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Foobs

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Messages by Foobs

    

Re: Shiro's Stage Edits (Latest: Bridge Zone by WF4123)

 September 25, 2023, 03:44:03 PM View in topic context
 Posted by Foobs  in Shiro's Stage Edits (Latest: Bridge Zone by WF4123) (Started by ShiroTori September 24, 2023, 06:05:40 AM
 Board: Edits & Addons 1.0+

You need "special access" to download the Skyrim stages,
    

Re: Improve/Fix Full life code (Turns mode)

 September 22, 2023, 02:04:38 PM View in topic context
 Posted by Foobs  in Improve/Fix Full life code (Turns mode) (Started by Charles_2011 September 21, 2023, 03:00:16 AM
 Board: M.U.G.E.N Configuration Help

The first attempt has the correct syntaxis, the second would not work because anything set up after the changestate is ignored.

The problem here is that you should not put this in the characters' common files, as most characters override state 5900. What you should do is look where 5900 is among the state files and put the block there.
    

Re: USFIV Characters Update

 September 11, 2023, 08:36:12 PM View in topic context
 Posted by Foobs  in USFIV Characters Update (Started by Mr. I August 15, 2023, 07:42:29 AM
 Board: Your Releases, 1.0+

Two things I found:

Seth: the hitsparks for Tandem Storm are misaligned if you do the move on p2 side.

Abel: heavy Tornado Throw isn't dealing any damage to a lot of characters. I checked under the hood and found it's because it's because of this enemynear redirection:

Code:
[State 1426, target dmg]
type = targetlifeadd
triggerall = numtarget
trigger1 = animelem = 50
value = ceil(-200 * enemynear, fvar(10))
persistent = 0

Also, a very minor thing but you have some invalid playsnds on states 50 and 52. Those don't really cause any issue, but flood the debug mode after each jump on ikemen.
    

Re: attachedchar's definition of P2?

 August 14, 2023, 04:58:16 AM View in topic context
 Posted by Foobs  in attachedchar's definition of P2? (Started by crowspaceboy August 06, 2023, 02:20:54 AM
 Board: Ikemen General Discussion and Help

    

Re: Sound with warning of First Attack / Counter / Danger

 August 14, 2023, 04:54:01 AM View in topic context
 Posted by Foobs  in Sound with warning of First Attack / Counter / Danger (Started by testament August 14, 2023, 02:06:50 AM
 Board: Ikemen General Discussion and Help

"Fight22" is not a valid sound bank, unless you're calling it from your own common files, in which case double check if they are properly included in config.json.

You probably meant "F22, 1".
    

Re: jade_midori Character "Mega" Thread, Newest: Mi Oh, Osaka and Tamaki all updated

 August 08, 2023, 03:51:50 AM View in topic context
 Posted by Foobs  in jade_midori Character "Mega" Thread, Newest: Lucifer Updated (Started by jaede_ February 02, 2022, 11:57:12 PM
 Board: Your Releases, 1.0+

Osaka, Patolitoe II and Satsukong still have the state 5030 bug in their common files.
    

Re: Is there a way to scroll on stage with zoom in 1.1 and implement a Fake Ko?

 August 06, 2023, 02:28:36 PM View in topic context
 Posted by Foobs  in Is there a way to scroll on stage with zoom in 1.1 and implement a Fake Ko? (Started by Dark Ruler August 06, 2023, 07:20:37 AM
 Board: M.U.G.E.N Development Help

Character and lifebars are strongly segregated, there's no way for a character to call animations from a lifebar afaik, your only option is to import the sprites.

Concerning glumstone, locking up and then moving the camera left like that is impossible with conventional stage coding, you'd have to use an attached char (assuming you're not making the whole fight as a bonus character).
    

Re: attachedchar's definition of P2?

 August 06, 2023, 05:08:05 AM View in topic context
 Posted by Foobs  in attachedchar's definition of P2? (Started by crowspaceboy August 06, 2023, 02:20:54 AM
 Board: Ikemen General Discussion and Help

You have to use redirections to address any and all of the playable characters.
    

Re: [SPANISH ONLY] Español solamente V2

 July 20, 2023, 02:15:55 AM View in topic context
 Posted by Foobs  in [SPANISH ONLY] Español solamente V2 (Started by Titiln July 14, 2010, 03:57:43 AM
 Board: International

    

Re: gaming news that don't deserve their own thread

 July 14, 2023, 02:04:10 PM View in topic context
 Posted by Foobs  in gaming news that don't deserve their own thread (Started by Titiln October 30, 2011, 05:13:58 PM
 Board: Gaming

Quote
Expect lots of Youtube Poop callbacks because how else did you even learn of CD-i in the first place?
AVGN, which is why I was completely unsurprised to see James Rolfe in the trailer.
    

Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)

 July 09, 2023, 10:39:38 PM View in topic context
 Posted by Foobs  in Fighter Factory Studio 3.5.3 (UPDATED June, 16) (Started by VirtuallTek April 04, 2018, 02:43:30 PM
 Board: Your Releases, 1.0+

Same, none of the 6 exes work.
    

Re: [SPANISH ONLY] Español solamente V2

 June 06, 2023, 03:19:23 AM View in topic context
 Posted by Foobs  in [SPANISH ONLY] Español solamente V2 (Started by Titiln July 14, 2010, 03:57:43 AM
 Board: International

Winmugen era un vil mierda que se cerraba sola cada 5 minutos. Yo me cambie cuando Elecbyte saco uno de los primeros RCs, ni siquiera el 1.0 estable, y nunca volvi a ver para atras.

Pasaron diez años sin que pensara al respecto, y por curiosidad probe Ikemen. La sensacion que habia olvidado volvio con mas fuerza que nunca, y por primera ves senti la curiosidad por el codigo personajes (antes solo habia trabajado escenarios/lifebars/screenpacks).

La idea de usar, no digamos desarollar contenido para winmugen en el año 2023 suena como una tortura cruel.
    

Re: What is ratio mode exactly?

 May 03, 2023, 08:55:19 PM View in topic context
 Posted by Foobs  in What is ratio mode exactly? (Started by DNZRX768 May 03, 2023, 03:14:31 PM
 Board: Ikemen General Discussion and Help

It's meant for asymmetric play. You can have a 1-1-2 team go against a 2-2 team, or even a solo ratio 4 character. The bonuses or penalties are determined exactly the same way for both sides.

The difference with standard turns mode is that in turns your characters always have the same health and damage output regardless of team size. So a team of characters has a massive advantage over a solo character.
    

Re: Add the SS2 mod to Mugen

 April 28, 2023, 01:39:44 PM View in topic context
 Posted by Foobs  in Add the SS2 mod to Mugen (Started by Charles_2011 April 26, 2023, 03:47:44 PM
 Board: M.U.G.E.N Configuration Help

Don't think there's any "tutorial" as noone has tried to do this before, to the best of my knowledge. The only guideline I can think of is add004.
    

Re: How to best solve this problem with HitDefAttr?

 April 26, 2023, 04:42:34 PM View in topic context
 Posted by Foobs  in How to best solve this problem with HitDefAttr? (Started by DNZRX768 April 26, 2023, 03:19:05 PM
 Board: Ikemen General Discussion and Help

Per Elecbyte's documentation, hitdefattr needs two parameters:

https://mugenguild.com/forum/topics/hitdefattr-triggers-169654.0.html

Now the question is, how do these characters work in mugen 1.0? you can cancel any and all attacks into a dodge?

Depending on how it works on 1.0 this is either an undocumented compatibility issue on Ikemen's end or really dogshit syntax on the coder's end that elecbyte's parser just didn't pick up.

I am inclined to think it's human error because those blocks of code look poorly optimized.
    

Re: Add the SS2 mod to Mugen

 April 26, 2023, 04:30:34 PM View in topic context
 Posted by Foobs  in Add the SS2 mod to Mugen (Started by Charles_2011 April 26, 2023, 03:47:44 PM
 Board: M.U.G.E.N Configuration Help

In mugen, it'd be horribly difficult to implement outside of a full game (and even then) because you'd need to use annoying workarounds and patch them into each character.

Ikemen makes it much easier because of redirect id and attached characters/commonfx.
    

Re: Amnesty Bay Stage 1.1 & 1.0

 April 15, 2023, 02:55:12 AM View in topic context
 Posted by Foobs  in Amnesty Bay Stage 1.1 & 1.0 (Started by MatreroG April 13, 2023, 07:31:24 PM
 Board: Your Releases, 1.0+

This is a good looking stage, but there are a couple of things I believe could make it better:

https://files.catbox.moe/vgcyne.jpg

1: This mountain background messes up the perspective of the stage. It has the same delta as the boats on the beach and the waves, despite being much farther back. Worse still, the city behind it has a much lower delta, which is headscratching: there's a city elevated high enough to tower over mountains...so close to sea level? not to mention the buildings would have to be colossal to be clearly defined at that distance.

2: If I'm not mistaken this cliff and some of the rocks are taken from KOF 98. I think you should adjust the palette to be more washed out, not only to make asset's orgin less obvious, but because the original was on a river (fresh water). In real life, seaside cliff tend to be white because of the seawater.   
    

Re: Ikemen GO bug reports

 April 03, 2023, 06:51:22 PM View in topic context
 Posted by Foobs  in Ikemen GO bug reports (Started by Gacel September 09, 2019, 11:26:09 PM
 Board: IKEMEN Releases

That may or may not be my fault. Does the second Shiki still spawn if you remove my brutality mod?
    

Re: Can we add a way to access Move Lists / Combo Lists for each character?

 March 28, 2023, 03:07:52 PM View in topic context
 Posted by Foobs  in Can we add a way to access Move Lists / Combo Lists for each character? (Started by new_toMUGEN March 28, 2023, 09:54:57 AM
 Board: Introductions and Guides

It's a native feature in Ikemen.

But to do it in mugen you'd have to code a system to pause the game and display the movelist directly into each character.
    

Re: Ikemen go dizzy state

 March 28, 2023, 03:04:14 PM View in topic context
 Posted by Foobs  in Ikemen go dizzy state (Started by Tails_96 March 27, 2023, 08:23:44 PM
 Board: Ikemen General Discussion and Help

I know they merged your changes and redizzy combos are not a thing anymore, but the way OP worded his post it sounds like he wants he doesn't want *any* combos off stun.