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Bane84

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Messages by Bane84

    

MK Too Public Beta Version 3 Released (Mugen 1.1/Ikemen GO)

 December 23, 2021, 07:00:00 PM View in topic context
avatar  Posted by Bane84  in MK Too Public Beta Version 3 Released (Mugen 1.1/Ikemen GO) (Started by Bane84 December 23, 2021, 07:00:00 PM
 Board: Your Releases, 1.0+

Oh hi.  Here's an early Christmas present.

Changes
  • 12 new characters added including 4 secret characters.
  • Various bug fixes and AI tweaks.
  • More character rebalancing across the entire roster.
  • A port to Ikemen GO, which utilizes the character unlocking feature for the secret characters.
    NOTE: The Mortal Kombat stage finishers in their current form are incompatible with Ikemen GO due to differences in how the camera acts with specific bounds and Z-offsets.  Rather than attempting to convert over 60+ characters to utilize the Ikemen GO standard for stage interaction, I opted to just forego the Mortal Kombat stages completely in the interest of retaining compatibility with Mugen.
  • Expanded the Troubleshooting section to include questions for Ikemen GO.
  • Added a character filter (top right) to narrow down specific character traits.

New Characters
  • Ra - The Egyptian pharaoh.
  • Jim Bob - A parody of redneck stereotypes.
  • Master Baiter - Don't let his name fool you.  He's a master angler.
  • Sanna - Yoga is good for your health.  Namaste!
  • Atlas - What he lacks in speed he makes up for in power.
  • I.C. Wiener - Nevermind what Futurama says.  He really exists!
  • Demi - A Gyrokinesis user.
  • Ace - A volleyball player.

Screenshots
Spoiler, click to toggle visibilty

As always, you can download the game and view the movelists for each character at my site:
http://network.mugenguild.com/bane84

Special thanks to:
  • The Ikemen GO team for helping troubleshoot bugs I came across when working on the port.
  • The MugenGuild team for hosting my works.
  • The many Mugen content creators for providing stages and graphics.

Have fun.
    

Re: Ikemen GO bug reports

 December 08, 2021, 05:02:17 AM View in topic context
avatar  Posted by Bane84  in Ikemen GO bug reports (Started by Gacel September 09, 2019, 11:26:09 PM
 Board: IKEMEN Releases

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.
    

Re: Nickelodeon All Star Brawl

 December 07, 2021, 06:31:24 PM View in topic context
avatar  Posted by Bane84  in Nickelodeon All Star Brawl (Started by walt July 13, 2021, 07:39:39 PM
 Board: Fighting Games

I hate Mondays.

    

Re: Ikemen GO

 October 10, 2021, 04:57:48 PM View in topic context
avatar  Posted by Bane84  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

Thanks for the troubleshooting ideas.  I'll give those a try.

I've run into another bizarre graphical issue.  The Metro City Gym stage appears different between Mugen and Ikemen GO.  For some reason, this stage's graphics were implemented by inserting the background elements as tiles piece by piece in a grid like fashion where each tile is in a specific part of the background, then the stage DEF file inserts them all at the same origin point.  There's over 1000 tiles in all.  Not sure why it was implemented this way.

I'll let the differences speak for themselves:
Mugen
Ikemen

Any ideas on how I could fix this in Ikemen?
    

Re: Super Smash Bros Ultimate

 October 05, 2021, 07:55:51 PM View in topic context
avatar  Posted by Bane84  in Super Smash Bros Ultimate (Started by GTOAkira March 09, 2018, 12:23:32 AM
 Board: Fighting Games

I was legit  :mcry: during that reveal trailer.  Not only is my favorite crossover game finally drawing to a close, but the character they chose is one from a game I played when I was fresh out of high school and beginning my journey to adulthood...

When one chapter ends, another begins.  I can now look forward to Nickelodeon All Star Brawl and the reveals it brings.
    

Re: Ikemen GO

 September 29, 2021, 03:56:31 AM View in topic context
avatar  Posted by Bane84  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

Any idea on how to resolve the problem where when the user opens the Windows version of Ikemen GO, there's no video (black screen) but audio?  I'm pretty sure it has something to do with their graphics card (Intel vs nVidia).  I did some research to see if a solution has already been found (like a configuration change), but I was unsuccessful.
    

Re: Ikemen GO

 August 24, 2021, 03:34:37 PM View in topic context
avatar  Posted by Bane84  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

I'm running into another difference between the two engines.  I have the game resolution set to 1920x1080 for both engines.  Note the differences in the same resolution between the two versions:

Spoiler, click to toggle visibilty

In MUGEN, the localcoord for everything is 320x240 but it's scaled up to the game resolution (the sides of the screen appear with black bars.  I'm fine with this).  In IKEMEN, everything is scaled both horizontally and vertically (there are no black bars on the sides).  I prefer the way MUGEN does it because in IKEMEN the gameplay appears off due to scaling.  Also of note, I'm using the same motif for both engines with little/no changes in any configurations.  I want to have the full game behave exactly the same in both engines.

How can I properly configure IKEMEN to reproduce how MUGEN renders the game graphically?

Wait... these 2 images do not have the same resolution.
The Mugen one is 1920x1440 and the Ikemen Go one is 1920x1080.

I did what Taybear suggested and got the resolution I wanted.  Sorry I didn't clarify.
    

Re: Ikemen GO

 August 15, 2021, 02:12:29 AM View in topic context
avatar  Posted by Bane84  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

I'm running into another difference between the two engines.  I have the game resolution set to 1920x1080 for both engines.  Note the differences in the same resolution between the two versions:

IKEMEN
MUGEN

In MUGEN, the localcoord for everything is 320x240 but it's scaled up to the game resolution (the sides of the screen appear with black bars.  I'm fine with this).  In IKEMEN, everything is scaled both horizontally and vertically (there are no black bars on the sides).  I prefer the way MUGEN does it because in IKEMEN the gameplay appears off due to scaling.  Also of note, I'm using the same motif for both engines with little/no changes in any configurations.  I want to have the full game behave exactly the same in both engines.

How can I properly configure IKEMEN to reproduce how MUGEN renders the game graphically?
    

Re: Ikemen GO

 July 19, 2021, 03:10:22 PM View in topic context
avatar  Posted by Bane84  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

For now, it's maybe worth pointing that Taybear and I released a version of The Pit 2 that uses AttachedChar and integrates the fatality without any code char-wise.

Yes, I'm already aware of this.  I've utilized all of Taybear's legacy Mortal Kombat stages for my stage finishers.  I want my game to be compatible with both MUGEN and IKEMEN.  I would prefer not to have to go through the process of having to develop IKEMEN stage finishers for every stage which would also involve needing to rip the code out of every character in my game (I currently have 65 characters).
    

Re: Ikemen GO

 July 19, 2021, 12:33:25 AM View in topic context
avatar  Posted by Bane84  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

I've run into another compatibility issue between MUGEN and Ikemen GO.  Since MUGEN doesn't have native support for stage finishers, I created a workaround using internal character code working in tandem with the stage (in this case: The Pit II by TayBear).  The relevant code in the stage.cfg file is as follows:
Code:
[Info]
name     = "The Pit 2"
author = "Taybear"
mugenversion = 1.0

[Camera]
startx = 0
starty = 0
boundleft = -585
boundright = 585
boundhigh = -150
boundlow =  480
verticalfollow = 1
tension = 80
floortension = 90

[PlayerInfo]
p1startx = -80
p1starty = 0
p1startz = 0
p1facing = 1

p2startx = 80
p2starty = 0
p2startz = 0
p2facing = -1

leftbound  = -1000
rightbound =  1000
topbound  =  0
botbound   =  720

[Scaling]
topz     = 0       
botz     = 50     
topscale = 1       
botscale = 1   

[Bound]
screenleft = 35
screenright = 35

[StageInfo]
zoffset        = 212
autoturn       = 1
resetBG        = 1

Note the boundlow of 480.  What's supposed to occur in the stage finisher is a character is uppercut, then they fly up and down past the bottom of the screen where the camera should proceed to scroll downwards a short distance before stopping.  Internal character code handles the rest of the finisher.

The issue I'm running into is the difference in how the stage appears:
Mugen 1.1
IKEMEN GO

When I perform the finisher despite the camera positioning in IKEMEN, it acts the same as it does in MUGEN.  I'm obviously going to have to change some configuration to fix the camera's Y positioning, but I'm not sure what it is.
    

Re: Nickelodeon All Star Brawl

 July 13, 2021, 08:09:08 PM View in topic context
avatar  Posted by Bane84  in Nickelodeon All Star Brawl (Started by walt July 13, 2021, 07:39:39 PM
 Board: Fighting Games

    

Re: Nickelodeon All Star Brawl

 July 13, 2021, 07:40:37 PM View in topic context
avatar  Posted by Bane84  in Nickelodeon All Star Brawl (Started by walt July 13, 2021, 07:39:39 PM
 Board: Fighting Games

Nigel Thornberry is SMASHING.
    

Re: Ikemen GO

 June 04, 2021, 03:51:38 PM View in topic context
avatar  Posted by Bane84  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

There's a pretty nasty bug in IKEMEN v0.96.  If any character uses a Projectile state control that has a negative (upward) starting Y velocity, the projectile never appears.  Y velocities of 0 and positive (downward) velocities work just fine.  I've tested this pretty consistently across multiple characters of mine.

Could someone confirm if this is just me or if this is a legit bug?
    

Re: Teenage Mutant Ninja Turtles: Shredder's Revenge (Old School Beat em' Up)

 April 14, 2021, 06:23:48 PM View in topic context
avatar  Posted by Bane84  in Teenage Mutant Ninja Turtles: Shredder's Revenge (Old School Beat em' Up) (Started by Bane84 March 10, 2021, 04:58:06 PM
 Board: Gaming

New gameplay trailer.



Seriously like how this is shaping up.
    

Teenage Mutant Ninja Turtles: Shredder's Revenge (Old School Beat em' Up)

 March 10, 2021, 04:58:06 PM View in topic context
avatar  Posted by Bane84  in Teenage Mutant Ninja Turtles: Shredder's Revenge (Old School Beat em' Up) (Started by Bane84 March 10, 2021, 04:58:06 PM
 Board: Gaming



Is it strange that I immediately thought of Dcat when I saw this?
    

Re: New Open bor Mod????

 February 19, 2021, 05:11:19 PM View in topic context
avatar  Posted by Bane84  in History Has Been Made Again ? (Started by IKEISLEGEND February 18, 2021, 07:11:50 AM
 Board: Projects

UPDATE 



can  you show video of what you were working on you said you were trying something like this??

I never actually worked on an engine like this.  All I meant was I considered the idea, but the potential complications prevented me from starting anything.
    

Re: New Open bor Mod????

 February 18, 2021, 07:33:54 PM View in topic context
avatar  Posted by Bane84  in History Has Been Made Again ? (Started by IKEISLEGEND February 18, 2021, 07:11:50 AM
 Board: Projects

    

Re: New Open bor Mod????

 February 18, 2021, 06:32:59 PM View in topic context
avatar  Posted by Bane84  in History Has Been Made Again ? (Started by IKEISLEGEND February 18, 2021, 07:11:50 AM
 Board: Projects

    

Re: New Open bor Mod????

 February 18, 2021, 05:56:09 PM View in topic context
avatar  Posted by Bane84  in History Has Been Made Again ? (Started by IKEISLEGEND February 18, 2021, 07:11:50 AM
 Board: Projects

I answered that in previous comments but I can be done using vars to detect enemy's Position X and Position Y anywhere on the screen same for objects.. If you notice when Axel walks above the objects his sprite priority is drawn behind the object likewise in front as well. Stage interaction will be the same as classic beat em ups for now untill I come up with something more intresting

In your video Axel and the opponent are always very close to each other in terms of front/back distance.  What happens when you increase that distance even further?  Does the enemy just become completely unhittable past a certain distance?  You also have to factor in when the character is in the air too.

I could definitely see having enemies spawned as helpers on the stage by the "opponent character" (enemy team), then their internal variables could be used against the nearest opponent (player team) and depending on the calculations their sprrpriority values and "hittable" state are adjusted, but this could prove a bit more complicated as you add in more enemies/player characters.
    

Re: New Open bor Mod????

 February 18, 2021, 05:20:28 PM View in topic context
avatar  Posted by Bane84  in History Has Been Made Again ? (Started by IKEISLEGEND February 18, 2021, 07:11:50 AM
 Board: Projects

I had actually been contemplating something like this for a while now (having a "character" which serves as the physics engine and stage interaction), but complications prevented me from following through:
  • How would hit detection be dealt with when enemies are above/below the player character assuming that the CLSN1/CLSN2 hit boxes fully enclose body parts?
  • How would jumping be handled?
  • How would interaction with stage elements be handled?