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PotS

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Messages by PotS

    

Re: Problem with Helper triggers

 April 18, 2025, 08:51:56 pm View in topic context
 Posted by PotS  in Problem with Helper triggers (Started by Master0fFaster April 18, 2025, 08:18:50 pm
 Board: M.U.G.E.N Development Help

You essentially need to track what was the last thing the helper did. Can be a variable. Or if it's really a helper you can use different states. So that it only shows for instance the level 1 notification if it was in level 0 before.
    

Re: from mugen to ikemen

 April 17, 2025, 03:18:08 pm View in topic context
 Posted by PotS  in from mugen to ikemen (Started by MKImc7r April 17, 2025, 02:47:55 am
 Board: Ikemen General Discussion and Help

There's a lot to address here. Let's see...

Quote
1. It isn't just copy paste of folders is it?
If you copy Mugen over Ikemen (not the other way around) it will probably end up close to working. You'll just have to set all the options again. But I've never tried it.

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If I copy the fonts folder even without replacing the fonts in Ikemen folder, a crash happens about fonts TTF described here: https://github.com/ikemen-engine/Ikemen-GO/issues/1715 (I do not have this njnaruto.ttf but who knows some other font of mine may be causing it but works fine in mugen.
I haven't run into that issue myself so I'd say most TTF fonts work. If you find more that don't work, it'd be useful if you posted them on GitHub (in that same thread even).

Quote
2. The Data folder: Mugen has the Lua, Vert and Frag files there, can they be deleted? Since Ikemen has external\script Lua files there.
Ikemen doesn't need those Mugen files to run. So yeah, safe to remove.

Quote
I was looking for what corresponds to the Mugen.cfg
config.json in older Ikemen versions or config.ini in the current development builds (nightly versions).

Quote
3. The ZSS files in the data folder of Ikemen, in Options.lua

--config.CommonStates = {
         --   "data/action.zss",
         --   "data/dizzy.zss",
         --   "data/guardbreak.zss",
         --   "data/score.zss",
         --   "data/tag.zss",
         --   "data/training.zss"


Are these needed since for conversion of project I'd have them use other common files, not sure where these would fit.
No you don't need those to run Ikemen. They're just a default build of sorts. You can have your own common state files.

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But basically I couldn't find a video that shows exactly how a project is moved like that
Try the copy Mugen over Ikemen method first and go from there (backup your Mugen files). Alternatively handle it like you'd handle a new Mugen build: unpack Ikemen then start adding your chars, stages, etc.
    

Re: Salad's Kitchen: Leona and Shen Woo

 April 13, 2025, 01:23:03 pm View in topic context
 Posted by PotS  in Salad's Kitchen: Leona and Shen Woo (Started by Rabano November 06, 2024, 04:26:32 am
 Board: Sprite Projects

The back walk looks a little... stretchy. Like her head bounces much more than her feet. Like rubberhose animation.

But everything's looking great as usual.
    

Re: Mina Desert - 3d stage - AI help me make quickly

 April 05, 2025, 08:09:31 pm View in topic context
 Posted by PotS  in Mina Desert - 3d stage - AI help me make quickly (Started by alongcaca April 05, 2025, 08:28:18 am
 Board: IKEMEN Releases

It needs a little work to fill in those empty spots, but still that's a pretty good output.
    

Re: Universal Clashing System

 March 29, 2025, 01:44:39 pm View in topic context
 Posted by PotS  in Universal Clashing System (Started by PotS November 30, 2024, 06:09:48 pm
 Board: IKEMEN Releases

Ikemen 0.99 doesn't have the required features to make it work universally.
    

Re: Super's 3D Stage Releases

 March 29, 2025, 01:35:11 pm View in topic context
 Posted by PotS  in Super's 3D Stage Releases (Started by SuperFromND December 28, 2023, 02:12:12 pm
 Board: IKEMEN Releases

I always have to modify the BGM path in your stages because I just throw them in the same folder instead of using the sound folder. Just a minor nitpick.

Regarding the stages themselves, the inverted shadows end up projected on the bckground when chars jump. I guess it's not such a big deal because of the source game, but if you must have them inverted you could use fade.range.
    

Re: Dramatic Zoom Add-on (Tekken style)

 March 24, 2025, 10:31:21 am View in topic context
 Posted by PotS  in Dramatic Zoom Add-on (Tekken style) (Started by PotS April 28, 2024, 10:11:12 am
 Board: IKEMEN Releases

Nightly is the development build. It updates every time there's a change in the code, which is every couple of days on average (not that you always need the latest one). You can get it here:

https://github.com/ikemen-engine/Ikemen-GO/releases/tag/nightly

The stable version 0.99 is outdated at this point, so most people have started using nightly builds while 1.0 doesn't come out.
    

Re: Dramatic Zoom Add-on (Tekken style)

 March 23, 2025, 12:18:39 pm View in topic context
 Posted by PotS  in Dramatic Zoom Add-on (Tekken style) (Started by PotS April 28, 2024, 10:11:12 am
 Board: IKEMEN Releases

Your nightly build is a bit outdated. That's a new trigger that was renamed a few weeks ago.
    

Derelict Church (KOF14 concept art)

 March 23, 2025, 12:03:24 pm View in topic context
 Posted by PotS  in Derelict Church (KOF14 concept art) (Started by PotS March 23, 2025, 12:03:24 pm
 Board: Your Releases, 1.0+

A simple stage. I grabbed the concept art image, upscaled it to a size that matched the characters, fixed some issues with the image and added a light effect.

At first I separated the courtyard and gave it a different delta, but that kind of didn't look right because the image is supposed to be like a painting. Then I looked at the rest of the image (the arches namely) and realized layering the stage would be impossible pretty much. But I think it looks good, so here it is.



Only works in Mugen 1.1 and Ikemen GO, due to the 24bit images. Has zoom and super jump.

DOWNLOAD
    

Re: Accurate Street Fighter 2 Hyper Fighting Ryu

 March 22, 2025, 10:41:30 am View in topic context
 Posted by PotS  in Accurate Street Fighter 2 Hyper Fighting Ryu (Started by jay_ts March 22, 2025, 08:37:50 am
 Board: Your Releases, 1.0+

Somehow, SF2 Ryu never gets old.

Found some stuff:

- Feels a little slower than default HF in general. At least the one I have. Deliberate maybe?
- A quick note after opening the CNS, but "1000/144" is integer 6, which is far from what you intended I think
- Additionally, I've had this realization that these games actually have 145 life, since unlike Mugen 0 life is still alive (the real magic pixel). Take it as you will
- The burn sprites don't have the same scale correction as Ryu
- Parrying the fireballs (Kung Fu Blocking for instance) still creates the slow motion effect
- Tatsu uses the Up animation, which looks odd. I guess all knockdowns do, but if they're all going to use the same one it probably shouldn't be Up
- When dizzied with Up animation, the enemy doesn't transition to the falling down anim
- Close raw tatsu goes through the enemy a lot
- The AI tries to block against moves with no proximity block
    

Re: Wassup broz? Any AI stuff in progress?

 March 15, 2025, 11:13:40 am View in topic context
 Posted by PotS  in Wassup broz? Any AI stuff in progress? (Started by electrocaid March 14, 2025, 11:25:39 pm
 Board: M.U.G.E.N Discussion

    

Re: MUGEN1 Lifebar Double Remix

 March 15, 2025, 11:11:20 am View in topic context
 Posted by PotS  in MUGEN1 Lifebar Double Remix (Started by PotS January 04, 2025, 11:47:43 am
 Board: IKEMEN Releases

Dizzy and guard break are disabled by default. You need to enable them in the ingame options.
    

Re: is something wrong? Temporary buff problem

 March 09, 2025, 09:54:54 am View in topic context
 Posted by PotS  in is something wrong? Temporary buff problem (Started by Redkid221 March 09, 2025, 02:58:21 am
 Board: M.U.G.E.N Development Help

You're handling the entire buff from the state, so it will only work while the char is in it. What you need is for the state to activate the buff, then the buff itself and the timer are handled in a negative state, which execute regardless of what state the char is in.
    

Re: DP Input Inconsistency

 March 04, 2025, 01:43:08 pm View in topic context
 Posted by PotS  in DP Input Inconsistency  (Started by Master0fFaster February 23, 2025, 10:31:09 pm
 Board: M.U.G.E.N Development Help

The order of [Command]'s is irrelevant. It's the order of State -1 ChangeStates that matters like Odb718 said. More complex motions should be above simpler motions.

Code:
[Command]
name = "623a"
command = F, D, DF, a
time = 25
[Command]
name = "623a"
command = F, D, DF, F, a
time = 25
You don't need these two inputs because you can't do the second one without doing the first one. Only the first one is necessary (the second is incorrect anyway). They also lack "~" like Basara said.
    

Re: Intro if P2 loses the round. If P1 loses, replay an intro after losing to P2

 March 04, 2025, 01:36:21 pm View in topic context
 Posted by PotS  in Intro if P2 loses the round. If P1 loses, replay an intro after losing to P2 (Started by ComboKing March 04, 2025, 12:11:28 pm
 Board: M.U.G.E.N Development Help

If what matters is losing then maybe you should use LoseKO trigger instead and rework the logic. You should also reset the variable when the char wins. This is one way to do it:

Code:
[State -2]
Type = VarSet
Trigger1 = Roundstate = 4
V  = 41
Value = LoseKO

You also need to make sure the char's variables are kept between rounds, by setting these constants to 0:

Code:
;Variables with this index and above will not have their values
;reset to 0 between rounds or matches. There are 60 int variables,
;indexed from 0 to 59, and 40 float variables, indexed from 0 to 39.
;If omitted, then it defaults to 60 and 40 for integer and float
;variables repectively, meaning that none are persistent, i.e. all
;are reset. If you want your variables to persist between matches,
;you need to override state 5900 from common1.cns.
IntPersistIndex = 0
FloatPersistIndex = 0
    

Re: Attack Data Display (Training Mode)

 March 01, 2025, 01:08:35 pm View in topic context
 Posted by PotS  in Attack Data Display (Training Mode) (Started by PotS February 03, 2024, 12:00:10 pm
 Board: IKEMEN Releases

Updated.

Quote
<01.03.2025>
 - Guard level indicator now appears approximately at the hit spark position
 - Crossup indicator does not show if an attack can't be blocked
 - Fixed behavior when players have different localcoords
    

Re: Auto Stage Camera Module

 February 22, 2025, 05:05:28 pm View in topic context
 Posted by PotS  in Auto Stage Camera Module (Started by PotS November 19, 2024, 11:58:56 am
 Board: IKEMEN Releases

Updated.

Is there something to put in the stage.def to omit the stage from any zoom effects for instance the call of duty zombies is bonus game is unplayable with this I want to use stage0-720.def and my character goes sliding in to suicide.
There's a constant that you can add to the stage that disables the module. It's explained in the readme.
    

Re: Universal Clashing System

 February 22, 2025, 04:59:50 pm View in topic context
 Posted by PotS  in Universal Clashing System (Started by PotS November 30, 2024, 06:09:48 pm
 Board: IKEMEN Releases

Updated.

I ended up adding the normal vs normal etc clashing as an option.

The module works and has been a great addition to my Ikemen built, but there are some interactions that are perhaps unwanted. For example, your Shin Gouki has a reversal /counter special and with this module activated the counter attack gets clashed as well which makes the move useless. Maybe you can take a look here
I fixed this a long time ago but had been sitting on the update because I was kind of stuck on something. Should be working now.
    

Re: Universal Clashing System

 February 17, 2025, 06:22:57 pm View in topic context
 Posted by PotS  in Universal Clashing System (Started by PotS November 30, 2024, 06:09:48 pm
 Board: IKEMEN Releases

I did implement something like that but not in the way you're describing it. You can make attacks only clash with other attacks with the same Hitdef priority. It's one of the config settings.
    

Re: Attack Data Display (Training Mode)

 February 01, 2025, 12:07:18 pm View in topic context
 Posted by PotS  in Attack Data Display (Training Mode) (Started by PotS February 03, 2024, 12:00:10 pm
 Board: IKEMEN Releases

Updated with guard level display. There's a new video preview in the first post.

The latest version will only work in Ikemen GO Nightly.