
Board: M.U.G.E.N Discussion
a few years ago in the early ikemen go days, there was an addon made for ikemen go by a japanese creator called shiyo kakuge called add004.
It was very popular in mugen.
One of the cool features it had, as slow camera function. you could make the camera move slower and smoother.
They added this function to an old ikemen version of add004 called add004ikemen20200830a62
anyway i have one simple question and nobody yet seems to know this answer.
Is it possible, to add the slow camera function back into the latest Ikemen Go build?
Here is a screenshot of the line of text talking about it in the old add004 ikemen addon
My assumption is that we should be able to create a common state type .zss file that is purely for camera control.
Maybe we can extract the code from the old add004 ikemen go build version, and add it to a standalone .zss file?
does anyone with experience of ikemen go, and also add004 have any knowledge on this?
Or, am i actually wasting my time, and a slow camera module has already been created by someone?
Any info will be appreciated!
Sorry, I missed your post. Could've sworn I'd already make some workarounds so that kind of Mugen tag would work. Are you using the latest version of the code? If so, could you point me to a couple of chars with the issue? Not that compatibility with *every* Mugen tag code can be reasonably achieved.
I updated the tag code today.
Because of Ikemen version incompatibilities, the version for Ikemen 0.98.2 can still be found in the Mediafire folder.Which one do I get to make the indicators work with activetag and how do I set it up?Download the nightly build from the Ikemen releases section on GitHub and the tag from the first post.
@XANDERAC Maybe this new version fixes it, even if I didn't address it directly.
I have been on the mission. Question: What do you supposed to do with the fan animations for melee attacks? I used an animation that is already on 1,1 palette. When I bind the explod to proper location it looks find when move doesn't hit. When hitting the enemy the fan explod flickers. Im guessing your solution is only ideal for projectile and helper moves? An what image editor would I use I I took the other route?
I have been working on the palettes. I am taking a long approach by changing each inconsistent sprite manually by swapping the colors around. It what be great if you can tell me what to do or point me in the right direction! Im asking!
Yeah I use to do this but it is alot easier this other way. Basically some sprites have their own palette. First make a backup just in case. All Kitana sprites palettes need to match in pal no 1,1. If you have a sprite without matching 1,1 for example 5000,1. Delete palette 5000,1. It should force it back to 1,1.
Thanks for reply! I navigated to the inconsistent sprite, which shows the default palette. It was using palette 0,74. I erased 0,74 palette and when I save project , I get this message. Either option I chose, I end up with an odd color for that move now.
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Use ff3 instead of studio. I don't know what studio will do. Hit yes see what it will do. Make sure you made a backup just in case.
Thanks for help! I tried everything. I consumed a lot of time on this. I used all different versions of FF3 and still no solution. I manually ordered sprites & anims, Re-added palettes, not moving the default one. Sprites start at 0,0 as it should and color palettes start at 1,0 as it should. I make sure all to match character sprites to the same palette (1,1) followed everything here too: https://mugenguild.com/forum/topics/additional-palettes-keep-reverting-palette-1-193607.0.html. I'm thinking about removing the palettes until I figure this thing out. It's so annoying to figure out.
I have been working on the palettes. I am taking a long approach by changing each inconsistent sprite manually by swapping the colors around. It what be great if you can tell me what to do or point me in the right direction! Im asking!
Yeah I use to do this but it is alot easier this other way. Basically some sprites have their own palette. First make a backup just in case. All Kitana sprites palettes need to match in pal no 1,1. If you have a sprite without matching 1,1 for example 5000,1. Delete palette 5000,1. It should force it back to 1,1.
Thanks for reply! I navigated to the inconsistent sprite, which shows the default palette. It was using palette 0,74. I erased 0,74 palette and when I save project , I get this message. Either option I chose, I end up with an odd color for that move now.
![]()
I have been working on the palettes. I am taking a long approach by changing each inconsistent sprite manually by swapping the colors around. It what be great if you can tell me what to do or point me in the right direction! Im asking!
I have to check this out. I am huge Kitana Fan! Liking her gameplay too.You definitely should. She's a blast! There are a lot of combos I haven't shown yet. I have downloaded from you B4 btw. What an honor! Great Work! I use your Orchid, Mileena, & probably more! Do you go by JJKoolaid or Rusher?