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Messages by smiskfisk


Re: Ikemen GO bug reports

 January 10, 2022, 01:56:57 AM View in topic context
avatar  Posted by smiskfisk  in Ikemen GO bug reports (Started by Gacel September 09, 2019, 11:26:09 PM
 Board: IKEMEN Releases

Hi guys, i'm having trouble with some animated portraits, can you help me please?

I have seen a similar issue with some animated portraits on the select and versus screen being drawn with the wrong color palette. In all cases I noticed the very first sprite of the sff had a palette deviating from the main character sprites and it was being applied to the animation instead. I could solve the problem by deleting or moving the sprite to the end of the sff instead.

I can't provide any of the problem characters for testing, but just now I could recreate the issue by taking any character and inserting a randomly color indexed sprite at the beginning.

Ken before:

Ken after inserting a random sprite:

Ikemen GO version 0.98.1, same issue on computers running Linux Mint and Windows 7.


Re: Ikemen GO

 January 10, 2022, 01:08:10 AM View in topic context
avatar  Posted by smiskfisk  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

You can edit action.zss that's what displays the lifebar action.

Thanks! Yeah, I understand the basic concept of editing files. I guess I was just trying to fish for some more specific details regarding global variables/functions to access things like combo damage instead of combo count. I eventually found what I was looking for in the github wiki. :)


Re: Ikemen GO

 December 31, 2021, 06:11:36 AM View in topic context
avatar  Posted by smiskfisk  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

Is it possible to add sounds to actions of lifebar?

Example : When the name Good! appears on screen the narrator says Good!

I didn't find instructions to add these sounds yet... can you help me please?

You can add the optional sound parameter (snd: group_no, sound_no) to any LifebarAction in the .zss and the corresponding sound in the lifebar snd file will be played, as described in the link below:

It works fine for me at least. However I would like to be able to activate the actions based on damage dealt (or damage as a fraction of the opponents max life) rather than the combo count, any ideas on how to go about that? I just got into Ikemen the other day and I am feeling happy about finally moving all my old mugen stuff to a new and improved flexible engine.