
Board: Your Releases, 1.0+
But I can say the portrait doesn't fit this topic because it's about stages and not portraits. (if that's what you meant, then you should've worded it better)You're right so I updated the thread title to include all sorts of AI usage.
(maybe even more people, feel free to hit me up if I missed you)I did the donkey kick and electrocution, that I noticed.
Because opponent's (not their leftovers) position is set to 9999, this usually happens. Will change to a bit different thing like OMEGAPSYCHO did to not mess with the camera.You could keep it like that but disable movecamera.
How the hitboxes should be sized anyway?If you made them 4 times shorter (starting from the front) they'd still have a generous size. However that's just conventional fighting game design. To be sure I checked some MK hitboxes (MK2) and they're also really long there, so I guess yours are good.
Are you playing in Simul (or Tag in IKEMEN's case) mode? Simul mode is normally not designed for many characters, which even The_None warns you about that. Will remove restrictions by adding Double Ice Backfire.I only tested 1v1.
Is there a mugen like engine that implemented multi lane system like Guardian Heroes and Realbout?Ikemen has already implemented Z movement. At least partially I think.
A multi lane system with 2vs2 simul would be great I think theres a Indie Fighted based on that gimmick but has lock-in mode