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beterhans

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Messages by beterhans

    

Re: Noel Released - MBTL/Melty Blood: Type Lumina

 February 17, 2025, 04:12:22 pm View in topic context

Haha that's my fault

Code:
[State 3831, 2 (Bug - Noel is not in the Last Arc Statedef, but the opponent is in the Last Arc Statedef)];/* ※ */
type = SelfState
triggerall = !IsHelper
trigger1 = PlayerIDExist(GetHitvar(Fall.Envshake.Ampl)/2) = 0
trigger2 = PlayerIDExist(GetHitvar(Fall.Envshake.Ampl)/2)
trigger2 = PlayerID(GetHitvar(Fall.Envshake.Ampl)/2),StateNo < 200 || PlayerID(GetHitvar(Fall.Envshake.Ampl)/2),MoveType = H
value = cond(pos y >= 0,5110,5020)
ctrl = 0


using GetHitvar(Fall.Envshake.Ampl)/2 to pass attacker's ID can work in MUGEN but not IKEMEN
Fall.Envshake.Ampl will auto adapte when target and self  localcoord mismatch.

Check this post
https://github.com/ikemen-engine/Ikemen-GO/issues/2176#issuecomment-2538223075
POTS suggest use another parameter other than the Fall.Envshake.ampl since it auto adapte to different localcoord.

My Ikemen saber updated to use Fall.Envshake.Time to pass attacker ID
since time is equal for all localcoord size character no need to auto adapte.

Code:
[State 3211, Return]
type = SelfState
trigger1 = PlayerIDExist(GetHitvar(Fall.Envshake.Time) / 2) = 0
trigger2 = PlayerIDExist(GetHitvar(Fall.Envshake.Time) / 2) = 1
trigger2 = !(PlayerID(GetHitvar(Fall.Envshake.Time) / 2),StateNo = [3200,3209])
trigger3 = PlayerIDExist(GetHitvar(Fall.Envshake.Time) / 2) = 1
trigger3 = PlayerID(GetHitvar(Fall.Envshake.Time) / 2), Time > 400
value = 5050





    

Re: Noel Released - MBTL/Melty Blood: Type Lumina

 February 17, 2025, 03:56:41 pm View in topic context

Not sure if it's an Ikemen issue only but during last arc opponent can recover instantly in the middle of the cutscene
The moves Last Arc is set to not be able to recover (fall.recover = 0).
And the ctrl parameter of the opponent's Statedef is also set to 0 (ctrl = 0).
Unless you use...Cheap method, the opponent basically cannot recover.
By the way, if you are using Ikemen GO, please use the "Nightly" version.

i tested vs some char
found the super only work for 720p character
any 240p character didn't work.

vs 720p kong fu man OK
normal kong fu man will lost target
    

Re: Noel Released - MBTL/Melty Blood: Type Lumina

 February 17, 2025, 11:36:07 am View in topic context

Not sure if it's an Ikemen issue only but during last arc opponent can recover instantly in the middle of the cutscene

I tested on my MUGEN and IKEMEN (nightly)
didn't see target is dropped.

but if to maintain for both MUGEN and IKEMEN for singel version of character is bit challenging.
    

Re: CVS Choi Bounge POTS/Infinite by Falcon Rapper (Updated 07/05/2017)

 January 19, 2025, 04:07:21 am View in topic context
 Posted by beterhans  in CVS Choi Bounge POTS/Infinite by Falcon Rapper (Updated 07/05/2017) (Started by Falcon Rapper May 02, 2017, 04:12:24 am
 Board: Your Releases, 1.0+

    

Re: CVS Choi Bounge POTS/Infinite by Falcon Rapper (Updated 07/05/2017)

 January 13, 2025, 01:09:20 pm View in topic context
 Posted by beterhans  in CVS Choi Bounge POTS/Infinite by Falcon Rapper (Updated 07/05/2017) (Started by Falcon Rapper May 02, 2017, 04:12:24 am
 Board: Your Releases, 1.0+

Someone report this bug to me

Move 3100 and 3150 (Hou'ou Kyaku = D, DF, F, D, DB, B, two kick buttons)
will freeze / crash MUGEN 1.1 if hit more than 1 target.

for example
hit enmey team (2 character)

Choi in State 3160
the targetbind will cause MUGEN 1.1 freeze and crash.

Not sure if you want to fix this or not.

My understand is if you want to use target bind you can only bind one target. (make this move into a throw)
if you want to hit more than one target you can't use targetbind.


    

Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina (updated 2024-12-23)

 December 24, 2024, 03:49:01 am View in topic context
 Posted by beterhans  in [Ikemen GO Character] Akiha from Melty Blood: Type Lumina (updated 2025-02-17) (Started by Eiton February 19, 2023, 05:56:03 am
 Board: IKEMEN Releases

    

Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina (updated 2023-11-02)

 December 22, 2024, 04:19:48 pm View in topic context
 Posted by beterhans  in [Ikemen GO Character] Akiha from Melty Blood: Type Lumina (updated 2025-02-17) (Started by Eiton February 19, 2023, 05:56:03 am
 Board: IKEMEN Releases

I think I found the issue



Here is the working one edited by me


1. Some part is scale friendly now, (scale use value * Const(Size.xScale))
2. removed and replaced the triggers for new IKEMEN-GO

rand is removed and should use RandomRange
MajorVersion is removed and should use MugenVersion
DrawPalNo is removed, but no idea what does it do, I Just use PalNo instead now she is working


https://www.mediafire.com/file/zgwfh3njsjh2cgr/Akiha_TL_beterhans.zip/file
    

Re: [Ikemen GO Character] Akiha from Melty Blood: Type Lumina (updated 2023-11-02)

 December 22, 2024, 03:23:11 pm View in topic context
 Posted by beterhans  in [Ikemen GO Character] Akiha from Melty Blood: Type Lumina (updated 2025-02-17) (Started by Eiton February 19, 2023, 05:56:03 am
 Board: IKEMEN Releases

Just want to tell
I'll post in github also
IKEMEN-GO Nightly no longer able to run Akiha for quite some time now.

IKEMEN-GO nightly version around 2024-Dec-22

it always give out this error

Im not good at zss, seems like the new build have some problem for rand



    

Re: Why auto-ai exists?

 December 21, 2024, 06:54:10 am View in topic context
 Posted by beterhans  in Why auto-ai exists? (Started by snowy997 December 21, 2024, 12:09:09 am
 Board: Off-Topic Help

Something that pisses me off is that in some characters (especially those made by japanese creators), there is a stupid auto-ai that prevents me from playing the character. I want to know, what's the purpose of this? What's the point of creating a whole character if you can't even play it? I understand that being done to boss characters, but still. Is the AI so strong it overtakes the player? I don't understand.

There are multiple factors that cause this. As far as I understand, as a character author myself, I can try to explain my perspective.

1 Instead of creating a character to meet boss or market demand and exchange it for money, MUGEN characters are not something you can profit from even somebody willing to pay, its not enough to pay you bills. So why create them?
The only reason an author would put time and effort to exchange nothing, is to entertain themself. The author may not be a skilled player, but they can program AI to fight for them, and this has a lot of advantages. It’s like coding your own Pokémon and battling another author’s Pokémon.

2 Old versions of MUGEN don’t have a way to tell if a character is being controlled by a human or by AI. What does this mean?
If you're a coder, you write:

If human control => I do nothing
If AI control => I do something (like attacking when the opponent is near or far)

But in older versions of MUGEN, there’s no way to tell whether the character is controlled by a human or AI. The workaround to detect whether the character should be controlled by AI took time to activate. So, if you use the workaround that allows both human and AI control, there will be a delay in activating the AI, and the character might lose the round. To avoid this, authors may hard-code the AI to always be on, ensuring there’s no delay and less chance of losing a round.

imagine you put 6 month or years in your own character, only to see he or she is beaten by other player or other character. you won't like the feeling if you are not mentally prepared.

3 Many people still use older versions of MUGEN. Newer versions, like MUGEN 1.0, 1.1, or IKEMEN, officially have a way to determine if a character should be controlled by a human or AI. However, many authors still code in the old way and don’t use the new AILevel feature. This could be because they want backward compatibility or have other reasons.
    

Re: Rakíel's 3D Ikemen Stages

 December 19, 2024, 09:23:43 am View in topic context
 Posted by beterhans  in Rakíel's 3D Ikemen Stages (Started by Rakíel December 11, 2024, 11:54:58 pm
 Board: IKEMEN Releases

    

Re: Rakíel's 3D Ikemen Stages

 December 15, 2024, 04:49:13 pm View in topic context
 Posted by beterhans  in Rakíel's 3D Ikemen Stages (Started by Rakíel December 11, 2024, 11:54:58 pm
 Board: IKEMEN Releases

wow

Spyro 2 - Autunm Plains

this is the 1st time I see an object can be at layer=1 (in front of the character)

not sure how to do.
    

Re: MUGEN Video thread

 December 06, 2024, 05:00:18 pm View in topic context
 Posted by beterhans  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 am
 Board: M.U.G.E.N Discussion

    

Re: what is the best mugen version?

 September 30, 2024, 03:07:13 pm View in topic context
 Posted by beterhans  in what is the best mugen version? (Started by mapleleafgrappl1ng August 14, 2024, 02:10:15 am
 Board: M.U.G.E.N Discussion

    

Re: [IKEMENGO/MUGEN1.1] Melty Blood - Type Lumina screenpack

 September 14, 2024, 10:55:20 am View in topic context
 Posted by beterhans  in [IKEMENGO/MUGEN1.1] Melty Blood - Type Lumina screenpack (Started by nanananaya June 02, 2024, 12:21:11 pm
 Board: IKEMEN Releases

I made some improvement on the screenpack
to allow SD/LD character to display the lifebar indicate at correct place.
request by one of my supportor.

and a workaround to add LD character but with some drawback

https://www.youtube.com/watch?v=iM1_pMpPibo
    

Re: Portrait scale = 1.0 does not work on HD characters?

 August 28, 2024, 06:54:32 pm View in topic context
 Posted by beterhans  in Portrait scale = 1.0 does not work on HD characters? (Started by gothmoneytrooper April 21, 2024, 06:44:40 am
 Board: Ikemen General Discussion and Help

Simply don't use portraitscale for characters that were already made in HD resolution for mugen 1.0/1.1

The issue is the characters are too big even on Widescreen stages. Adjusting the localcoord makes them appear correctly in game, though the portraits are still too big.

Portrait scale = 1.0 for low-res char
portrait scale = 0.25 for HD char
try the number that works
    

Re: AI guards when enemy isn't attacking

 August 23, 2024, 05:54:58 am View in topic context
 Posted by beterhans  in AI guards when enemy isn't attacking (Started by WastedCoder August 09, 2024, 03:48:39 pm
 Board: M.U.G.E.N Development Help

check your enemy .

it he/her create invisible helper in attack mode while charging?
this is kinda cheating
    

Re: [IKEMENGO/MUGEN1.1] Melty Blood - Type Lumina screenpack

 August 15, 2024, 01:30:59 pm View in topic context
 Posted by beterhans  in [IKEMENGO/MUGEN1.1] Melty Blood - Type Lumina screenpack (Started by nanananaya June 02, 2024, 12:21:11 pm
 Board: IKEMEN Releases

EDIT 2: I'm using high res characters (Mostly OHMSBY & other authors characters) & noticed that when I use the 1280x720 localcoord, They're more smaller, The same for the portrait, How do I fix this?

OHMSBY style characters are Low res characters (programmer perspective). (high res sprites but scaled down to fit into low-res framework. their portrait use low res standard, aka they are using 320x240 localcoord, you can try download one of my char for compare.)
true high res character use 1280x720 or higher localcoord from the beginning.
this is no way to fix it. it was designed that way.

you can try change
xscale = 0.xxx
yscale = 0.xxx

 to
xscale = 1
yscale = 1
in cns file.

and change localcoord = 1280,720 in def file.
to try,

but it will break other codes.


    

3D Genshin Stages by Beterhans

 August 04, 2024, 09:07:05 am View in topic context
 Posted by beterhans  in 3D Genshin Stages by Beterhans (Started by beterhans August 04, 2024, 09:07:05 am
 Board: IKEMEN Releases

    

Re: When a helper is hitted (HitOverride), detect the enemy, partner or player's ID

 July 23, 2024, 10:55:08 am View in topic context

Hi, how's it going? We wanted to know if it is possible to detect the Enemy, Partner or Parent/Root ID with HitOverride in the Helper when this same Helper is being hitted. This is possible?

A helper's own ID
or parent or root ID is easy.

there is no direct way to tell who hit the helper.
    

Re: Mismatching palettes on new sprites

 July 21, 2024, 05:10:50 pm View in topic context
 Posted by beterhans  in Mismatching palettes on new sprites (Started by rb7 June 26, 2024, 04:42:39 pm
 Board: M.U.G.E.N Development Help