
Board: Contributions of the Month
The Projectile controller takes all the parameters of the HitDef controllerBased on my tests on mugen 1.0 and 1.1 Projectile sctrl does not support ChainID and NochainID parameters at all.
I put 1 animated portrait and 1 big portrait on the back, as for the big portrait, I need the platform made for the animated portrait to be on top of the big portrait, how do I get the platform to be on top of the big portrait, but underneath the animated portrait?
if i want to put a bg sprite under the char name how do i make it work?
In this stage (and variations) the locomotive doens't show off just the wheels animation.already fixed, so should work correctly in upcoming 0.98.2
Tested in 98.1
Worked fine in older Mugen.
Stage here: https://www.mediafire.com/file/9q53gg4x9d8rktg/ff3_yamazaki.zip/file
BTW i couldn't manage to set the priority in this vs screenthis element has different purpose. Quoting recently updated system.base.def:
I did see that's possible in YT. Am i doing something wrong?Code:p1.face2.anim = 19001 ; my anim for confirm choice
; Additional portrait layered under standard ones. Limited to 1 portrait per
; team side. Character that will fight first takes priority (portrait may
; change depending on order selection)
1- How to do for put more time in the selection screen before the stage select, when I choose the P1, the P2 doesn't get to have time enough to do his pose when chosen and it skips to stage select abruptly.there is no time between character and displaying stage selection at all. It's not its own screen to have dedicated fade or transition times associated with it.
2 - In the member member order select looks like the timer is not being respected, probably I don't put the code in the right section.refer to data/mugen1/system.def, which has working example of it.
Is possible to organize a scheme to appears names when you make hits in lifebar in a standardized code for all characters automatically?
Example:
Hits
2-3 = good
4-6 = great
7-9 = fantastic
10-15 = amazing
16-100 = awesome
And using sprites,fonts or animations for these names, it would be marvelous, I hope you get to make it.
And sounds for each name, obviously added in the fight.snd.
COMBO VARIATIONS WITH EFFECT PHRASES!!again would be redundant since your idea doesn't bring anything new to the table that is not already covered by LifebarAction sctrl (which by default uses dedicated action.zss file, where you can code whatever you wish)
I'm not a coder, it's just a thought about how i could imagine these codes, do you think it's impossible?
it's because i would like to find a way to automatize this kinda feature.
Maybe the code could have the name as COMBOPHRASE OR HITPHRASE....any other.
Example:
if this is what i'm searching, how could i do that?https://github.com/K4thos/Ikemen_GO/wiki/Lifebar-features/#new_action
In tag mode when the team members die, their bodies stay on the floor during the rest of battle, how to remove their bodies to remain only the alive characters?by editing file responsible for tag, using standard cns/zss code (depending what tag system you're using)
In the tag zss. Add this to the -4Code:If !alive && stateno=5150{
Assertspecial{flag:invisible}
}
In the KOF definitive match mugen game, when you win on the winner screen, the fighter speaks a voice with a celebrating the victory.
I'm researching how this is possible in Mugen, since it is much more limited than I.K.E.M.E.N.
Wouldn't it be possible to add an snd.line for this feature?
Example:
p1.voice.snd = 800,0 ( You must add this sound number in every char and I.K.E.M.E.N will read it in a standardized way)
Your characters need to have this sound added in their SND.FILE to work.
p1.state =allowing you to choose state that character is forced into during those post game screens. Which is the same thing you suggest but more flexible and powerful (since you not only can trigger some sound but control what character does on screen from within cns/zss code)
p2.state =
p1.teammate.state =
p2.teammate.state =
I would like to know if this feature was removed, because it's not working to me.
Is the repo accepting PR on adding features in sctrls?yes
Also a bug report.fixed, thanks
The above code works fine in mugen 1.1 but not in IKEMEN. The color of the explod is not changed when time = 0. I need to change it to the following in order to get it work. I guess it is a problem on the execution sequence?
I have some simple question?
1- How could i do the portraits appears on select, versus or winner screen in a sliding movement?
It causes an emotion impact and surprise.
2- How to do for who on the winner screen the character speaks a voice or phrase to celebrate the victory?
3- how to do on lifebar shows the match number or stage? Example: stage 3 or battle 3 or match 3.
I think I ran into a bug in Training Mode. I've got a bunch of slots that are for secret characters until specific unlock criteria is reached. Until then, they're supposed to be treated as random slots. When I move the P2 character select icon over these slots in Training Mode, then still act as a random slot, but instead of saying "Random", the character name displayed is the name of the secret character. Note that I removed the default training character from the config.json file so I could manually select a character to train against.
Also note that I am using a custom motif.
EDIT: I tried a few other modes and it happens there too:
- Quick Match with P2 cursor.
- Watch Mode with P1 and P2 cursor.
The last updatings are awesome...yes, refer to screenpack distributed with engine and system.base.def listing all parameters. Option screen supports the same parameter names as main menu and pause menu (so in this case font parameters prefixed with "menu.item.")
How can change the option font? Is it possible?
yes, if you use tag system that takes advantage of tagin sctrl "leader" parameter (such as default tag distributed with engine or custom ones based on it). Simply copy [Lifebar] content into [Tag Lifebar] (only p1 and p2 parameters assigned)
is it possible put the lifebar for the players 1,2,3 at the same position in tag mode and when you change the character the lifebar shifts every energy for every char?
In the versus screen 3VS3 tag team is not possible choose the orderselect. is there some problem with this new version 98.1?
I have read the Order select topic, but it seems don't work yet for me, Where would I must put the lines to work correctly? Help us please...
orderselect.enabled = 1
p1.teammenu.next.key = "$D"
p1.teammenu.previous.key = "$U"
p1.teammenu.add.key = "$F"
p1.teammenu.subtract.key = "$B"
p1.teammenu.accept.key = "a&b&c&x&y&z"
p1.teammenu.skip.key = "s"
p2.teammenu.next.key = "$D"
p2.teammenu.previous.key = "$U"
p2.teammenu.add.key = "$B"
p2.teammenu.subtract.key = "$F"
p2.teammenu.accept.key = "a&b&c&x&y&z"
p2.teammenu.skip.key = "s"
Anyone else got a messed High Score screen after update to 98.1 ?works as intended but requires renaming parameters. Refer to this commit description:
Please, I have a problem with the scale of portraits in the 0.98 version. To add portraits in the system I use animations in select, versus and winner screens ( p1.face.anim ), I try with spr and works well. The problem it's with characters that have different value of 1 in the size part of the .cns archive:
[Size]
xscale = 1 ;Horizontal scaling factor.
yscale = 1 ;Vertical scaling factor.
In this case, the scale of the character in the .cns file it's 0.3
I try to put 1 in the scale and modify the size with localcoord but the char moves strange. Any ay to solve it?
My last question it's because I see that there are 2 different system files, the one that it's in the data folder or in the mugen1 folder and another that it's in the data folder too but it's named system.base, wich it' s better? I think the secon have more posibilities. Thanks in advance.system.base.def does what it says in first few lines of that file (reference of default values and list of all available parameters). It can't be used as is. Other system.def files belong to different Elecbyte screenpacks distributed with engine (same case as in mugen).
In my opinion, you don't need to remove the options from inside the .config, as several of these options are already inside it just to make these changes.I'm not familiar with how these chars are coded internally but I assume, balance wise, having to think about character having chain combos or not is extra work (same is the case with extra max mode instead of custom combo). I'm glad that this character not having chain stuff is not an afterthought, like it's the case with Infinite's characters (which I'm pretty sure are tested and balanced around having chain combos, considering how off they often feel when you disable that option)
Any ideas on how I could fix this in Ikemen?
Images/video?
Is the tournament mode still in the works?no
Guess he finally decided to settle with "KarmaCharmeleon" for all his characters. As for me, I'll be strictly keeping "ZolidSone" as an M.U.G.E.N author and won't be using it anywhere else.offtopic but since it's a bit jarring seeing Karma referred to as he over and over in this topic, a bit of discord trivia - KarmaCharmeleon is a girl.