen GO
#1474  February 25, 2020, 10:51:44 pm
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Just released a new version of KOF Wing Fixed using 0.89. New char, some new movements, bug fixes, and balance changes.

Hope you enjoy it.
https://www.facebook.com/FixerWing/videos/189907275408616/

Edit: Sorry for bad link, it is fine now,  I just discovered I uploaded the game with a custom save file that only works for my PS3 stick.
Last Edit: February 26, 2020, 02:47:39 am by orochi_kyo
Re: Ikemen GO
#1475  February 26, 2020, 01:13:33 am
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link isnt working bro. probably because its a facebook link. try uploading it to mediafire or mega.nz
Re: Ikemen GO
#1476  February 27, 2020, 12:25:50 am
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Re: Ikemen GO
#1477  March 06, 2020, 03:09:29 am
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IKEMEN is probably the future of mugen since elecbyte is dead, but we never know if they will comeback meraciously.
That will happen to you if you don't wear your seat belts, so make sure to wear your seat belts.
Re: Ikemen GO
#1478  March 07, 2020, 05:17:17 am
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A lot of interesting stuff has been implemented since the last time I checked. I saw that it is now possible to edit the values in options, I was about to suggest that. Awesome!

Anyway, here are some suggestions:

- Possibility to edit the text of the mode title in select screen.
- Lifebar: change the color of the animation/sprite of power, according to level and/or percentage.
- [Score] separated by modes.
One day someone will rip the Inuyasha stages... Not today nor tomorrow, probably not even in this decade. But you know, someday... :')


Did you play the new
Spoiler, click to toggle visibilty
Re: Ikemen GO
#1479  March 09, 2020, 07:04:38 am
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English
I have a question, how to I can add a button that do this function in any moment of the game
So we have this in the main.lua file
   
Code:
main.credits = config.Credits - 1 --amount of continues

How can I achieve that if I press for example: key 'g' I get that ikemen do this?
Code:
main.credits = config.Credits + 1
and ikemen adds a credit indepently of any moment of the game

And another Question, How do I reactivate the classic counter continue screen, you know the Timer and credit reducer?

thanks in advance

Español
tengo una pregunta, como añado un boton con la siguiente funcion
por ejemplo en el archivo main.lua tenemos esto
Code:
main.credits = config.Credits - 1 --amount of continues

como le hago para que al apretar por ejemplo la tecla G en el teclado pase esto con esta funcion
Code:
main.credits = config.Credits + 1
y que al realizar esta funcion,  ikemen al presionar la tecla G te añada una vida

Y otra cosa, como reactivo la pantalla del continue anterior con contador de tiempo, ustedes saben, la que te quita tiempo y te disminuye creditos?
Gracias de antemano
Last Edit: March 09, 2020, 07:20:09 am by Mike77154
Re: Ikemen GO
#1480  March 09, 2020, 08:05:07 pm
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Español

como le hago para que al apretar por ejemplo la tecla G en el teclado pase esto con esta funcion
Code:
main.credits = config.Credits + 1
y que al realizar esta funcion,  ikemen al presionar la tecla G te añada una vida

[/quote]

Compa;ero usted lo que busca es llenar su salon de arcade de puros Mugen para sacarle a los carajillos la plata de las tortillas o vender recreativas con Rasperry y Orange Pi para los que ponen arcades en los supermercados.
Todavia no hay esa opcion de ponerle un boton a los credito" asi que no esperes ayuda por ese lado, si quieres esa opcion tendras que aprender GOlang y editar los archivos Go directamente. O ten paciencia, en algun momento saldra la opcion para que todos los arcades del tercer mundo tengan Hyper Dragon Ball Z y KOF WING para rato. No eres el primero que pregunta por esto.

BTW guys 0.90 has its own TAG system based on ADD004, also you need to declare the option menu parameters in system.def, if not you will not see any Options!!

Test the new versions with a clean installation before reporting a bug and then port it to your custom Ikemen Go with your chars and stages.