YesNoOk

Show content

This section allows you to browse the content for this member. Note that you can only see content for which you have sufficient viewing permissions.

**
K4thos is Offline
Contact K4thos:

K4thos

User

Messages by K4thos

    

Re: Which Hitspark do you guys like best? VOTE!!

 July 31, 2020, 11:33:38 AM View in topic context
 Posted by K4thos  in Which Hitspark do you guys like best? VOTE!! (Started by vyn July 31, 2020, 03:47:05 AM
 Board: M.U.G.E.N Discussion

Your newest sparks looks nice, but if I can choose I still prefer second option. Sprites or sounds that don't match other characters is enough reason for me to ignore the character, regardless of its quality. In other words:
CvS2 sprites > SF3 sprites
Pots sparks > any other custom sparks
    

Re: Ikemen Plus, GO or GO Plus?

 July 24, 2020, 10:18:49 PM View in topic context
 Posted by K4thos  in Ikemen Plus, GO or GO Plus?  (Started by Tommy_Ber July 24, 2020, 09:21:08 PM
 Board: Ikemen General Discussion and Help

1. Ikemen SSZ/Plus are abandoned (it's still worth considering if you're content with its current features)
2. There is no Ikemen GO Plus anymore, just Go (everyone working on the engine merges commits from other devs)
3. To see what's changed in each version you can read detailed Github changelogs and features wiki (linked in the Ikemen GO topic)
4. Ultimate features are either already merged to Go or will be ported in future

In other words it's a decision between Ikemen (Plus) and GO. Up to you.
    

Re: Ikemen GO

 July 19, 2020, 10:19:21 PM View in topic context
 Posted by K4thos  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

    

Re: Ikemen GO

 July 18, 2020, 10:36:18 AM View in topic context
 Posted by K4thos  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

Im not getting the RemapSprite to work.....I even tried my trigger=1 just to see if it works, am I doing something wrong? I tried putting it in a seperate cns as well
Works for me. [RemapPreset Super] in your example is meant to be separate CNS section (group) not state declaration. So you're not supposed to use it under [Statedef X] declaration, but alongside rest of groups like [Quotes], [Movement] etc. It also has to be in file that in char DEF is referenced as cns (Constants), not st (States).
    

Re: POTS Style Heavy D

 July 11, 2020, 07:16:56 PM View in topic context
 Posted by K4thos  in POTS Style Heavy D (Started by Nedflandeurse July 11, 2020, 02:14:05 AM
 Board: Requests

    

Re: Ikemen GO

 July 07, 2020, 03:02:01 PM View in topic context
 Posted by K4thos  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

Hello

Just have a quick development question.
I would like to utilize the entire screen (or with own margins) for the options screen, setting [menu_pos = {0, 33}, --Ikemen feature] in the motif.lua doesn't make the menu go all the way left. So I guess there is an additional offset in place but I can't seem to find it. Any of the developers have any pointer they could give me in regards to this? Any help is much appreciated.
Regards,

X3no

Edit: After some more fiddeling I found out it has to do with the screen resolution, set to 640 x 480 then the options menu is all the way left however setting it to 1280x720 there is an offset in place (or maybe scaling???) So any help is stil much appreciated.

first of all you're not supposed to edit motif.lua directly. It contains DEF file parser and default values that are meant to be overwritten by screenpack DEF file. Lua scripts are often changed between versions without notice which means local adjustments are not forward compatible. Of course if it's a full game project and you're planning to rewrite scripts to your needs without worrying about future changes than do whatever you wish, otherwise stick to DEF file to save yourself frustration.

As for the question - what you're seeing is a default option menu that is rendered using 320x240 localcoord, scaled up to your screenpack localcoord resolution. In order to take full advantage of your actual localcoord (in this case 1280x720) you need to paste menu.item.font parameter to your screenpack DEF file under [Option Info] (and many other parameters since after doing so default positioning implemented for different localcoord in mind won't be correct).
    

Re: Ikemen GO

 July 06, 2020, 09:58:57 AM View in topic context
 Posted by K4thos  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

if you are in a 3 person tag team, and you are the first player using the RedirectID = GetPlayerID(Teamside), it directly redirects to you as the first player as well...when they are in other slots it works fine though....not sure whats up
I don't understand why you consider it wrong behaviour. Based on your description it matches what RedirectID, GetPlayerID and Teamside does.

Quote
As far as the extra modes will there ever be a side scroller beat em up mode like TEKKEN FORCE.
I'm not aware about anyone interested in implementing it.
    

Re: Ikemen GO bug reports and know bugs

 June 24, 2020, 12:47:58 PM View in topic context
 Posted by K4thos  in Ikemen GO bug reports and know bugs (Started by Gacel September 09, 2019, 11:26:09 PM
 Board: IKEMEN Releases

    

Re: Mighty Street Fighter: First Release! "Mike Edition"

 June 06, 2020, 11:16:14 AM View in topic context
 Posted by K4thos  in Mighty Street Fighter: First Release! "Mike Edition" (Started by Cobra Caddie June 06, 2020, 10:53:02 AM
 Board: Your Releases, 1.0+

the Mike's intro was legit hilarious ;D Everything looks good. Great voice acting too.
    

Re: Ikemen GO

 May 18, 2020, 05:12:20 PM View in topic context
 Posted by K4thos  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

Could IKEMEN GO's debug mode be updated to be more in line with MUGEN's? The latter displays a lot more information about the characters and prints out errors that wouldn't cause the engine to close, whereas the former doesn't.
you sure about that? ;)
https://i.imgur.com/LM5bZ7C.png

Quote
1. The stTag in the Def does not load
it works as intended. Please read the updated wiki article: https://github.com/K4thos/Ikemen_GO/wiki#misc_tag

Quote
Outside of KFM you cannot choose the same character (same DEF file) in Tag or the game won't load. I've tested this by duplicating one character and changing the DEF filename and iit loaded.
If you're reporting issue please always make sure that it can be reliably reproduced in game and provide detailed steps how to do it. I've spent quite some time trying to reproduce it based on your vague description and didn't menage to do it. Also please use proper topic for reporting bugs: http://mugenguild.com/forum/topics/ikemen-go-bug-reports-and-know-bugs-187803.0.html

Quote
Is there a way to skip straight to one mode after leaving names blank like Arcade and the Co-Op modes?
no, unless you add such feature in lua files yourself, since it's not implemented currently outside main menu.

Quote
Has anyone nailed down a way to do native/ 4 players on this version of ikemen yet? Me and friend were trying it out but no avail at the moment.
4 players are not supported

Sorry for my English. In the new version there is no continue screen?

some way to put the old continue scren?
yes, all screenpack parameters used for that SFA2 continue screen with counter are still fully usable. You need to add them to screenpack yourself though. Keep in mind that they are not docummented yet (you can find thier names in motif.lua, if you really want to use them now).
    

Re: juggle and Juggling (CNS)

 May 12, 2020, 05:37:28 PM View in topic context
 Posted by K4thos  in juggle and Juggling (CNS) (Started by Just No Point October 01, 2015, 01:51:46 PM
 Board: MUGEN Class

Gonna post it here so that the result of my juggle tests made in both ikemen go and mugen 1.1 doesn't get lost:

- Number of points for juggling is set via character's CNS airjuggle parameter under [Data]
- Statedef juggle parameter specifies how many points of juggling the player's/helper's attack move requires (projectiles don't use this value). If omitted for an attack, that attack will juggle if the previous attacking state successfully juggled. If an attack spans more than one state, include the juggle parameter only in the first state of that attack.
- air.juggle parameter is used only by projectiles (so it should not be a part of HitDef sctrl declaration in mugen docs but Projectlie sctrl only)
- Juggle points are tracked individually against any player and helper that is hitting the character, so it's possible to have different amount of juggle points against enemies with different IDs at the same time.
- Projectiles hitting the enemy are treated as if the attack was made by player/helper that spawned it (they don't use their own juggle count)
    

Re: Ikemen GO

 May 04, 2020, 05:43:27 PM View in topic context
 Posted by K4thos  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

Quote
This is the code I have to use to make a "Reversal" helper come out. (Like 1st attack or danger). Feel like it would be easier to just have a trigger that says Counter or MoveCountered. Not to account I have to place each helper # that acts as a projectile or move extension to the triggers.
makes sense, I will replace CounterCount trigger with MoveCountered.

Notice that many new triggers and sctrls are related to the common score.zss, tag.zss and rules.zss code. And in some cases they are leftovers from earlier iterations of those files, like all those combo and damage trigger variants. Depending on their usefulness some of new triggers may be axed down the road. Suggestions about thier names and how they should work are welcome.
    

Re: Ikemen GO

 May 04, 2020, 05:21:30 PM View in topic context
 Posted by K4thos  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

Quote
Last thing lol I see there is a counter count trigger but is there a way to get a counter trigger if there isn't already one. I didn't see one in the documentation.

you mean the same thing but just returning boolean 1 in a single frame when the counter occurs? Sounds useless to be honest when you have access to unlimited amount of named variables that can be used for this purpose. Example from data/score.zss file (btw. ZSS format is the same thing as CNS, just uses more sane syntax and is easier to work with)

Code:
	if CounterCount > Map(_iksys_counterCount) {
#do something
MapSet{map: "_iksys_counterCount"; value: CounterCount}
}

edit: on the other hand removing CounterCount trigger and replacing it with Counter may be a good idea (the total count is meant to be used by end match rank system similar to add004, that I'm planning to implement, but is not really that useful as a general trigger).
    

Re: Ikemen GO

 May 04, 2020, 04:47:33 PM View in topic context
 Posted by K4thos  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

I get invalid state controller when I try to use it
It has been added today, it's not yet available in current appveyor build.

Cool didn't know you could implement things that fast. I'll wait until the new build then. Only thing I ask for is it possible to do the same but for animation? I say this because if you have a transformation that is a different size then the hit boxes will be off
I don't see a point. Animations local to character are not a problem when it comes to implementing character transformations (there are like 1000 characters in mugen that have them). The only engine limitation that I'm aware of is when character is forced into custom state that applies p2 custom animation into p1 (throws etc.) - in such case in mugen your character looses the transformed look (or attachable accessories like in Vega claw case) because he is forced to use one of his standard sprites. That's what this sctrl is for - to remap sprites as needed so that the character always looks correctly, even in custom state. All the remaining coding is not meant to be changed compared to mugen transforming characters.
    

Re: Ikemen GO

 May 04, 2020, 10:41:45 AM View in topic context
 Posted by K4thos  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

    

Re: Ikemen GO

 May 04, 2020, 04:52:37 AM View in topic context
 Posted by K4thos  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

Was thinking this could be the answer to transformations.
This is the answer to transformations:
https://github.com/K4thos/Ikemen_GO/wiki#sctrlnew_remapsprite
https://github.com/K4thos/Ikemen_GO/wiki#char_cns_remappreset

edit:
Quote
...Could it be possible though?
everything is possible in open source engine. But that message sounded like someone actually started working on such feature, which is not the case (or at least I'm not aware about it)

Kinda new to Ikemen GO so I have two questions:
  • Is there a way to reorder the priority of appearance of combo counters? (ie. having .counter before .text)
  • Is it possible to customize how the counter works deeper than just the .shake property? If I wanted to do like Guilty Gear X/XX and make it so it starts from a y-only stretch at low transparency to normal scale and fully opaque?
Just super curious about this because that would mean we could finally make pretty wild lifebars. I'm already amazed at the score and stage display properties!
all changes to lifebars are documented on wiki: https://github.com/K4thos/Ikemen_GO/wiki#lifebar
The only thing lifebar related that I'm still interested in adding is support for more messages during fight and synchronizing them with combo messages and with each other (so that they are moved when there is more than 1 message on the screen). So no, there won't Guilty Gear style stuff (unless someone else will implement it)
    

Re: Ikemen GO

 May 03, 2020, 04:03:45 AM View in topic context
 Posted by K4thos  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

Quote
Really hyped for the 3D stage feature that would be coming to this soon, so I can recreate the MvC2 experience.
I don't know anything about anyone planning to add such feature

Quote
- Lifebar mid animation still plays when the game is paused.
- If you pause the screen during a combo, the combo text will slide out ignoring the pause.
0.93.1 doesn't have some of the fixes mentioned in my previous post so don't bother testing them just yet.

Quote
- With P1, there is a problem with the alignment of the combo text when you do a 2-digit combo (x axis):
from the screenshot this looks like a result of "1" having less width than "2". If you want me to test it upload the lifebar (but first please check if the same thing doesn't happen in mugen)

edit: we're at wrong topic btw.
    

Re: Ikemen GO bug reports and know bugs

 April 27, 2020, 01:16:52 PM View in topic context
 Posted by K4thos  in Ikemen GO bug reports and know bugs (Started by Gacel September 09, 2019, 11:26:09 PM
 Board: IKEMEN Releases

    

Re: Ikemen GO bug reports and know bugs

 April 27, 2020, 07:57:24 AM View in topic context
 Posted by K4thos  in Ikemen GO bug reports and know bugs (Started by Gacel September 09, 2019, 11:26:09 PM
 Board: IKEMEN Releases

Quote
- If you switch the character in the slot to P1, it also will happen to P2 if their cursor is in the same slot. And vice versa.
this is not a bug (or at least the report is not precise enough to categorize it as such). From my test both P1 and P2 can select different characters from the same slot (once you select the character, your selection is remembered even if P2 changes the slot to different character). I don't understand how you expect it to work without creating situation when character highlighted (not selected yet) by one of the players is different than face currently displayed in the slot. Current implementation is logical to me and what you're proposing (the way I understand it) would create confusion for players, especially if there would be many characters in the single slot.

Quote
- If you access single modes with P2, P2 will use P1's side. Doing this in Arcade mode, if P1 challenges, P1 will use P2's side, as if the lifebar and the starting position in the fight were reversed.
based on your description I don't consider it a bug. The first controller that is detected to start the mode takes P1 side (which is the only sane way if we want to support more than 2 controllers/players in future). Player that interrupts the game to challenge you always takes P2 side. Once the match is over the mode is continued with winner on the P1 side. If this is what you're experiencing than it works the way it has been designed.

edit:
Quote
- title.font = -1,0,0 does not work. In MUGEN 1.0 / 1.1, if you use 0 the font is disabled. In IKEMEN if you use 0 or -1 has no effect, the only way to get rid of the font is to remove it from the screen through its axis.
fixed locally

Quote
Combo counter doesn't appear for P2.
Quote
- P2 combo counter doesn't slide back to the right, it simply disappears.
this should be fixed in 0.93

Quote
The program crashes when I try to run with the command line parameters "ikemen_go -p1 ken -p2 ken" (I tried with different characters). Moreover, running with the "-h" and "-r" parameters works without problems. In older versions, this is not observed (for example, in version 0.89).
also should be already fixed in 0.93

Quote
- If the enemy "commits suicide", the winner player's score backs to zero.
if it's done via debug keys than it works as expected

Quote
- If you press the space bar, score will reset. Intentional?
yes

Quote
- If you pause the game, the animation of the powerbar and health continues to be played.
fixed locally

Quote
- Color overlay for fonts does not work.
proper repo steps are needed to test it. r,g,b definatetly works for fonts since that's how font colors in default options screen are implemented.

this feature was not implemented at all for lifebars. I've added it in this commit: https://github.com/K4thos/Ikemen_GO/commit/69708ef3a92f158b87428bb4a089f8ec051439da
    

Re: Dee Jay (Pots Style) By Varo Hades - Updated 4/22/20

 April 23, 2020, 01:04:28 AM View in topic context
 Posted by K4thos  in Dee Jay (Pots Style) By Varo Hades - Grand Final Update 4/25/20 (Started by BahamianKing242 April 21, 2020, 07:51:46 AM
 Board: Edits & Addons 1.0+

Glad to see Dee Jay in this style. Solid effort. Keep up the good work.