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Shadic12

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Messages by Shadic12

    

Re: [Tornillo Thread]: Galacta Knight Released (8/8/2024)

 September 03, 2024, 05:16:10 am View in topic context
 Posted by Shadic12  in [Tornillo Thread]: Galacta Knight Released (8/8/2024) (Started by TornilloOxidado January 07, 2023, 12:52:31 am
 Board: Your Releases, 1.0+

So I just downloaded BlazBlue Styled palettes for KOF on your site and when I extracted the files the Ryo palette was missing.
    

Re: Blazblue Cross Tag Battle

 August 19, 2024, 09:16:07 pm View in topic context
 Posted by Shadic12  in Blazblue Cross Tag Battle (Started by GaziraAgain June 08, 2024, 10:50:38 am
 Board: IKEMEN Releases

@GaziraAgain are you planning to do more distortion ports for newly added characters made in OHMSBY style?
    

Re: Blazblue Cross Tag Battle

 June 23, 2024, 02:42:43 pm View in topic context
 Posted by Shadic12  in Blazblue Cross Tag Battle (Started by GaziraAgain June 08, 2024, 10:50:38 am
 Board: IKEMEN Releases

@GaziraAgain is the Distortion Portrait 9000, 12 x axis = 0 and y axis = 0?

Yes! You can do it finally?

Yes I finally got everything to work by leaving the fightfx scale at 2 and reducing the hitsparks by using  a calculator to get the right adjustments so they won't be big in the .air files so I don't  have to manually scale each character portrait or hitsparks individually but have a universal size for all of them.
    

Re: Blazblue Cross Tag Battle

 June 23, 2024, 02:16:02 am View in topic context
 Posted by Shadic12  in Blazblue Cross Tag Battle (Started by GaziraAgain June 08, 2024, 10:50:38 am
 Board: IKEMEN Releases

@GaziraAgain is the Distortion Portrait 9000, 12 x axis = 0 and y axis = 0?
    

Re: Blazblue Cross Tag Battle

 June 17, 2024, 07:08:22 pm View in topic context
 Posted by Shadic12  in Blazblue Cross Tag Battle (Started by GaziraAgain June 08, 2024, 10:50:38 am
 Board: IKEMEN Releases

@GaziraAgain Thank you I will test this once I am off of work. If there is an issue I will be sure to reach out to you.
    

Re: Blazblue Cross Tag Battle

 June 17, 2024, 06:13:05 pm View in topic context
 Posted by Shadic12  in Blazblue Cross Tag Battle (Started by GaziraAgain June 08, 2024, 10:50:38 am
 Board: IKEMEN Releases

@GaziraAgain So I followed your instructions on adding the distortion portraits to characters and I am not seeing the results and I don't know what I am doing wrong. I am using a custom version of the cross tag lifebars I commissioned to newagemugen and I am trying to get  the distortion portraits to work with it unless they only work with your lifebars. This is my version of the lifebars by the way:
    

Re: Active Tag system

 March 24, 2024, 06:53:40 pm View in topic context
 Posted by Shadic12  in Active Tag system (Started by PotS December 02, 2022, 03:54:21 pm
 Board: IKEMEN Releases

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..

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:
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.

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?

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.
    

Re: Active Tag system

 March 24, 2024, 06:11:59 pm View in topic context
 Posted by Shadic12  in Active Tag system (Started by PotS December 02, 2022, 03:54:21 pm
 Board: IKEMEN Releases

    

Re: Melty Blood Type Lumina Stage Collection (2024-01-01 12 stages added)

 January 02, 2024, 05:27:47 pm View in topic context
 Posted by Shadic12  in Melty Blood Type Lumina Stage Collection (Completed 2024-05-15) (Started by Eiton December 26, 2023, 03:02:14 am
 Board: IKEMEN Releases

Its all good Plaw just glad to help anyone in need.
    

Re: Melty Blood Type Lumina Stage Collection (2024-01-01 12 stages added)

 January 02, 2024, 05:16:25 pm View in topic context
 Posted by Shadic12  in Melty Blood Type Lumina Stage Collection (Completed 2024-05-15) (Started by Eiton December 26, 2023, 03:02:14 am
 Board: IKEMEN Releases

Hi Eiton. Nice to meet you.

It is amazing to see such stunning stages even just from preview. Though when i was just about to test it out in the latest Ikemen Go build v0.99.0
https://github.com/ikemen-engine/Ikemen-GO/releases/tag/v0.99.0

i found out none of the stages seems to be working.



every stage i implement, seems to become black backgrounds with nothing displaying.

I have triple checked many times and made sure that what i've put in select.def (stages\Rainy Moon.def) and what i've left in stages folder (Rainy Moon.def/.glb/.sff) are correct.

Is there any method to solve this?

Helps appreciated.

You will have to use the nightly build version to get the stages to work. Eiton already mentioned what version of Ikemen Go to use on the original post in bold black letters.
    

Re: Melty Blood Type Lumina Stage Collection (2024-01-01 12 stages added)

 January 02, 2024, 12:31:46 am View in topic context
 Posted by Shadic12  in Melty Blood Type Lumina Stage Collection (Completed 2024-05-15) (Started by Eiton December 26, 2023, 03:02:14 am
 Board: IKEMEN Releases

Ah that makes sense take your time since you have already released high-quality stages
    

Re: Melty Blood Type Lumina Stage Collection (2024-01-01 12 stages added)

 January 01, 2024, 05:37:25 pm View in topic context
 Posted by Shadic12  in Melty Blood Type Lumina Stage Collection (Completed 2024-05-15) (Started by Eiton December 26, 2023, 03:02:14 am
 Board: IKEMEN Releases

Nice thanks for the stages and based on the stage screen previews it looks like there are probabaly 2 more stages left from the game based on the Kohaku trailer:


Based on Powered Ciel Trailer:

Also happy New years.
    

Re: [Ichida Thread]: Margaret Released (10/11/2023)

 November 14, 2023, 02:41:12 am View in topic context
 Posted by Shadic12  in [Vinnie Thread]: Black★Rock Shooter Released (06/09/2024) (Started by Vinnie February 02, 2022, 02:43:36 am
 Board: Your Releases, 1.0+

Hey there, I updated Elizabeth's japanese voice patch against Margaret.
Cool, updated to the site.

Is there a way to resize most of your character's astral heat animations to fit widescreen 16:9 stages? Every time I perform them it looks like it was made only to fit the 4:3 ratio and I see black borders on the left and right side of WS stages.
Unfortunately, no.

Gotcha thanks for the heads up.
    

Re: [Ichida Thread]: Margaret Released (10/11/2023)

 November 14, 2023, 12:16:32 am View in topic context
 Posted by Shadic12  in [Vinnie Thread]: Black★Rock Shooter Released (06/09/2024) (Started by Vinnie February 02, 2022, 02:43:36 am
 Board: Your Releases, 1.0+

Is there a way to resize most of your character's astral heat animations to fit widescreen 16:9 stages? Every time I perform them it looks like it was made only to fit the 4:3 ratio and I see black borders on the left and right side of WS stages.
    

Re: Assorted AI-generated stages

 October 28, 2023, 05:31:29 pm View in topic context
 Posted by Shadic12  in Assorted AI-generated stages (Started by PotS October 28, 2023, 11:38:12 am
 Board: Your Releases, 1.0+

I wish there were a tutorial on making AI-generated stages because I would like to have type lumina stages for Mugen 1.1 or Ikemen Go. I can also commission them to someone if I have the funds to do so.
    

Re: Various Parallaxing stages 1.1 (opengl)

 October 18, 2023, 09:33:54 pm View in topic context
 Posted by Shadic12  in Various Parallaxing stages 1.1 (opengl) (Started by Vogel August 26, 2023, 08:53:39 pm
 Board: Your Releases, 1.0+

Author already stated that these stages were made for MUGEN 1.1 and there's not guaranteed compatibility with ikemen.
Asking the author to do things for you is rude.

Yes, I agree I will not ask any more and be happy with what I have.
    

Re: Various Parallaxing stages 1.1 (opengl)

 October 18, 2023, 05:29:47 am View in topic context
 Posted by Shadic12  in Various Parallaxing stages 1.1 (opengl) (Started by Vogel August 26, 2023, 08:53:39 pm
 Board: Your Releases, 1.0+

Yo Vogel do you want me to send you the Ikemen GO engine to test the stage I mentioned about? It still has problems based on the screenshots I sent you.
    

Re: Various Parallaxing stages 1.1 (opengl)

 October 17, 2023, 06:20:56 am View in topic context
 Posted by Shadic12  in Various Parallaxing stages 1.1 (opengl) (Started by Vogel August 26, 2023, 08:53:39 pm
 Board: Your Releases, 1.0+

    

Re: Various Parallaxing stages 1.1 (opengl)

 October 17, 2023, 01:02:35 am View in topic context
 Posted by Shadic12  in Various Parallaxing stages 1.1 (opengl) (Started by Vogel August 26, 2023, 08:53:39 pm
 Board: Your Releases, 1.0+

Is there any way to fix this?

I am using Ikemen Go engine. The rest of your stages work except for this one

    

Re: MUGEN Video thread

 August 24, 2023, 02:38:54 pm View in topic context
 Posted by Shadic12  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 am
 Board: M.U.G.E.N Discussion