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JJkoolaid

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Messages by JJkoolaid

    

Re: restoring the old add004 camera to ikemen go latest build?

 December 12, 2023, 04:11:47 pm View in topic context
 Posted by JJkoolaid  in restoring the old add004 camera to ikemen go latest build? (Started by Zazamyon2 December 04, 2023, 07:27:05 am
 Board: Ikemen General Discussion and Help

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!


You should talk with the people in the ikemen guild channel in the mugen guild discord.
    

Re: Active Tag system

 November 28, 2023, 06:54:44 am View in topic context
 Posted by JJkoolaid  in Active Tag system (Started by PotS December 02, 2022, 03:54:21 pm
 Board: IKEMEN Releases

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.

Yeah I didn't use the newest update of the code. It solved the problem with characters that where not tagging in and out right. Now to find a huge slot screenpack for the newest Ikemen GO version.
    

Re: Active Tag system

 November 17, 2023, 08:46:52 pm View in topic context
 Posted by JJkoolaid  in Active Tag system (Started by PotS December 02, 2022, 03:54:21 pm
 Board: IKEMEN Releases

I been playing this tag for a while. There are some characters that I have to take out of my tag roster. For example all of the author's Infinite MVC characters and just some other characters. Either when playing or just the AI. They are buggy. They can't tag in or out properly and they keep running in and out of the screen whenever their partner is still alive or dead.  I seen that those buggy characters have a lot of states 7000 to 8000 in Fighter Factory.
    

Re: Active Tag system

 July 29, 2023, 10:32:18 pm View in topic context
 Posted by JJkoolaid  in Active Tag system (Started by PotS December 02, 2022, 03:54:21 pm
 Board: IKEMEN Releases

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.

image is here:
https://ibb.co/DfKLYJ5

Spoiler, click to toggle visibilty

I get this error message using the new version of Ikemen Go build and adding the new version of your tag code.
    

Re: Cammy Delta Red 2022 UPDATE

 March 31, 2023, 01:50:51 am View in topic context
 Posted by JJkoolaid  in Cammy Delta Red 2022 UPDATE (Started by Tiger-Boy February 09, 2022, 03:33:04 am
 Board: Projects

You ever thought about doing a sprite update on SFV Chun Li outfit that was made for mugen? You really doing a great job with Cammy.
    

Re: Grandmaster Subzero MVC2

 March 19, 2023, 02:34:34 am View in topic context
 Posted by JJkoolaid  in Grandmaster Subzero MVC2  (Started by JJkoolaid March 06, 2021, 10:10:09 am
 Board: Your Releases, 1.0+

Yes, sir
    

Re: Grandmaster Subzero MVC2

 March 18, 2023, 01:42:56 pm View in topic context
 Posted by JJkoolaid  in Grandmaster Subzero MVC2  (Started by JJkoolaid March 06, 2021, 10:10:09 am
 Board: Your Releases, 1.0+

Subzero version 2.0 is now released!
    

MVC2 Goeniko

 March 18, 2023, 01:27:26 pm View in topic context
 Posted by JJkoolaid  in MVC2 Goeniko (Started by JJkoolaid March 18, 2023, 01:27:26 pm
 Board: Your Releases, 1.0+

The first time ever a MVC style Goeniko! I always wanted Goeniko or Schlussel whatever they called her. She became real popular in the mugen community. I wanted to build a good Safe for work Goeniko with an awesome MVC2 gameplay. Many moves were modified to make her not feel overpowered like other Goeniko edits. I didn't add in the most aggressive hypers like Goenitz cause I wanted to keep Goeniko more passive in this version. Even with that Goeniko is an overall balance character with zoning potential and great combos.



Download link here that also includes other JJkoolaid characters with updated patch versions at One Drive.
https://1drv.ms/u/s!AsZOw0hipnFTakZiYXCaE1COkdM?e=EdPMCM
    

Re: Modern Kitana 3.0 (1.1)

 January 23, 2023, 01:38:43 am View in topic context
 Posted by JJkoolaid  in Modern Kitana 3.0 (1.1) (Started by Bruizerhands January 06, 2023, 05:42:43 pm
 Board: Your Releases, 1.0+

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?

If you have discord dm there JJkoolaid#7989. You can send me the gameplay footage and I can find the problem easier.
    

Re: Modern Kitana 3.0 (1.1)

 January 20, 2023, 11:50:29 pm View in topic context
 Posted by JJkoolaid  in Modern Kitana 3.0 (1.1) (Started by Bruizerhands January 06, 2023, 05:42:43 pm
 Board: Your Releases, 1.0+

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.




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 see the problem now . All of Kitana with her fan sprites need to match palette number 1,1(You can either remap the palette slots to match 1,1 in image editor or use her fresh sprites that match 1,1 and put in her fans as explods instead. If you put in her fans as explods they don't need to match palette 1,1. I would do her fan attacks as explods and put a hit def box where they appear in the animation. In statedef -2 or -3 put this code for all her fan attacks explods so they disappear if Kitana gets hit or does special cancel.

In the Explod for fans make sure to put "removeongethit = 1"

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = movetype = H  ; if Kitana gets hit to remove.
trigger2 = !alive    ;Kitana is dead
trigger3 = parent,stateno != [3400,3403]     ; whatever states are her fan attacks
id = 3480   ;Id from fans explods


    

Re: Modern Kitana 3.0 (1.1)

 January 18, 2023, 07:40:40 pm View in topic context
 Posted by JJkoolaid  in Modern Kitana 3.0 (1.1) (Started by Bruizerhands January 06, 2023, 05:42:43 pm
 Board: Your Releases, 1.0+

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.




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.
    

Re: Modern Kitana 3.0 (1.1)

 January 18, 2023, 01:57:06 pm View in topic context
 Posted by JJkoolaid  in Modern Kitana 3.0 (1.1) (Started by Bruizerhands January 06, 2023, 05:42:43 pm
 Board: Your Releases, 1.0+

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.
    

Re: Modern Kitana 3.0 (1.1)

 January 16, 2023, 09:09:22 pm View in topic context
 Posted by JJkoolaid  in Modern Kitana 3.0 (1.1) (Started by Bruizerhands January 06, 2023, 05:42:43 pm
 Board: Your Releases, 1.0+

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?


Thanks man! I go by JJkoolaid everywhere. I know sometimes the inconsistencies in palettes can be the auto feature palettes in fighter factory.
    

Re: Modern Kitana 3.0 (1.1)

 January 06, 2023, 11:24:43 pm View in topic context
 Posted by JJkoolaid  in Modern Kitana 3.0 (1.1) (Started by Bruizerhands January 06, 2023, 05:42:43 pm
 Board: Your Releases, 1.0+

I have to check  this out. I am huge Kitana Fan! Liking her gameplay too.
    

Re: Pope Benedict XVI has died.

 January 01, 2023, 01:53:03 am View in topic context
 Posted by JJkoolaid  in Pope Benedict XVI has died. (Started by Kolossoni December 31, 2022, 04:21:06 pm
 Board: All That's Left

It has been a weird year. It was sad to hear of his passing. Hope good things come in 2023.
    

Re: Active Tag system

 December 08, 2022, 09:34:39 pm View in topic context
 Posted by JJkoolaid  in Active Tag system (Started by PotS December 02, 2022, 03:54:21 pm
 Board: IKEMEN Releases

I made short video of this awesome tag code he made.
    

Re: Active Tag system

 December 03, 2022, 08:56:46 pm View in topic context
 Posted by JJkoolaid  in Active Tag system (Started by PotS December 02, 2022, 03:54:21 pm
 Board: IKEMEN Releases

This is really awesome POTS! I am a big fan of MVCI Tag system over MVC2. I tried and tested it works great!
    

Grandmaster Sub-zero MVC2 (Cold Warrior Sprite Update)

 October 11, 2022, 05:32:38 am View in topic context
 Posted by JJkoolaid  in Grandmaster Sub-zero MVC2 (Cold Warrior Sprite Update) (Started by JJkoolaid October 11, 2022, 05:32:38 am
 Board: Projects

Grandmaster Sub-zero has a new look that I been working on for months! This is gonna also be a big patch update. Adding additional hypers and moves. Subzero will have some CS for some areas and new sprites for hammer, and axes.

Unbreakable Variation Pallete from MKX
https://ibb.co/2Np4JNY





Subzero CS palettes for now
    

Re: Characters talking before fights

 September 29, 2022, 05:35:24 am View in topic context
 Posted by JJkoolaid  in Characters talking before fights (Started by ManliestNerd September 29, 2022, 04:35:03 am
 Board: M.U.G.E.N Development Help

Hey, I was wondering if there'd be any way to make my characters talk with actual voicelines before combat? Similar to Injustice 2 and the latest Mortal Kombat games, just in MUGEN's 2D style

[youtube]https://www.youtube.com/watch?v=Igw-UfR3Pt4[/youtube]
(Something like this for example)

Thanks!

Yes it is possible. I make many special intros between characters. You have to edit both characters and time they speak.Go to state 190 and make sure the name of character is the same on both example code is this.

Spoiler, click to toggle visibilty

Like this video

    

Juri Han MVC2

 September 14, 2022, 02:54:05 am View in topic context
 Posted by JJkoolaid  in Juri Han MVC2 (Started by JJkoolaid September 14, 2022, 02:54:05 am
 Board: Your Releases, 1.0+

Juri Han is a femme fatale that I wanted to release alongside Mileena. She is a tease. Adding more voices. Juri Han was a hot mess to fix bugs and properties changes. Was suppose to be an easy edit. She is quite formidable especially with her AI. I tone it down a bit cause she was getting too hard to defeat. I also resized her smaller cause she is a shorty. If you see anything you can comment about it, but I probably won't get back to patching this character anytime soon. Exhausted from mugen editing.



Download link here that also includes other JJkoolaid characters with updated patch versions at One Drive.
https://1drv.ms/u/s!AsZOw0hipnFTakZiYXCaE1COkdM?e=EdPMCM