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Tanky Blobbit

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Messages by Tanky Blobbit

    

Re: Capcom VS SNK 2 Commentator Add-on

 December 11, 2023, 07:00:02 PM View in topic context
 Posted by Tanky Blobbit  in Capcom VS SNK 2 Commentator Add-on (Started by PotS December 10, 2023, 06:59:28 PM
 Board: IKEMEN Releases

thanks,have some video?..Is it narrated by voice or is it read?
It's voiced. While this is neat, I would kinda like a to adjust some kind of frequency of how often the narrator speaks. Because I was playing the SOR2 bonus game with a character with a lot of combos and the narrator would just. not. stop. Don't get me wrong it was funny as hell when it happened.

    

Re: Climax Sacrifice Lifebars 2.0

 December 09, 2023, 10:57:14 PM View in topic context
 Posted by Tanky Blobbit  in Climax Sacrifice Lifebars 2.0 (Started by Tanky Blobbit December 02, 2023, 08:18:19 AM
 Board: IKEMEN Releases

These bars are really fantastic. The only complaint I have is that you should list gofx so the dizzy/guard break mechanics look as intended.

I'll include that on the next update. Which is soon-ish cuz I found another oopsie with the tag lifebars.
    

Re: Climax Sacrifice Lifebars 2.0

 December 07, 2023, 03:10:27 AM View in topic context
 Posted by Tanky Blobbit  in Climax Sacrifice Lifebars 2.0 (Started by Tanky Blobbit December 02, 2023, 08:18:19 AM
 Board: IKEMEN Releases

    

Re: Climax Sacrifice Lifebars 2.0

 December 02, 2023, 07:18:27 PM View in topic context
 Posted by Tanky Blobbit  in Climax Sacrifice Lifebars 2.0 (Started by Tanky Blobbit December 02, 2023, 08:18:19 AM
 Board: IKEMEN Releases

- Yeah, I could adjust the pos for the bars.
- I actually want to use the Power Stone 1 announcer for the rounds and have him say "Are you Ready", but he says "Challenge" instead of "Round". To make it consistent, I would have to recreate InfantryDoubleZero.exe's round sprites (or PNG) from scratch.
- lol, I got mixed up and confused when trying to test the 480p and 720p bars adjusting the messages I sorta forgot to adjust it more for 480p.
- I was going for a DBZ power-level feel for the numbers. I can try to adjust this differently.
- Honestly, I want to use a clearer font for the names because it can be confusing to see if being on a stage with a white or very bright background. And as I'm writing this, I have an idea for the faces.
- I need to adjust the KO scale a little then.
- I can add a stroke border to the win icons.
- Dragonball Z SFX is like audible chocolate.
- This originally was a mental reminder for me to start being more defensive instead of offensive towards the opponent.
- I'll think of a way to implement stun and guard bars in the future.
- So I'm not going crazy then. Because I've been trying to figure out why the red life behaves like this.
- I'm actually thinking of reverting these back to the way InfantryDoubleZero.exe had the powerbars.
- I'll address the layer issue.


But overall, I'm glad you enjoy them, Thanks for the feedback!
    

Climax Sacrifice Lifebars 2.0

 December 02, 2023, 08:18:19 AM View in topic context
 Posted by Tanky Blobbit  in Climax Sacrifice Lifebars 2.0 (Started by Tanky Blobbit December 02, 2023, 08:18:19 AM
 Board: IKEMEN Releases

It's been a minute, hasn't it? I'mma fix that by updating these Lifebars. This is it's own thread from the topic of the screenpack because most of my focus will be on updating the lifebars. Also to celebrate my 100th post.


What's New:

+ Added Red Life
+ EVERYONE HAS A FACE. Meaning Simul and Tag partners now have visible faces.
+ Redone the Action messages.
+ Added colored win icons:
White - Normal, Green - Special, Red - Super, Blue - Throw, Yellow - Cheese, Cyan - Time Over and Black - Suicide.
+ Support for both 4:3 and 16:9 resolutions.

---Recent Changes For 480p lifebars---
+ Adjusted the lifebar positions a little better
- Removed the flashing powerbars until I figure out a way to make them look more appealing.
+ Added Stroke borders to the win icons for better visibility. Also adjusted the winicons posistions a little more because the 2nd win icon and other icons would go up instead of left or right.
+ Messasges are posistioned better.
+ Scaled the faces better.
= I'm experimenting with having 4 digits for the powerbars. Lemme know if you like it or not.
+ Used and adjusted the unused "Ready Fight" animation.
+ Replaced announcer with the one from Tekken 7. (I used AI to make him say "Ready" Don't know why I didn't do that sooner)
+ "Winner" image is lowered down.
+ "K.O." Now covers the whole screen.
+ And some other things I can't remember atm.


For now, the 480p version gets some love. I'll work on the 720p version sometime in the future. I'll also update the preview pics at some point.


https://www.mediafire.com/file/brpjr4uyn59ug1a/Climax480p.zip/file


4:3 Single

4:3 Simul


4:3 Tag and Turns

16:9 Single

16:9 Simul


16:9 Tag and Turns


What I want to add but fail to do:

- Add damage display with combo.
- Background for Action messages.

Also I did this with the mindset of being P1 all the time. So you'll have to readjust the P2 Score position and all that if playing with a buddy.

Consider this my early Christmas gift to yall! https://www.mediafire.com/file/t65echnrowzohpk/ClimaxBars.zip/file

also don't mind the active tag message. d:

    

Re: Release - Soldier Joins the Battle!

 November 26, 2023, 04:59:38 PM View in topic context
 Posted by Tanky Blobbit  in Release - Soldier Joins the Battle! (Started by Mialere November 25, 2023, 11:58:59 PM
 Board: IKEMEN Releases

I love his idle stance.
    

Re: Describe avatar (and/or signature) on the above user

 November 25, 2023, 02:54:23 AM View in topic context
 Posted by Tanky Blobbit  in Describe avatar (and/or signature) on the above user (Started by Colonel Sanders June 20, 2023, 03:57:36 AM
 Board: All That's Left

Bojangles.
    

Re: Extended Intro & Outro functions (updated 2023/10/30)

 November 15, 2023, 05:52:27 PM View in topic context
 Posted by Tanky Blobbit  in Extended Intro & Outro functions (updated 2023/10/30) (Started by Foobs October 22, 2022, 03:41:09 AM
 Board: IKEMEN Releases

I was starting to think I just wasn't pretty enough for the thing lol. Thanks!
    

Re: Extended Intro & Outro functions (updated 2023/10/30)

 November 14, 2023, 01:47:14 AM View in topic context
 Posted by Tanky Blobbit  in Extended Intro & Outro functions (updated 2023/10/30) (Started by Foobs October 22, 2022, 03:41:09 AM
 Board: IKEMEN Releases

Alright, my process step by step:

1. For testing, I re-download a fresh install of the 0.99 build.
2. Made a folder for it on my desktop.
3. Downloaded the Extended Intro module.
4. Booted up ikemen to receive the config.json file
5. I put the Intro module in the "data" folder.
6. I add the zss file paths in the config.json
7. Turn on the setting in the config zss for the extended Intro.

I don't know what I'm missing here. One thing I should note is that all the other settings work perfectly fine *except* the pre-fight move thing.
    

Re: Extended Intro & Outro functions (updated 2023/10/30)

 November 13, 2023, 03:15:06 PM View in topic context
 Posted by Tanky Blobbit  in Extended Intro & Outro functions (updated 2023/10/30) (Started by Foobs October 22, 2022, 03:41:09 AM
 Board: IKEMEN Releases

So I did, and just to be clear, this is how you turn it on right?

From this:

   # io_pre_fight controls if the characters can move between the intro and start of the round stateno: 1 to allow movement, 0 to keep the characters static.
   map(io_pre_fight) := 0;

To this:

   # io_pre_fight controls if the characters can move between the intro and start of the round stateno: 1 to allow movement, 0 to keep the characters static.
   map(io_pre_fight) := 1;
    

Re: Extended Intro & Outro functions (updated 2023/10/30)

 November 12, 2023, 11:52:27 PM View in topic context
 Posted by Tanky Blobbit  in Extended Intro & Outro functions (updated 2023/10/30) (Started by Foobs October 22, 2022, 03:41:09 AM
 Board: IKEMEN Releases

I've used OHMSBY's characters, Moku's characters, Kazecat's characters, and even vanilla kung fu man.
    

Re: Extended Intro & Outro functions (updated 2023/10/30)

 November 12, 2023, 02:42:49 AM View in topic context
 Posted by Tanky Blobbit  in Extended Intro & Outro functions (updated 2023/10/30) (Started by Foobs October 22, 2022, 03:41:09 AM
 Board: IKEMEN Releases

I don't know what it is, but I tried with multiple characters and I'm not seeing them be able to move pre-fight. I have the setting turned on.
    

Re: Active Tag system

 February 15, 2023, 04:57:00 PM View in topic context
 Posted by Tanky Blobbit  in Active Tag system (Started by PotS December 02, 2022, 03:54:21 PM
 Board: IKEMEN Releases

Oh OK. Thanks for clearing that up for me!  I wasn't sure and confused what that feature meant.
    

Re: Mugen AX2 Screenpack for IGO

 February 15, 2023, 06:58:48 AM View in topic context
 Posted by Tanky Blobbit  in Mugen AX2 Screenpack for IGO (Started by Tanky Blobbit October 04, 2022, 02:35:16 AM
 Board: IKEMEN Releases

    

Re: Active Tag system

 February 15, 2023, 05:43:52 AM View in topic context
 Posted by Tanky Blobbit  in Active Tag system (Started by PotS December 02, 2022, 03:54:21 PM
 Board: IKEMEN Releases

I honestly don't mean to bump. But I had a question about this in the readme.

"The rounds always start with Player 1 fighting Player 2, instead of with the previously active players"

Does this mean like in MvC1 and MvC2 where the only fighters are currently present onscreen is the Leader of P1 and P2's team during their intro pose?
    

Re: Mugen AX2 Screenpack for IGO

 February 15, 2023, 04:24:44 AM View in topic context
 Posted by Tanky Blobbit  in Mugen AX2 Screenpack for IGO (Started by Tanky Blobbit October 04, 2022, 02:35:16 AM
 Board: IKEMEN Releases

What error?
    

Re: {Module Releases} Fade in and out sound (first Module)

 February 05, 2023, 03:05:57 AM View in topic context
 Posted by Tanky Blobbit  in {Module Releases} Fade in and out sound (first Module)  (Started by DoomJoshuaBoy February 01, 2023, 11:35:25 AM
 Board: IKEMEN Releases

Hey, I'm interested, but I'm not quite sure what the module does. The video does not help either.

It plays a sound whenever the menu fades in and out of transition. The sound can be whatever you set it to in your system.def
    

Re: Mugen AX2 Screenpack for IGO

 January 09, 2023, 07:08:40 AM View in topic context
 Posted by Tanky Blobbit  in Mugen AX2 Screenpack for IGO (Started by Tanky Blobbit October 04, 2022, 02:35:16 AM
 Board: IKEMEN Releases

    

Re: CVS HD (Screenpack/lifebar) Updates (2.01 released 4/11/2022)

 November 09, 2022, 06:28:02 AM View in topic context
 Posted by Tanky Blobbit  in CVS Redux (Screenpack/lifebar) Updates (3.00 released (27/7/2023) (Started by DoomJoshuaBoy October 12, 2022, 03:09:10 AM
 Board: IKEMEN Releases

Unfortunately with the latest update of this screenpack it crashed my PC on the 32 bit version of ikemen and on the 16-bit version it just crashes to my desktop. So I can't use this screenpack sadly.
    

Re: Mugen AX2 Screenpack for IGO

 October 12, 2022, 10:45:41 PM View in topic context
 Posted by Tanky Blobbit  in Mugen AX2 Screenpack for IGO (Started by Tanky Blobbit October 04, 2022, 02:35:16 AM
 Board: IKEMEN Releases

this is a cool screenpack. question, how do you set Ikemen up to detect the systemBIG file? been trying to figure that out for a bit
Is the Screenpack path in the config.json is set to where the systemBIG.def is?