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Silver's Hwoarang's AI patch (Tekken 3)

 June 21, 2022, 04:00:35 AM View in topic context
avatar  Posted by BeastwithFriends  in  Silver's Hwoarang's AI patch (Tekken 3)  (Started by BeastwithFriends June 21, 2022, 04:00:35 AM
 Board: Requests

Does anyone have Colosse's AI patch for Silver's Hwoarang? I've been playing with him lately and I thought it might be nice to patch him too : ).
    

Re: MUGEN Video thread

 June 10, 2022, 09:53:34 PM View in topic context
avatar  Posted by BeastwithFriends  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 AM
 Board: M.U.G.E.N Discussion

I made this video talking about my build for fun : )


https://www.youtube.com/watch?v=dpHlarmEs1c

Cool video, its actually nice to see someone having genuine fun with the engine, I feel some of that magic has been lost to me at least over the years.

Thank you : )... I feel like everybody on this forum are like rockstars to me and I wanted to show that there are people in the world who super enjoy everyone's creations.

My friend is screening the old Fatal Fury movie at a public event where I live this month, and he asked me to bring my build to the screening. I want to make a video of everyone there playing it and having fun for my next Mugen-related video.

Sometimes, I do feel like i get burnt out tinkering with mugen stuff too. But then I'll take a long break and come back to it and it's super fun again.

Oh yeah, I do the same, take a break then come back.

Also, I glanced at your roster at the end and if I can suggest something cool to add, Its SoySauce's KOF chars, super fun to play.
Check em out if you somehow missed them, as mentioned really fun.

I'll check them out : )!! Mine our mostly Ikaruga's stuff.

    

Re: MUGEN Video thread

 June 10, 2022, 04:26:03 PM View in topic context
avatar  Posted by BeastwithFriends  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 AM
 Board: M.U.G.E.N Discussion

I made this video talking about my build for fun : )


https://www.youtube.com/watch?v=dpHlarmEs1c

Cool video, its actually nice to see someone having genuine fun with the engine, I feel some of that magic has been lost to me at least over the years.

Thank you : )... I feel like everybody on this forum are like rockstars to me and I wanted to show that there are people in the world who super enjoy everyone's creations.

My friend is screening the old Fatal Fury movie at a public event where I live this month, and he asked me to bring my build to the screening. I want to make a video of everyone there playing it and having fun for my next Mugen-related video.

Sometimes, I do feel like i get burnt out tinkering with mugen stuff too. But then I'll take a long break and come back to it and it's super fun again.
    

Re: HOW TO MAKE A IKEMEN GO SCREEEN PACK VIDEO GUIDES 2022

 June 10, 2022, 02:34:51 PM View in topic context
avatar  Posted by BeastwithFriends  in HOW TO MAKE A IKEMEN GO SCREEEN PACK VIDEO GUIDES 2022 (Started by OldGamer May 31, 2022, 05:19:39 AM
 Board: Ikemen General Discussion and Help

Thank you for all of your hard work :)
    

Re: MUGEN Video thread

 June 10, 2022, 01:57:41 PM View in topic context
avatar  Posted by BeastwithFriends  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 AM
 Board: M.U.G.E.N Discussion

    

Re: HOW TO MAKE A IKEMEN GO SCREEEN PACK VIDEO GUIDES 2022

 June 09, 2022, 07:23:34 PM View in topic context
avatar  Posted by BeastwithFriends  in HOW TO MAKE A IKEMEN GO SCREEEN PACK VIDEO GUIDES 2022 (Started by OldGamer May 31, 2022, 05:19:39 AM
 Board: Ikemen General Discussion and Help

Thanks you for making this! Will you have a lesson on how to edit the continue screens in the future? I'm using an old mugen screen pack that's still using "Yes" or "No" continue commands. In IKEMEN it doesn't really display the same way it does in MUGEN. I really like the continue countdown from the default screen pack. I was wanting to add it manually some how. :)
on Ikekem go its does have the display yes or no go to your system.def and find this command line

Code:
;Continue screen definition
[Continue Screen]
enabled = 1
legacymode.enabled = 1   <<< SET THIS TO 1 and you make into a Mugen Yes and no

;legacy continue screen (legacymode.enabled = 1)
pos = 160, 40
continue.text = "Continue?"
continue.font = 2,0,0
continue.scale = 1.0, 1.0
continue.offset = 0, 0
yes.text = "Yes"
yes.font = 2,0,0, 191,191,191
yes.scale = 1.0, 1.0
yes.offset = -17, 20
yes.active.text = "Yes"
yes.active.font = 2,0,0
yes.active.scale = 1.0, 1.0
yes.active.offset = -17, 20
no.text = "No"
no.font = 2,0,0, 191,191,191
no.scale = 1.0, 1.0
no.offset = 15, 20
no.active.text = "No"
no.active.font = 2,0,0
no.active.scale = 1.0, 1.0
no.active.offset = 15, 20
move.snd = 100, 0                 ;Ikemen feature
done.snd = 100, 1                 ;Ikemen feature
cancel.snd = 100, 2               ;Ikemen feature



Thanks for the reply :). There's a little bit of a misunderstanding. I already have legacy mode enabled. I actually like the new way IKEMEN handles continues. The problem is I'm using an JMorphman's Mugen JAM screen pack in IKEMEN Go and the countdown doesn't display. I have to use the legacy continue screen, because of that. I don't know how screenpacks totally work, but I'm assuming the countdown doesn't display with this screenpack because there isn't one, and I was thinking about adding it.
    

Re: HOW TO MAKE A IKEMEN GO SCREEEN PACK VIDEO GUIDES 2022

 June 05, 2022, 08:09:04 PM View in topic context
avatar  Posted by BeastwithFriends  in HOW TO MAKE A IKEMEN GO SCREEEN PACK VIDEO GUIDES 2022 (Started by OldGamer May 31, 2022, 05:19:39 AM
 Board: Ikemen General Discussion and Help

Thanks you for making this! Will you have a lesson on how to edit the continue screens in the future? I'm using an old mugen screen pack that's still using "Yes" or "No" continue commands. In IKEMEN it doesn't really display the same way it does in MUGEN. I really like the continue countdown from the default screen pack. I was wanting to add it manually some how. :)
    

Re: All bonus games and miscellaneous characters updated

 May 15, 2022, 04:46:27 PM View in topic context
avatar  Posted by BeastwithFriends  in All bonus games and miscellaneous characters updated (Started by PotS May 01, 2022, 06:02:01 PM
 Board: Your Releases, 1.0+

I tested Duck Hunt with KN's Marco and a couple SF3 GM Chars. They work perfectly now!

I just played the SS1 bonus update today too. It's great. There was an issue in the old version where some characters would glitch out, like they were confused which direction to face. But that seems to be resolved with these updates. Awesome :).

    

Re: Darkstalkers - Tower of Arrogance

 May 14, 2022, 04:48:59 PM View in topic context
avatar  Posted by BeastwithFriends  in Darkstalkers - Tower of Arrogance (Started by Toni May 08, 2022, 04:54:22 AM
 Board: Edits & Addons 1.0+

It's really great. I've been waiting for a good version of this stage! I can't tell that it's not source accurate. From Youtube videos of the actual game, it looks close enough to me!
    

Re: All bonus games and miscellaneous characters updated

 May 03, 2022, 02:33:12 PM View in topic context
avatar  Posted by BeastwithFriends  in All bonus games and miscellaneous characters updated (Started by PotS May 01, 2022, 06:02:01 PM
 Board: Your Releases, 1.0+

Quote
I happen to have GM's Akuma and checked what the problem is. His juggle code doesn't reset properly so after hitting a few ducks he can't hit them anymore. It's not really my fault but I might share an update that fixes this.

Either way, congrats on updating your entire collection! You did it so fast too. I can't wait to see if you have anything else up your sleeve :). Cheers!
    

Re: All bonus games and miscellaneous characters updated

 May 02, 2022, 01:49:29 AM View in topic context
avatar  Posted by BeastwithFriends  in All bonus games and miscellaneous characters updated (Started by PotS May 01, 2022, 06:02:01 PM
 Board: Your Releases, 1.0+

I love these stages : ). I especially love the Duck Hunt one. It's a really creative way reinterpret Duck Hunt for Mugen.

I don't know why, but a few characters seem a little incompatible with this bonus game for some reason. Like GM's SF3 chars for mugen 1.0 can't seem to hit the ducks no matter what. I also found this problem for KN's Marco Rodriguez. 

Anyways, I'm loving all of these updates!
    

Re: How to incoporate extra buttons IKEMEN provides in a MUGEN character?

 April 17, 2022, 06:33:30 PM View in topic context

I'm not sure if they're intended be used like traditional buttons. They are used in tag mode to switch characters in and out. Let's say your team is Ryu, Ken and Akuma. "D" will tag in with the one character in the line-up and "W" will tag with the other character in the line-up. Also, Ikemen has hidden character slots on the select screen.

For instance, my build has four different Terry Bogards all sharing one slot on the select screen. Moving the cursor to Terry Bogard and pushing "D" and "W" will cycle through the different Terry's.

I think that's more what "D" and "W" are intended for. I'm not sure how it would work trying to use them as more attack inputs.
    

Re: TMNT character April O'Neil, in her classic form from the 1987 cartoon

 March 31, 2022, 08:55:37 PM View in topic context
avatar  Posted by BeastwithFriends  in TMNT character April O'Neil, in her classic form from the 1987 cartoon (Started by ermidfert July 30, 2021, 07:33:17 PM
 Board: Projects

Work is stopped.
I am very demoralized by the fact that Russia started a war with Ukraine. And my country, Belarus, was also drawn into the war.
Against the background of news about the killing of civilians, it is impossible to think positively and be creative.

Stay safe. I'm sorry to hear about everything that's going on. Watching the news has been heartbreaking.
    

Re: Is it possible to create a Vampire Savior style mode with LUA modules in IKEMEN?

 March 31, 2022, 06:36:20 PM View in topic context

How you're explaining it makes sense to an extent. That being said, the most complicated thing I've done in MUGEN is just changing offense and defense values in a .CNS. That's how far back I am.

I'll reach out to you in DM if that's okay? For me to do this, I'll probably have to start with the basics. Is there a tutorial on just variable states? Honestly, I probably have to start of the most basic stuff to begin to grasp how to do this. Anyways, thanks for your help. And your game test looks awesome!
    

Re: Is it possible to create a Vampire Savior style mode with LUA modules in IKEMEN?

 March 29, 2022, 03:10:40 AM View in topic context

I have an idea on how could this be done. Basically, all matches should be one round only (this is done via a lua arcadepath, using launchFight table function), then, inside a commonStates file, try to avoid triggering lifebar KO by using AssertSpecial noKO, then, while noKO is asserted (you can check this by using isAsserted("noKO") trigger), try to do a KO simulation and round 2-3 start like Vampire Savior does. End the match by not asserting noKO.

Try searching in Ikemen GO wiki for more info about all of this.

Thanks for the reply! Would this also regenerate life during the round too? Like Vampire Savior? That's another important part of this :)
It wouldn't, but that's honestly easier to add. The stuff is already there with red life and tag.

I was hoping that was the case. I was playing tag mode the other day, thinking about Vampire Savior, and I could just picture this mode existing in IKEMEN. If I get some time, I'll try to play around with it. But like I said, I'm not much of a coder. If someone wants to start a Patreon to make this mode, I'll chip in to see it happen though. That's probably a more realistic way for me to contribute, given my limit coding skills.
    

Re: Is it possible to create a Vampire Savior style mode with LUA modules in IKEMEN?

 March 28, 2022, 11:41:24 PM View in topic context

I have an idea on how could this be done. Basically, all matches should be one round only (this is done via a lua arcadepath, using launchFight table function), then, inside a commonStates file, try to avoid triggering lifebar KO by using AssertSpecial noKO, then, while noKO is asserted (you can check this by using isAsserted("noKO") trigger), try to do a KO simulation and round 2-3 start like Vampire Savior does. End the match by not asserting noKO.

Try searching in Ikemen GO wiki for more info about all of this.

Thanks for the reply! Would this also regenerate life during the round too? Like Vampire Savior? That's another important part of this :)
    

Re: Quick questions about I.K.E.M.E.N Go

 March 28, 2022, 11:37:50 PM View in topic context
avatar  Posted by BeastwithFriends  in Quick questions about I.K.E.M.E.N Go (Started by Vocalnoid March 28, 2022, 08:18:33 PM
 Board: Ikemen General Discussion and Help

2. How do you add characters to boss rush mode, it seem to only work with bonus games and others on my end (I'm using a ported screen pack, so that could be the issue?)

The parameter for bosses is boss=1. Every character you want to show up in boss mode needs that next to them in your select.def. For instance, it could look something like this:

Geese_Howard, stages/geesetower.def, order=8, boss=1

Boss Rush won't show up until you have that parameter set for at least one character. From there, IKEMEN will randomize what bosses show up.
    

Re: What makes characters incompatiable with IKEMEN GO Tag Mode?

 March 28, 2022, 02:54:03 PM View in topic context

Overriding states in the [5600 - 5700] range breaks tag.

Thanks for replying! That makes sense. I'm guessing removing or altering those overrides would probably break the character.
    

Re: 2022 Character Updates (Geese added)

 March 25, 2022, 04:59:18 PM View in topic context
avatar  Posted by BeastwithFriends  in 2022 Character Updates (latest June 11th) (Started by PotS January 15, 2022, 10:28:50 AM
 Board: Your Releases, 1.0+

Your feedback put a smile on my face. :) It's easy to forget that telling people what you like can be as useful as telling them what you don't like.

I'm glad!

Quote
It is 100% a nod to Alpha. He already had that animation in his Final Psycho Crusher, and I thought it could be used more.
I just assumed it was a commissioned animation. That's really clever!

Quote
She still has Renkyaku. What I did is make the timing more strict and deliberate. In the old version you could do the input at any point during Shunpukyaku, but now you have to do it right before Sakura lands.

That's good to know! I'm glad it's still in there. I was missing it!

Quote

It could be because I made her velocities more accurate, or that she has her far reaching "close" hard punch from that game. Funny that you should say that because SFA2 is one of my favourite games to consult for gameplay.

Alpha 2 is one of my all-time favorite games. Every time I find a Mugen character that plays like Alpha 2, it makes me smile. There's not a lot of them out there...Or there's not as many as you would think. ...haha

Quote
So you might be a good person to ask: should I make Bison's supers into charge moves? On the fence about it.

I'm down for whatever. I do like the ease of being able to pull off two quarter circles to perform a super. What if you made a really OP final super where you had to learn some crazy charge commands.

I'm never good enough to pull off Akuma's raging demons or Rock's neo rave combos. For really intense top-shelf supers, I kind of don't mind never being able to do them. I just play with what I know even if that's limited. I kind of like having the basic supers be quarter circles, but that's just me.



Quote
He does have wall jump. Could you tell me which engine version did you use to test him? And maybe which stage?
Or maybe the issue is that you're trying to wall jump with F or B. I never liked that input for it, so my chars use UF or UB instead.

It must be how I'm trying to wall jump. I used the old version in Mugen 1.1 and now I'm using IKEMEN GO v .98.... I think it's just user error on my end. I switched to Adamskie's Guy because the wall jump was easier for me. I'll go back and test yours when I get some time!

Quote
Thanks. It means a lot to me. I know many people have already updated my chars in one way or another, but it's nice to see people can still appreciate the classics.

I've been at home more over the last two years, because of quarantining and having to work from home. It was nice to stumble back into this hobby from high school and to see how much everything had grown. Everybody who has created something for Mugen or IKEMEN, I feel really thankful for. Everyone gave me something to occupy my mind for this period in my life. Also, my fighting game skills got a lot better. I went to a local Guilty Gear Strive casual play get together, and won a couple of matches easy...and I think it just came from having better fundamentals after playing through so many brutal MUGEN ai's!

Your work especially was fun to discover. At the time, every character felt like an optimized memory of the characters that I used to play. Like I was looking through rose-colored glasses remembering old games. Thanks again!
    

Re: Is it possible to create a Vampire Savior style mode with LUA modules in IKEMEN?

 March 25, 2022, 03:00:39 PM View in topic context

Thanks for answering my question!

The Jaquio that game looks sick!

Lasombra Demon, you're right! I forgot about that. For Vampire Savior there's a little more strategy. Having energy regenerate really makes players rush down and attack more. Or at least, that's what I noticed when I played the game recently. It's really kind of beautiful.

I might try to commission some patches to fix Rei's character's in the meantime. Thanks again for your feedback!