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K4thos

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Messages by K4thos

    

Re: Projectile (SCTRL) 1.0 + 1.1b

 April 20, 2022, 05:35:52 pm View in topic context
 Posted by K4thos  in Projectile (SCTRL) 1.0 + 1.1b (Started by Odb718 October 13, 2015, 09:06:07 pm
 Board: MUGEN Class

The Projectile controller takes all the parameters of the HitDef controller
Based on my tests on mugen 1.0 and 1.1 Projectile sctrl does not support ChainID and NochainID parameters at all.
    

Re: Ikemen GO bug reports

 December 29, 2021, 08:58:44 pm View in topic context
 Posted by K4thos  in Ikemen GO bug reports (Started by Gacel September 09, 2019, 11:26:09 pm
 Board: IKEMEN Releases

I put 1 animated portrait and 1 big portrait on the back, as for the big portrait, I need the platform made for the animated portrait to be on top of the big portrait, how do I get the platform to be on top of the big portrait, but underneath the animated portrait?

if i want to put a bg sprite under the char name how do i make it work?

spr/anim/text layering works exactly the same as mugen, which means you can't change rendering order of any of these elements from within screenpack (although in ikemen it's not hardcoded, so technically it's possible to change the order by rewriting code directly in Lua scripts, but it's not something recommended to do outside fullgame environment)

In this stage (and variations) the locomotive doens't show off just the wheels animation.
Tested in 98.1
Worked fine in older Mugen.

Stage here: https://www.mediafire.com/file/9q53gg4x9d8rktg/ff3_yamazaki.zip/file
already fixed, so should work correctly in upcoming 0.98.2

Quote
BTW i couldn't manage to set the priority in this vs screen

I did see that's possible in YT. Am i doing something wrong?

Code:
p1.face2.anim = 19001 ; my anim for confirm choice

this element has different purpose. Quoting recently updated system.base.def:
Quote
   ; Additional portrait layered under standard ones. Limited to 1 portrait per
   ; team side. Character that will fight first takes priority (portrait may
   ; change depending on order selection)

What you've seen on youtube was likely order selection since that's the only thing that can change portrait from normal to "done" variant in versus screen (there is no change for single team mode). Mugen 1.0 screenpack distributed with engine has order selection implemented, so refer to it.
    

Re: Ikemen GO

 December 25, 2021, 11:46:04 am View in topic context
 Posted by K4thos  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

1- How to do for put more time in the selection screen before the stage select, when I choose the P1, the P2 doesn't get to have time enough to do his pose when chosen and it skips to stage select abruptly.
there is no time between character and displaying stage selection at all. It's not its own screen to have dedicated fade or transition times associated with it.

2 - In the member member order select looks like the timer is not being respected, probably I don't put the code in the right section.
refer to data/mugen1/system.def, which has working example of it.
timer.count and timer.framespercount controls displayed time when players have chance to select order and it does work. Total time for displaying versus screen won't be longer than time parameter tho, so you need to edit that one too.

Is possible to organize a scheme to appears names when you make hits in lifebar in a standardized code for all characters automatically?

Example:

Hits
2-3 = good
4-6 = great
7-9 = fantastic
10-15 = amazing
16-100 = awesome

And using sprites,fonts or animations for these names, it would be marvelous, I hope you get to make it.

And sounds for each name, obviously added in the fight.snd.

That's what LifebarAction sctrl is for: https://github.com/K4thos/Ikemen_GO/wiki/State-controllers/#new_lifebaraction

COMBO VARIATIONS WITH EFFECT PHRASES!!

I'm not a coder, it's just a thought about how i could imagine these codes, do you think it's impossible?
it's because i would like to find a way to automatize this kinda feature.

Maybe the code could have the name as COMBOPHRASE OR HITPHRASE....any other.

Example:
again would be redundant since your idea doesn't bring anything new to the table that is not already covered by LifebarAction sctrl (which by default uses dedicated action.zss file, where you can code whatever you wish)

if this is what i'm searching, how could i do that?
https://github.com/K4thos/Ikemen_GO/wiki/Lifebar-features/#new_action

In tag mode when the team members die, their bodies stay on the floor during the rest of battle, how to remove their bodies to remain only the alive characters?
by editing file responsible for tag, using standard cns/zss code (depending what tag system you're using)
https://github.com/K4thos/Ikemen_GO/wiki/Miscellaneous-Info/#tag

reply to your question by @Kamekaze:
Quote
In the tag zss. Add this to the -4
Code:
If !alive && stateno=5150{
Assertspecial{flag:invisible}
}
    

Re: Ikemen GO

 December 21, 2021, 01:13:35 am View in topic context
 Posted by K4thos  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

In the KOF definitive match mugen game, when you win on the winner screen, the fighter speaks a voice with a celebrating the victory.

I'm researching how this is possible in Mugen, since it is much more limited than I.K.E.M.E.N.

Wouldn't it be possible to add an snd.line for this feature?

Example:

p1.voice.snd = 800,0 ( You must add this sound number in every char and I.K.E.M.E.N will read it in a standardized way)

Your characters need to have this sound added in their SND.FILE to work.



that would be redundant. There are already following parameters implemented for [Victory Screen], [Win Screen], [Survival Results Screen], other modes result screens, as well [Continue Screen] variant (with slightly different names)
Code:
	p1.state = 
p2.state =
p1.teammate.state =
p2.teammate.state =
allowing you to choose state that character is forced into during those post game screens. Which is the same thing you suggest but more flexible and powerful (since you not only can trigger some sound but control what character does on screen from within cns/zss code)
    

Re: Ikemen GO

 December 20, 2021, 12:01:26 am View in topic context
 Posted by K4thos  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

@Gacel, it's not offset, see below.


I would like to know if this feature was removed, because it's not working to me.


If animation can be assigned to team1.text element in mugen than it's a missing feature. From what I see in source code ikemen never allowed it to begin with (only text rendered with font).

edit: just tested, it works in mugen, we should implement it for ikemen in this case.

Is the repo accepting PR on adding features in sctrls?
yes

Also a bug report.
The above code works fine in mugen 1.1 but not in IKEMEN.  The color of the explod is not changed when time = 0. I need to change it to the following in order to get it work. I guess it is a problem on the execution sequence?
fixed, thanks

I have some simple question?

1- How could i do the portraits appears on select, versus or winner screen in a sliding movement?
It causes an emotion impact and surprise.

2- How to do for who on the winner screen the character speaks a voice or phrase to celebrate the victory?

3- how to do on lifebar shows the match number or stage? Example: stage 3 or battle 3 or match 3.

1. refer to system.base.def which lists all available screenpack parameters (search for .slide.speed and .slide.dist). I don't remember how they work, so you will have to experiment yourself. Alternatively you could animate them using character's AIR file and assigning anim instead of spr as portrait.

2. there is no such feature. All lifebar features that didn't exist in mugen are docummented on wiki: https://github.com/K4thos/Ikemen_GO/wiki/Lifebar-features

3. https://github.com/K4thos/Ikemen_GO/wiki/Lifebar-features/#new_match
    

Re: Ikemen GO bug reports

 December 08, 2021, 08:42:48 pm View in topic context
 Posted by K4thos  in Ikemen GO bug reports (Started by Gacel September 09, 2019, 11:26:09 pm
 Board: IKEMEN Releases

I think I ran into a bug in Training Mode.  I've got a bunch of slots that are for secret characters until specific unlock criteria is reached.  Until then, they're supposed to be treated as random slots.  When I move the P2 character select icon over these slots in Training Mode, then still act as a random slot, but instead of saying "Random", the character name displayed is the name of the secret character.  Note that I removed the default training character from the config.json file so I could manually select a character to train against.

Also note that I am using a custom motif.

EDIT: I tried a few other modes and it happens there too:
  • Quick Match with P2 cursor.
  • Watch Mode with P1 and P2 cursor.

fixed, thanks
    

Re: Ikemen GO bug reports

 December 06, 2021, 03:01:39 pm View in topic context
 Posted by K4thos  in Ikemen GO bug reports (Started by Gacel September 09, 2019, 11:26:09 pm
 Board: IKEMEN Releases

Mazemerald, if you're reporting something always provide a way to reproduce the problem. In this case a link to character that showcases the issue is needed.

As for the tag camera, in next build it will no longer follow defeated team members, if there is still some alive character ready to enter the screen.
    

Re: Ikemen GO

 December 02, 2021, 08:15:34 am View in topic context
 Posted by K4thos  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

The last updatings are awesome...

How can change the option font? Is it possible?
yes, refer to screenpack distributed with engine and system.base.def listing all parameters. Option screen supports the same parameter names as main menu and pause menu (so in this case font parameters prefixed with "menu.item.")

keep in mind that by default option screen uses 240p localcoord. If you want to edit it using your screenpack localcoord, you need to add following parameter under [Option Info]:
menu.uselocalcoord = 1
for an expample refer to mugen1 screenpack that has option screen coded using 720p localcoord


 is it possible put the lifebar for the players 1,2,3 at the same position in tag mode and when you change the character the lifebar shifts every energy for every char?
yes, if you use tag system that takes advantage of tagin sctrl "leader" parameter (such as default tag distributed with engine or custom ones based on it). Simply copy [Lifebar] content into [Tag Lifebar] (only p1 and p2 parameters assigned)
    

Re: Ikemen GO bug reports

 November 29, 2021, 08:58:12 am View in topic context
 Posted by K4thos  in Ikemen GO bug reports (Started by Gacel September 09, 2019, 11:26:09 pm
 Board: IKEMEN Releases

In the versus screen 3VS3 tag team is not possible choose the orderselect. is there some problem with this new version 98.1?

I have read the Order select topic, but it seems don't work yet for me, Where would I must put the lines to work correctly? Help us please...

orderselect.enabled = 1

p1.teammenu.next.key = "$D"
p1.teammenu.previous.key = "$U"
p1.teammenu.add.key = "$F"
p1.teammenu.subtract.key = "$B"
p1.teammenu.accept.key = "a&b&c&x&y&z"
p1.teammenu.skip.key = "s"

p2.teammenu.next.key = "$D"
p2.teammenu.previous.key = "$U"
p2.teammenu.add.key = "$B"
p2.teammenu.subtract.key = "$F"
p2.teammenu.accept.key = "a&b&c&x&y&z"
p2.teammenu.skip.key = "s"

working example of order select is implemented in mugen 1.0 screenpack (data/mugen1/system.def). Just copy values.
    

Re: Ikemen GO bug reports

 November 22, 2021, 11:26:45 am View in topic context
 Posted by K4thos  in Ikemen GO bug reports (Started by Gacel September 09, 2019, 11:26:09 pm
 Board: IKEMEN Releases

    

Re: Ikemen GO

 November 09, 2021, 12:50:47 pm View in topic context
 Posted by K4thos  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

Please, I have a problem with the scale of portraits in the 0.98 version. To add portraits in the system I use animations in select, versus and winner screens ( p1.face.anim ), I try with spr and works well. The problem it's with characters that have different value of 1 in the size part of the .cns archive:
[Size]
xscale = 1           ;Horizontal scaling factor.
yscale = 1           ;Vertical scaling factor.

In this case, the scale of the character in the .cns file it's 0.3



I try to put 1 in the scale and modify the size with localcoord but the char moves strange. Any ay to solve it?

The way it behaves is intentional. By popular demand, preloaded animated portraits now use cns [Size] xscale and yscale values automatically, so stuff like this should no longer happen:

with this change:

It only affects animations, no sprite portraits.

As for how to deal with it:
1. use normal sprite portrait
2. set custom scale via this parameter: https://github.com/K4thos/Ikemen_GO/wiki/Character-features#portraitscale
(affects all portraits, so your small portrait would change size too)
3. scale your animated portrait in outside program and import it to sff file
4. since this is animation, you can use 8th and 9th AIR parameters for x-scale and y-scale respectively: http://www.elecbyte.com/mugendocs-11b1/air.html

Quote
My last question it's because I see that there are 2 different system files, the one that it's in the data folder or in the mugen1 folder and another that it's in the data folder too but it's named system.base, wich it' s better? I think the secon have more posibilities. Thanks in advance.
system.base.def does what it says in first few lines of that file (reference of default values and list of all available parameters). It can't be used as is. Other system.def files belong to different Elecbyte screenpacks distributed with engine (same case as in mugen).

---------

EgyLynx, sorry for not responding but I have trouble understanding your questions. Consider writing in your native language and translating it to English with this site: https://translate.google.com/

edit: added 4th solution
    

Re: (Goro Daimon) Rowen's PotS/Infinite Edits

 October 25, 2021, 06:02:02 pm View in topic context
 Posted by K4thos  in (Yamazaki AI Patch) Rowen's PotS Edits (Started by RagingRowen May 09, 2019, 12:08:30 pm
 Board: Edits & Addons 1.0+

Quote
In my opinion, you don't need to remove the options from inside the .config, as several of these options are already inside it just to make these changes.
I'm not familiar with how these chars are coded internally but I assume, balance wise, having to think about character having chain combos or not is extra work (same is the case with extra max mode instead of custom combo). I'm glad that this character not having chain stuff is not an afterthought, like it's the case with Infinite's characters (which I'm pretty sure are tested and balanced around having chain combos, considering how off they often feel when you disable that option)
    

Re: Ikemen GO

 October 11, 2021, 09:10:41 am View in topic context
 Posted by K4thos  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

    

Re: Rugal released

 October 01, 2021, 09:09:31 am View in topic context
 Posted by K4thos  in Rugal updated (10/10/2021) (Started by KarmaCharmeleon September 30, 2021, 11:45:14 pm
 Board: Your Releases, 1.0+

    

Re: Questions about IKEMEN

 August 24, 2021, 09:15:52 pm View in topic context
 Posted by K4thos  in Questions about IKEMEN (Started by DNZRX768 July 07, 2021, 06:06:26 am
 Board: IKEMEN Releases

Is the tournament mode still in the works?
no

it was on my todo list but I've lost interest. To much effort to implement something that barely anyone would use (considering it would be offline only because online is limited to 2 players), to awkward to implement via system.def parameters (screenpack customization the way I've planned it would require tens if not hundreds of new parameters).
    

Re: Visual Select Screen Editor (updated 01/08/2021)

 August 02, 2021, 05:48:43 am View in topic context
 Posted by K4thos  in Visual Select Screen Editor (updated 06/08/2021) (Started by tunglashor September 20, 2010, 06:54:33 am
 Board: Your Releases, older Mugen

thank you very much, works great.
    

Re: Visual Select Screen Editor (updated 01/09/2013)

 July 23, 2021, 08:24:20 am View in topic context
 Posted by K4thos  in Visual Select Screen Editor (updated 06/08/2021) (Started by tunglashor September 20, 2010, 06:54:33 am
 Board: Your Releases, older Mugen

    

Re: Ikemen GO Movelist Thread

 June 14, 2021, 07:19:34 pm View in topic context
 Posted by K4thos  in Ikemen GO Movelist Thread (Started by RagingRowen August 31, 2020, 10:10:21 pm
 Board: IKEMEN Releases

    

Re: (M. Bison by Froz) Rowen's PotS/Infinite Edits

 June 14, 2021, 06:52:22 pm View in topic context
 Posted by K4thos  in (Yamazaki AI Patch) Rowen's PotS Edits (Started by RagingRowen May 09, 2019, 12:08:30 pm
 Board: Edits & Addons 1.0+

Guess he finally decided to settle with "KarmaCharmeleon" for all his characters. As for me, I'll be strictly keeping "ZolidSone" as an M.U.G.E.N author and won't be using it anywhere else.
offtopic but since it's a bit jarring seeing Karma referred to as he over and over in this topic, a bit of discord trivia - KarmaCharmeleon is a girl.
    

Re: Retouched SFF for krauser by "Infinite"

 June 12, 2021, 06:19:58 pm View in topic context
 Posted by K4thos  in Retouched SFF for krauser by "Infinite" (Started by Dampir June 11, 2021, 07:27:02 pm
 Board: Edits & Addons 1.0+