
Board: Requests
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 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.
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 lineCode:;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
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.
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.
It wouldn't, but that's honestly easier to add. The stuff is already there with red life and tag.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
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.
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?)
Overriding states in the [5600 - 5700] range breaks tag.
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.
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!
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.
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.
So you might be a good person to ask: should I make Bison's supers into charge moves? On the fence about it.
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.
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.