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PotS

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Messages by PotS

    

Re: Dramatic Zoom Add-on (Tekken style)

 March 24, 2025, 10:31:21 am View in topic context
 Posted by PotS  in Dramatic Zoom Add-on (Tekken style) (Started by PotS April 28, 2024, 10:11:12 am
 Board: IKEMEN Releases

Nightly is the development build. It updates every time there's a change in the code, which is every couple of days on average (not that you always need the latest one). You can get it here:

https://github.com/ikemen-engine/Ikemen-GO/releases/tag/nightly

The stable version 0.99 is outdated at this point, so most people have started using nightly builds while 1.0 doesn't come out.
    

Re: Dramatic Zoom Add-on (Tekken style)

 March 23, 2025, 12:18:39 pm View in topic context
 Posted by PotS  in Dramatic Zoom Add-on (Tekken style) (Started by PotS April 28, 2024, 10:11:12 am
 Board: IKEMEN Releases

Your nightly build is a bit outdated. That's a new trigger that was renamed a few weeks ago.
    

Derelict Church (KOF14 concept art)

 March 23, 2025, 12:03:24 pm View in topic context
 Posted by PotS  in Derelict Church (KOF14 concept art) (Started by PotS March 23, 2025, 12:03:24 pm
 Board: Your Releases, 1.0+

A simple stage. I grabbed the concept art image, upscaled it to a size that matched the characters, fixed some issues with the image and added a light effect.

At first I separated the courtyard and gave it a different delta, but that kind of didn't look right because the image is supposed to be like a painting. Then I looked at the rest of the image (the arches namely) and realized layering the stage would be impossible pretty much. But I think it looks good, so here it is.



Only works in Mugen 1.1 and Ikemen GO, due to the 24bit images. Has zoom and super jump.

DOWNLOAD
    

Re: Accurate Street Fighter 2 Hyper Fighting Ryu

 March 22, 2025, 10:41:30 am View in topic context
 Posted by PotS  in Accurate Street Fighter 2 Hyper Fighting Ryu (Started by jay_ts March 22, 2025, 08:37:50 am
 Board: Your Releases, 1.0+

Somehow, SF2 Ryu never gets old.

Found some stuff:

- Feels a little slower than default HF in general. At least the one I have. Deliberate maybe?
- A quick note after opening the CNS, but "1000/144" is integer 6, which is far from what you intended I think
- Additionally, I've had this realization that these games actually have 145 life, since unlike Mugen 0 life is still alive (the real magic pixel). Take it as you will
- The burn sprites don't have the same scale correction as Ryu
- Parrying the fireballs (Kung Fu Blocking for instance) still creates the slow motion effect
- Tatsu uses the Up animation, which looks odd. I guess all knockdowns do, but if they're all going to use the same one it probably shouldn't be Up
- When dizzied with Up animation, the enemy doesn't transition to the falling down anim
- Close raw tatsu goes through the enemy a lot
- The AI tries to block against moves with no proximity block
    

Re: Wassup broz? Any AI stuff in progress?

 March 15, 2025, 11:13:40 am View in topic context
 Posted by PotS  in Wassup broz? Any AI stuff in progress? (Started by electrocaid March 14, 2025, 11:25:39 pm
 Board: M.U.G.E.N Discussion

    

Re: MUGEN1 Lifebar Double Remix

 March 15, 2025, 11:11:20 am View in topic context
 Posted by PotS  in MUGEN1 Lifebar Double Remix (Started by PotS January 04, 2025, 11:47:43 am
 Board: IKEMEN Releases

Dizzy and guard break are disabled by default. You need to enable them in the ingame options.
    

Re: is something wrong? Temporary buff problem

 March 09, 2025, 09:54:54 am View in topic context
 Posted by PotS  in is something wrong? Temporary buff problem (Started by Redkid221 March 09, 2025, 02:58:21 am
 Board: M.U.G.E.N Development Help

You're handling the entire buff from the state, so it will only work while the char is in it. What you need is for the state to activate the buff, then the buff itself and the timer are handled in a negative state, which execute regardless of what state the char is in.
    

Re: DP Input Inconsistency

 March 04, 2025, 01:43:08 pm View in topic context
 Posted by PotS  in DP Input Inconsistency  (Started by Master0fFaster February 23, 2025, 10:31:09 pm
 Board: M.U.G.E.N Development Help

The order of [Command]'s is irrelevant. It's the order of State -1 ChangeStates that matters like Odb718 said. More complex motions should be above simpler motions.

Code:
[Command]
name = "623a"
command = F, D, DF, a
time = 25
[Command]
name = "623a"
command = F, D, DF, F, a
time = 25
You don't need these two inputs because you can't do the second one without doing the first one. Only the first one is necessary (the second is incorrect anyway). They also lack "~" like Basara said.
    

Re: Intro if P2 loses the round. If P1 loses, replay an intro after losing to P2

 March 04, 2025, 01:36:21 pm View in topic context
 Posted by PotS  in Intro if P2 loses the round. If P1 loses, replay an intro after losing to P2 (Started by ComboKing March 04, 2025, 12:11:28 pm
 Board: M.U.G.E.N Development Help

If what matters is losing then maybe you should use LoseKO trigger instead and rework the logic. You should also reset the variable when the char wins. This is one way to do it:

Code:
[State -2]
Type = VarSet
Trigger1 = Roundstate = 4
V  = 41
Value = LoseKO

You also need to make sure the char's variables are kept between rounds, by setting these constants to 0:

Code:
;Variables with this index and above will not have their values
;reset to 0 between rounds or matches. There are 60 int variables,
;indexed from 0 to 59, and 40 float variables, indexed from 0 to 39.
;If omitted, then it defaults to 60 and 40 for integer and float
;variables repectively, meaning that none are persistent, i.e. all
;are reset. If you want your variables to persist between matches,
;you need to override state 5900 from common1.cns.
IntPersistIndex = 0
FloatPersistIndex = 0
    

Re: Attack Data Display (Training Mode)

 March 01, 2025, 01:08:35 pm View in topic context
 Posted by PotS  in Attack Data Display (Training Mode) (Started by PotS February 03, 2024, 12:00:10 pm
 Board: IKEMEN Releases

Updated.

Quote
<01.03.2025>
 - Guard level indicator now appears approximately at the hit spark position
 - Crossup indicator does not show if an attack can't be blocked
 - Fixed behavior when players have different localcoords
    

Re: Auto Stage Camera Module

 February 22, 2025, 05:05:28 pm View in topic context
 Posted by PotS  in Auto Stage Camera Module (Started by PotS November 19, 2024, 11:58:56 am
 Board: IKEMEN Releases

Updated.

Is there something to put in the stage.def to omit the stage from any zoom effects for instance the call of duty zombies is bonus game is unplayable with this I want to use stage0-720.def and my character goes sliding in to suicide.
There's a constant that you can add to the stage that disables the module. It's explained in the readme.
    

Re: Universal Clashing System

 February 22, 2025, 04:59:50 pm View in topic context
 Posted by PotS  in Universal Clashing System (Started by PotS November 30, 2024, 06:09:48 pm
 Board: IKEMEN Releases

Updated.

I ended up adding the normal vs normal etc clashing as an option.

The module works and has been a great addition to my Ikemen built, but there are some interactions that are perhaps unwanted. For example, your Shin Gouki has a reversal /counter special and with this module activated the counter attack gets clashed as well which makes the move useless. Maybe you can take a look here
I fixed this a long time ago but had been sitting on the update because I was kind of stuck on something. Should be working now.
    

Re: Universal Clashing System

 February 17, 2025, 06:22:57 pm View in topic context
 Posted by PotS  in Universal Clashing System (Started by PotS November 30, 2024, 06:09:48 pm
 Board: IKEMEN Releases

I did implement something like that but not in the way you're describing it. You can make attacks only clash with other attacks with the same Hitdef priority. It's one of the config settings.
    

Re: Attack Data Display (Training Mode)

 February 01, 2025, 12:07:18 pm View in topic context
 Posted by PotS  in Attack Data Display (Training Mode) (Started by PotS February 03, 2024, 12:00:10 pm
 Board: IKEMEN Releases

Updated with guard level display. There's a new video preview in the first post.

The latest version will only work in Ikemen GO Nightly.
    

Re: Active Tag system

 January 27, 2025, 08:34:24 pm View in topic context
 Posted by PotS  in Active Tag system (Started by PotS December 02, 2022, 03:54:21 pm
 Board: IKEMEN Releases

It looks like you have a recent version of Ikemen but an old version of the tag code. Try the latest version.
    

Re: Universal Clashing System

 January 26, 2025, 10:52:30 am View in topic context
 Posted by PotS  in Universal Clashing System (Started by PotS November 30, 2024, 06:09:48 pm
 Board: IKEMEN Releases

Not the place to ask but that sounds like simply the random select icon.
    

Re: Active Tag system

 January 26, 2025, 10:47:15 am View in topic context
 Posted by PotS  in Active Tag system (Started by PotS December 02, 2022, 03:54:21 pm
 Board: IKEMEN Releases

Updated.

Quote
<26.01.2025>
 - Fixed bug where tagging in behind the enemy could push them longer than supposed to
 - Fixed being able to tag for free while getting up from the floor
 - Counter Tag no longer forcibly removes all recoverable health
 - Added a new option to pause the game while tagging. It affects a few other aspects of the system
 - Added several other new config options

The config options in particular were significantly expanded.
    

Re: MUGEN1 Lifebar Double Remix

 January 25, 2025, 01:18:19 pm View in topic context
 Posted by PotS  in MUGEN1 Lifebar Double Remix (Started by PotS January 04, 2025, 11:47:43 am
 Board: IKEMEN Releases

That's just a quirk of the engine. Technically one shouldn't even pick Turns or Ratio in training mode.
    

Re: Universal Clashing System

 January 25, 2025, 01:16:15 pm View in topic context
 Posted by PotS  in Universal Clashing System (Started by PotS November 30, 2024, 06:09:48 pm
 Board: IKEMEN Releases

I was gonna reply but just noticed that I already answered you on Discord.

But for future reference and because this happens frequently: the current Ikemen build dropped config.json in favor of config.ini, so modules must now be installed there.

i like this a lot, makes for some hype moments and dope screenshots lol
Classic choice of characters, heh.
    

Re: MUGEN1 Lifebar Double Remix

 January 22, 2025, 10:35:54 am View in topic context
 Posted by PotS  in MUGEN1 Lifebar Double Remix (Started by PotS January 04, 2025, 11:47:43 am
 Board: IKEMEN Releases

The bar doesn't show the stun message in P1 and I also report that Yuri doesn't have the correct color of the super pause screen pack in Hien senpukyaku (level 2) and Raiodama (level 1) respectively.
Which versions of Ikemen and the bars are you using? Take note that there was a change in the engine recently that changed how the stun bar works.
I'll add the Yuri fix to the next update. Thanks for the heads up.

hi, I downloaded 8v8 ikemen go patch, but I don't understand why when I enter the options and make changes, it deletes the following strings in the config.ini
If it's the 8v8 patch I'm thinking, it was made from an unstable build so it probably has whatever bugs were there.