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Re: Ikemen GO Plus

 April 26, 2019, 03:03:35 AM View in topic context
avatar  Posted by ShinLucho  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

Maybe it was made that way to avoid dealing with S-SIZE and because original ikemen only works on windows, so elecbyte tools weren't a problem.
    

Re: Ikemen GO Plus

 April 25, 2019, 11:20:36 PM View in topic context
avatar  Posted by ShinLucho  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

Does anyone have a tutorial on animated portraits? maybe I could implement a animation when the character is selected like Mazemerald wants.

On Ikemen Plus, there is a batch process that uses mugen's sprites tools to export all sprites from a char sff, put some specific sprites into a new sff, and then lua loads those new sff at the beginning to show animated portraits and continue screen animation. I think this was done like that to avoid loading all chars sffs into memory and instead load some specific sprites.

Keep in mind mugen's tools are exe files, maybe it won't work on linux and mac.
    

Re: Ikemen GO Plus

 November 22, 2018, 11:31:50 PM View in topic context
avatar  Posted by ShinLucho  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

The development in the Ikemen GO repository at OSDN is ongoing.

In my opinion, K4thos and ShinLucho should provide pull requests with their improvements and fixes from Ikemen GO Plus at OSDN.

This would be beneficial for the engine, if they are not interested in developing their fork anymore.

Yup, I lost some interest on this, mostly because I'm currently working as a dev in a company and don't want to see any code for the rest of the day, even less if it isn't commented or doesn't have any unit testing. Anyway, I've updated github repo and I'll try to help at OSDN with minor fixes from time to time.

No idea what happened to K4thos. If you're reading this, know that you're awesome and I have no idea how half of your code works :P

Well i tried one of comittments of osnd but it just opens and immdiately closes on windows.

That is because osdn repo doesn't have any chars, stages, and screenpacks installed. Try executing it from a terminal and see what is the error.
    

Re: Ikemen Plus

 December 16, 2017, 07:44:48 PM View in topic context
avatar  Posted by ShinLucho  in Ikemen Plus (Started by ShinLucho November 20, 2017, 12:45:35 AM
 Board: IKEMEN Releases

Would it be possible to allow double redirects? Enemy,helper,stateno

Yup, it's already working.

I tried with enemynear, helper(20000), stateno and it returns the helper's stateno. Also with enemynear, enemynear, name return my char's name.
    

Re: Ikemen Plus

 December 14, 2017, 12:23:23 AM View in topic context
avatar  Posted by ShinLucho  in Ikemen Plus (Started by ShinLucho November 20, 2017, 12:45:35 AM
 Board: IKEMEN Releases

    

Re: Ikemen Plus

 December 10, 2017, 03:32:04 PM View in topic context
avatar  Posted by ShinLucho  in Ikemen Plus (Started by ShinLucho November 20, 2017, 12:45:35 AM
 Board: IKEMEN Releases

Oh wow, nice work K4thos!

I replied your pm. Let see how we organize to continue working in this project. I agree with you, the idea of our builds is almost the same and it would be easier if we focus on a single build instead of develop twice the same thing (like js frameworks, heh)

For the moment I'll continue looking the code and testing the new modes. Once we get organized, I'll update the first post and create a new tag/release.

is it possible to configure something like "choose your destiny" as in Mortal Kombat games?



Yup, that and something like arcana heart 3 where you can choose your next opponent is possible.
    

Re: Ikemen Plus

 November 30, 2017, 02:19:54 AM View in topic context
avatar  Posted by ShinLucho  in Ikemen Plus (Started by ShinLucho November 20, 2017, 12:45:35 AM
 Board: IKEMEN Releases

Sorry for the late answer, yesterday I was writing an answer but the forum session died and I lost the writed text. So I'll make it shorter this time.

Cool,Is there any idea to try to implement 32 Bit support fully?

Ikemen Plus with Arcade mode?! Oh man this looks sweet!
I wonder, will this version incorporate mugen 1.1 stuff in the future, as well as better 1.1 compatibility for stages? I ask because I have a stage made that works perfectly in mugen but the torch/animated parallax floor does not show in Ikemen.

I have the same question: ikemen + mugen1.1
.... will it be possible in the future?

I don't know how to implement mugen 1.1 compatibility at the moment, but it's possible.

Ikemen is divided into lua and ssz. Lua is used as a scripting language, you can code whatever you want that happens before and after the battle, and there is a lot of documentation to look at, meanwhile ssz is used as a backend that handles all the fighting logic and chars/stages/etc compatibility. The problem is that ssz language was created by suehiro and there aren't information on internet, and the weird syntaxs and japanese errors make it worse.

So right now I'm mainly working with Lua code and modifying some calls to ssz. I can understand some of the ssz code and modify some small things, but I have no idea how memory/threads/sprites are managed. Maybe I could understand a little more about this in a future when I have more experience with it, so I don't want to rush directly to this particular problem.

Sorry for my english, I hope you could understand what I wrote.

I have one question how to change size of modes in main menu?

Like font size? You can use textImgSetScale function. It takes 3 arguments: text to modify, x scale, y scale.
For example:

Code: (lua)
local menuText = createTextImg(font, 0, 1, 'Some Mode', 0, 0)
textImgSetScale(menuText, 2, 2)

In that case font gonna duplicate its size.
    

Re: Ikemen Plus

 November 21, 2017, 08:13:39 PM View in topic context
avatar  Posted by ShinLucho  in Ikemen Plus (Started by ShinLucho November 20, 2017, 12:45:35 AM
 Board: IKEMEN Releases

This is almost exactly what I'm looking for. As far as adding more things, what's the limitation? Or is it too early to say?

I still need to figure out how to change values during a fight, and how to return a fight results (life, time, etc). This is necessary to implement survival and training mode. It gonna take some time, but is possible.

Also 24 bits images doesn't work very well and are unstable, and ikemen has some performance issues. Despite those things, I don't see any problem implementing more modes.

Just noticed that there's only Single mode on arcade, is there any particular reason for this?
First I'll work on single arcade, there are some arcade issues that I want to work on before team arcade. Once it get stable, I'll work on simul/turn arcade offline and simul arcade online.
    

Ikemen Plus

 November 20, 2017, 12:45:35 AM View in topic context
avatar  Posted by ShinLucho  in Ikemen Plus (Started by ShinLucho November 20, 2017, 12:45:35 AM
 Board: IKEMEN Releases

Ikemen Plus is a custom build with some new features. The main idea of this project is to extend the lua code and implement some mugen modes.

It looks like I've already implemented everything you aim for and more. TheFclass97 probably remembers me from discord where we discussed this project few months ago.

Here's quick rundown of things already implemented in ikemen:
1. Modes:
- Arcade
- VS Mode
- Team Co-op
- Survival
- Survival Co-op
- Training
- Watch
- Options
- Extras (some additional modes like Free Battle, Boss Rush, Bonus Games)
2. Each mode works exactly the same as in mugen with some extras
3. select.def parser (everything is taken into account including stage and music selection for particular matches and [Options] section that controlls arcade mode)
4. Select screen that works the same way as mugen + additional support for looping through not visible rows known from ikemen
5. Parser for some vanilla mugen DEF files, so that you don't have to recode them in lua:
- screenpack logo
- screenpack intro
- screenpack gameover
- screenpack credits
- character intro
- character ending
6. Win quotes support (text read directly from character files)
7. Options screen can save values and has more options unique to ikemen
8. Some things not present in mugen:
- character animations in select screen
- counter in continue screen
- a way to change characters order before each battle starts (you know, the way team modes work in KOF games)
9. Ported Winmugen Elecbyte's screenpack to ikemen format and included some sample characters and stages for easier testing
10. Probably tons of other stuff that I forgot to mention since it's been months since I touched the code.

In other words pretty much everything from vanilla mugen is available in ikemen.

Repository:
https://github.com/K4thos/Ikemen-Plus

Download:
Latest version: v0.3
https://github.com/K4thos/Ikemen-Plus/releases/tag/v0.3

Archived (as of July 12th 2018 by Fclass) - http://www.mediafire.com/file/ten5tyakgkcrd58/Ikemen-Plus-0.3.zip
    

Re: Tekken, Street Fighter, Virtua Fighter, Mortal Kombat DoA chars making and more

 October 26, 2016, 04:09:18 AM View in topic context
avatar  Posted by ShinLucho  in Tekken, Street Fighter, Virtua Fighter, Mortal Kombat DoA chars making and more (Started by chuchoryu October 16, 2012, 02:32:35 AM
 Board: Projects

Hi guys,

Posting here to say that I gonna be helping chucho updating his characters. The idea is to keep their gameplay, but fixing minor things.
Chucho has LOTS of chars, so for the moment I gonna be working on the most stable ones and those who has their sprites already completed/finished.

I'm currently using GitHub for working on different computers and because its pretty nice to work with versions of the work. I can see clearly when things get fucked and revert the changes to a previous revision. Problem is working with .sff and .snd because isnt text, but with a good organization this shouldn't be a big problem.


So, the first character to update is Kazuya.



He is Chuchoryu's best character and has lots of movements and sprites, making him a good start point.

You can see the progress and download the last version here:
https://github.com/shinlucho/Kazuya
when he is 'finished' I'll host him on mediafire or other server.

If u see a problem or a bug or whatever, u can mark it as an issue on GitHub, or maybe fix it by yourself with a pull request if u see that I'm a moron, or just comment here.

Any feedback is welcomed :)
    

Adult Gohan SSJ EB by Sektor (09/30/2016)

 October 01, 2016, 12:41:49 AM View in topic context
avatar  Posted by ShinLucho  in Adult Gohan SSJ EB by Sektor (09/30/2016)  (Started by ShinLucho October 01, 2016, 12:41:49 AM
 Board: Found Releases 1.0+

    

Trunks EB Released

 April 02, 2016, 09:26:05 PM View in topic context
avatar  Posted by ShinLucho  in Trunks EB Released (Started by ShinLucho April 02, 2016, 09:26:05 PM
 Board: Your Releases, 1.0+

After a couple months doing nothing with this dude, I decided to finish my first and maybe only completed char.

Readme copy:
Spoiler, click to toggle visibilty

Preview


Spoiler, click to toggle visibilty


Download
http://www.mediafire.com/download/h8xgrld9mm9s9a8/Trunks.zip
    

Re: Siegfried Released Updated

 August 19, 2013, 12:55:53 AM View in topic context
avatar  Posted by ShinLucho  in Siegfried Released Updated (Started by Nexus Games August 13, 2013, 04:17:32 AM
 Board: Your Releases, 1.0+

I didn't know that the parry needed a helper, anyway it look a little weird comparing it with others chars

Spoiler, click to toggle visibilty
    

Re: Siegfried Released Updated

 August 18, 2013, 10:38:14 PM View in topic context
avatar  Posted by ShinLucho  in Siegfried Released Updated (Started by Nexus Games August 13, 2013, 04:17:32 AM
 Board: Your Releases, 1.0+

Nice improvement between Siegfried and jin, it seen that you take attention to feedbacks.

- During stand to crouch and walking forward appears a helper named muteki.
Spoiler, click to toggle visibilty

- Why EX Chariot Splitter don't chain?
- Legacy Testament should use helper(s) with clsn1 instead of put it in chars anim, otherwise the attack will cause a corner push.
 - I know that this super is like jin's super: fast and short duration, but why not do it like hulk's gamma wave spamming ice strike each some ticks?
- Jump is too low imo.
    

Re: Kazama Jin Released Updated

 August 08, 2013, 02:59:06 AM View in topic context
avatar  Posted by ShinLucho  in Kazama Jin Released Updated (Started by Nexus Games August 06, 2013, 12:05:48 PM
 Board: Your Releases, 1.0+

- Some sprites are missaligned, for example sprite 250,0 and 252,0 are the same sprite, but the axis is not the same.
- Walking forward and back animation sprites are missaligned respect the stand sprite
- Jump land animation sprites are missaligned, see the feet's position.
Spoiler, click to toggle visibilty
- Some animations are too fast, for example crouching light punch animation, look



Can you see the diference?

- You have to think about the recover time that have the attacks and the counter time that the opponent have(frame advantage I suppose), for example, crouch medium punch has a 4 tick after the clsn1 and crouch strong punch has 3 tick after the clsn1.
- Close standing attacks can do while crounching.
- Why not a readme? I dont know how character work, mechanic, gameplay, moves, that things; and credits to the respective authors, for example the sprites and codes.

Sorry for my bad english, I hope you can understand what I say. salu2!
    

Re: Roster Showcase

 August 03, 2013, 04:46:58 AM View in topic context
avatar  Posted by ShinLucho  in Roster Showcase (Started by Saohc October 14, 2009, 08:46:02 PM
 Board: M.U.G.E.N Discussion


not pretty sure about layout.
    

Re: [SPANISH ONLY] Español solamente V2

 January 23, 2013, 06:04:52 PM View in topic context
avatar  Posted by ShinLucho  in [SPANISH ONLY] Español solamente V2 (Started by Titiln July 14, 2010, 03:57:43 AM
 Board: International

    

Re: WereGarurumon (MvC2 Edit)

 November 28, 2012, 07:36:05 PM View in topic context
avatar  Posted by ShinLucho  in WereGarurumon (MvC2 Edit) (Started by DarkWolf13 November 14, 2012, 12:22:14 AM
 Board: Edits & Addons 1.0+

Now is a decent char, still has some details:

- In MvC2 the light, medium and hard attacks sounds are differents, try implement this in the char.
- Instead of kfm sounds, use the MvC2 sounds.
- Standing medium kick doesn't has sound.
- Check (again) the collisions, still are moves with infinite priority.
- Some sprites are missaligned, for example the punch attacks.
- MvC2 has a 4 button layout, anyway, there are a lot of chars with mvc2 label that has a 6 button layout, is only a detail to keep in mind.
- Light wolf claw and mega wolf claw has the same command, but mega wolf claw use 1000 power, is a hyper attack?
- Garuru kick pausetime is high, IMO.
- If garuru kick projectile doesn't have a hit animation, then use -1 in projhitanim.
- Add a readme with the credits and commands for the moves.
- Remove the mugencharacters link in the char folder.
- Air combo is ok, coding an MvC air combo is a fucking pain (at least for me)
- In MVC the run is a dash, you haven't hold forward to do the dash, like run back. (Déjà vu)

I like how is being the char, playing MvC and doing a lot of test you will notice the small details that I search in the char.

PD: What happened with the hyper attack?
    

Re: WereGarurumon (MvC2 Edit)

 November 16, 2012, 03:47:51 AM View in topic context
avatar  Posted by ShinLucho  in WereGarurumon (MvC2 Edit) (Started by DarkWolf13 November 14, 2012, 12:22:14 AM
 Board: Edits & Addons 1.0+

google? jeje check your inbox, I sent you a pm with the link
    

Re: WereGarurumon (MvC2 Edit)

 November 16, 2012, 03:07:51 AM View in topic context
avatar  Posted by ShinLucho  in WereGarurumon (MvC2 Edit) (Started by DarkWolf13 November 14, 2012, 12:22:14 AM
 Board: Edits & Addons 1.0+

Download Link:
Not for download. The character is being edited for updates.

If the char is not for download, I think that this topic should be moved to Projects subforum, the char is still a Wip.

While in school during a break, I watched a MvC2 video and I saw that on of Charlie's Hyper attacks was a triple somersault. That gave me an idea but I don't if this can work out. If I was to add a third Hyper attack for WereGarurumon, should it be a triple Wolf Claw but with a projectile made from the claws slashing?

Maybe can be similar to Clarice's hyper from Arcana Heart, adding a camera follower|screenbound like venom and hulk hypers and using the same fx that use clarice would be nice.
This video shows the hyper of which I am talking about
http://www.youtube.com/watch?v=_JlHLXB4gmM