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Re: AXX screenpack IKEMEN edit

 April 22, 2024, 11:49:04 pm View in topic context
avatar  Posted by Asasd  in AXX screenpack IKEMEN edit (Started by xcheatdeath March 18, 2024, 10:33:53 pm
 Board: IKEMEN Releases

yea just drop the AXX file into your data folder, open config.json and change "motif" to "data/axx/system.def" and should be good to go :)

Hey! Nice edit. I'm interested on trying this screenpack, but seems some files are missing on the .zip?

There's no axx folder to begin with. Only system and font folders. Even on the original thread you linked there's no such axx folder.

I've made it work but the screenpack seems to be missing a lot of files.
    

Re: Active Tag system

 April 22, 2024, 07:55:24 pm View in topic context
avatar  Posted by Asasd  in Active Tag system (Started by PotS December 02, 2022, 03:54:21 pm
 Board: IKEMEN Releases

Updated the file again.

I couldn't find any issues so far but let me know if you do.

I'll wait patiently for your fix! Also I'm migrating to 0.99, thanks for telling. The nightly builds seems to be the latest versions but kinda unstable, correct? You've plans to migrate everything into the future version? I don't know how big the changes would be between versions anyway.
The nightly is less stable but it's also more recent. So it may have a new bug once in a while, but overall it has less bugs.

I will always keep my works up-to-date with the latest Ikemen (until I retire again anyway).

I’m still on Ikemen 98.2, so I haven’t been able to download your update patches. I tried to switch to 99 but a lot of stage edits were broken when I moved over. Also a few characters integrated power bars appeared wonky in the new version, so I’m staying put for the time being.
The 0.98.2 file is not as up-to-date so it's missing some compatibility improvements. Maybe that char already works in the 0.99 version of the code.

Hello there. Thanks for the update! I'm having a lot of fun with your TAG system.

Adding by what BeastwithFriends said, I've encountered a similar problem.

Snowman by The Snowman Team is a character that I can't use in your tag. He's constantly hoping back and forward in your character's current position. I know this is OBVIOUSLY the character problem, but I wonder why that happens. I still didn't check his code on the hop states though, so maybe is a very easy problem to fix. I've a similar problem with a character that hops but after a couple of seconds he goes away.

Now, I know you made this to not being customizable and basically installing it and play with a lot of universal compatibility, which works perfectly for that.

But I had some ideas since after so much playing with it, may be lacking an option for me but I could be wrong (I know you based it on MVC:I style): Assists.

This would require to remake how your tag system works and honestly I'd like to make it myself but I have no clue how this works, but basically my idea is the following:

Button TAG 1 neutral/forward/holdforward: Switching to Character 2
Button TAG 1 back/holdback: Switching to Character 3

Button TAG 2 neutral/forward/holdforward: Calling Assist from Character 2
Button TAG 2 back/holdback: Calling Assist from Character 3


It would make the system a bit more complete by adding assists, and retaining the same effects as switching to one character or another but in only one button with a basic and intuitive input.

Of course this would require to set the Statedef for your dessired asist, and it requires touching each character's code which loses the purpose of your easy install, but I think this would enrich the system by a huge margin. Maybe adding it as a separate version / something optional?

You already implemented the possibility to switch in a character while doing an active move, but after playing a lot I think the best of the best would be to retain this asking for a little of power to not overabuse it (mostly on supers that fires projectiles that lasts extensively long), and adding ONLY ONE assist per character to compensate, so the player needs to think if they want to use the tag options offensively; it would cause some risks as the assists can take damage and the tag-in while casting a move asks for power. Normal switching and Counter Switching would stay the same as I think it is literally perfect.

I know there's another tag system from Orochi Kyo which is customizable but that one is just too complex and requires A LOT of customization; my idea is way more simple: Moving the switching options to only one button and adding only 1 assist per character to the button that is now free.

What do you think? It is possible? I'd really like to work on something like this but honestly I have zero idea about tag coding. I just make some basic edit on chars...
    

Re: Clone character problem

 April 20, 2024, 12:39:44 pm View in topic context
avatar  Posted by Asasd  in Clone character problem (Started by Asasd April 19, 2024, 07:44:01 pm
 Board: M.U.G.E.N Development Help

I finally found the problem. It wasn't the code itself; the problem was in a system called "tinybuffering" which was causing problems in cmd, making possible to make commands while the character was in another state.
    

Clone character problem

 April 19, 2024, 07:44:01 pm View in topic context
avatar  Posted by Asasd  in Clone character problem (Started by Asasd April 19, 2024, 07:44:01 pm
 Board: M.U.G.E.N Development Help

Hi there. Considering there isn't a proper Bryan Fury from Tekken in MUGEN, I'm grabbing the base that exists and I wanted to fix it and add some stuff to make it playable.

However, I've encountered a problem that I can't fix. When the character is doing something (you're not supposed to have control over the character), you can make him go into another state simultaneously, creating a clone of the character and "controlling" both at the same time. When you stop doing any action and regaining control over the character again; the clone dissappears.

It seems to be happening ONLY with two attacks, but I'm breaking my head not getting where is the damn problem. I attach an image of how it actually looks. Removing these two attacks make the glitch dissappear, but I don't get WHERE is the problem, to my limited knowledge, the code should work okay.

https://imgur.com/2Q6zbbd

The code that seems to be the problem is this (there are two):

Spoiler, click to toggle visibilty
    

Re: Active Tag system

 April 07, 2024, 03:06:44 am View in topic context
avatar  Posted by Asasd  in Active Tag system (Started by PotS December 02, 2022, 03:54:21 pm
 Board: IKEMEN Releases

I think I've figured out the issue but I want to run more matches to be sure.

Also, I'm using this Ikemen version. I didn't know there was a newer one honestly: Ikemen_GO-v0.99.0-rc.2-windows
You shouldn't be using that one. That's a beta version for 0.99, so just use 0.99.

(Is there a way to avoid all the captchas before posting in mugenguild? Kinda annoying lol!)
You probably don't have enough posts to get past the bot filter or something like that.

Very nice! Just to let you know; I downgraded from your latest upload and it doesn't happen anymore so is definitely something in the new code.

I'll wait patiently for your fix! Also I'm migrating to 0.99, thanks for telling. The nightly builds seems to be the latest versions but kinda unstable, correct? You've plans to migrate everything into the future version? I don't know how big the changes would be between versions anyway.
    

Re: Active Tag system

 April 03, 2024, 10:59:24 pm View in topic context
avatar  Posted by Asasd  in Active Tag system (Started by PotS December 02, 2022, 03:54:21 pm
 Board: IKEMEN Releases

This happens ONLY after the last updates
I believe you and it seems like a big issue, so for the time being I just rolled back the changes.

Please redownload. Sorry about that. I'll upload the latest code after I sort out that issue.

I can't tell you exactly which characters causes this
Do you have a roster of chars all in the same style or a random assortment of them?


Also are you guys using Ikemen 0.99 or latest "nightly" builds?

I'm still supporting 0.99 with this system but I may move to nightly since some things need to be adjusted in preparation for the Ikemen 1.0 release. The 0.99 version of the file will be archived and still available like the 0.98.2 version.

Hey there! Thanks for taking your time to fix the issues, really appreciated!

I'm using characters from authors around all the internet so it's kinda random.

Also, I'm using this Ikemen version. I didn't know there was a newer one honestly: Ikemen_GO-v0.99.0-rc.2-windows


(Is there a way to avoid all the captchas before posting in mugenguild? Kinda annoying lol!)
    

Re: Active Tag system

 April 02, 2024, 10:26:29 pm View in topic context
avatar  Posted by Asasd  in Active Tag system (Started by PotS December 02, 2022, 03:54:21 pm
 Board: IKEMEN Releases

ah sorry, maybe I didn't understand, I meant that it is possible to indicate to the script as an additional option (disabled if not configured) that it could be indicated configuration for bars targeting a file, and an n#sprite (similar to how Ikemen config their lifebars) and so the user can choose or/and customize the bars to taste, and another sprite for when it reaches 100% normal change..

This is also with the "counterTag" and it is up to you whether to put bars.
or just a sprite of "Ready" or "ok"


  Right now writing this an idea occurred to me, how the countertag is not that frequent, (since it is charged with enemy damage)

when the activation is made, by the opponent, even a mini-pause and an increase in invulnerability so that it is effectively a countertag, even flash and sound, I imagine  ;D  ;D ... I don't know if you like this idea

As you say, the goal is always to be as practical as possible so any overly complicated addition would break this rule, so they are just ideas thrown into the air.

Greetings!  :)  :goi:
I may revisit the idea of adding pauses and making it flashier down the line. I wanted something "neutral" that'd work with the setup of any player.

so i found a bug where if a character dies and only one is alive, they don't switch out, softlocking the match
This sometimes happens to me also.
What's the version date in your readme file? And does it happen with any character or specific ones?

I noticed that behavior with Krang by Dcat. What was happening is that the char repeatedly sends itself to the KO state every frame and thus bypasses the tag code when KO. I have an idea on how to fix that one at least.

Just to put my little contribution here: It happens the same to me. Rounds can't end because the last character standing doesn't come to fight. This happens ONLY after the last updates, so I assume you changed something in the code, perhaps?

I can't tell you exactly which characters causes this because I was fighting in a 4v4 match with friends and even when we switched some, it was still happening. And it is not always, it happens randomly or casually. It may be due to the amount of times switching characters mid-fight? Not sure.
    

Re: Active Tag system

 February 23, 2024, 02:10:47 am View in topic context
avatar  Posted by Asasd  in Active Tag system (Started by PotS December 02, 2022, 03:54:21 pm
 Board: IKEMEN Releases

I have a question: It is possible to customize how much red life is taken for each hit? Like a percentage or something? Everytime I'm doing a combo or something, the red life seems much higher than the life that cannot be recovered, making the fights really long. I'd be good to make the characters recover something like 20-30% of damage taken at most.

Also, it is possible to have the Counter gauge tag to be filled faster than normally? Like 2x faster than currently is.