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BigFiji

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Messages by BigFiji

    

Does anyone have a list of Stats.JSON Modifiers for IKEMEN GO?

 February 13, 2023, 10:20:46 pm View in topic context
 Posted by BigFiji  in Does anyone have a list of Stats.JSON Modifiers for IKEMEN GO? (Started by BigFiji February 13, 2023, 10:20:46 pm
 Board: Off-Topic Help

Exactly as Subject states.

I.E;  The "Playtime/Clear/Clearcount" figures in the following example:
(IDK what to call them lol There not triggers but also not SCRTLs either)

E.g, in the stats.json file

    "arcade": {
      "playtime": 17.36,
      "clear": 8,
      "clearcount": {
        "ken": 0,     
        "ryu": 0,
        "terry": 0,
      }

Would anyone happen to know where i could find a list of all the parameters this files uses/Creates?
    

Re: Stubborn explod issue

 August 05, 2022, 10:39:42 pm View in topic context
 Posted by BigFiji  in Stubborn explod issue (Started by BigFiji July 30, 2022, 10:30:47 pm
 Board: M.U.G.E.N Development Help

This did the trick!
Thank you so much!
    

Stubborn explod issue

 July 30, 2022, 10:30:47 pm View in topic context
 Posted by BigFiji  in Stubborn explod issue (Started by BigFiji July 30, 2022, 10:30:47 pm
 Board: M.U.G.E.N Development Help

Hello;

I created a set of Energy charge explods within a Helper that get called and destroyed as the helper does.

Problem is; Whenever the root (P1 Character) gets hit during the energy charge; The explods in question don't disappear;
Leaving a untouchable ghost of itself that cant be moved or destroyed.
This only occurs when the energy charge animation is hit/interrupted. If left alone the "RemoveExpods" in the Helper kill state do their job.
The debugger doesn't register anything outside the two players when this happens; so I don't think their clones either.

The code in question:



Code:
[Statedef 550]
type    = S
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = Cond(root,var(3)=1,9999,781)    ;550
sprpriority = 3


[State random smaller aura]
type = Explod
trigger1 = timemod = 5,0
anim = ifelse(var(3)=1,575,560);ifelse(root,var(3)=1,575,560)
ID = 6020
pos = 0,-40
vel = 0, ifelse(random<499, -2,-2.2)
random = 80,50
removetime = -2
scale = ifelse(random<499, .6,.5)*const(size.xscale), ifelse(random<499 ,.6,.5)*const(size.yscale)
sprpriority = ifelse(random<749, 3,-3)
ownpal = 1
removeongethit = 1
supermovetime = 9999999


[State 0, Explod]
type = Explod
triggerall = root,var(3)=1
trigger1 = time = 3
anim = 570
ID = 6021
pos = 0,0
postype = p1
bindtime = -1
removetime = -1
scale = 1.4,1
sprpriority = 5
ownpal = 1
ontop = 1
removeongethit = 1
trans = addalpha
alpha = 200,256
[State 0, Explod]
type = Explod
triggerall = root,var(3) = 0
trigger1 = time = 3
anim = 782
ID = 6022
pos = 0,-10
postype = p1
bindtime = -1
removetime = -1
scale = .775,.575
sprpriority = -2
ownpal = 1
removeongethit = 1
trans = addalpha
alpha = 180,256
;ignorehitpause = 0
[State 0, Explod]
type = Explod
triggerall = root,var(3) = 1
trigger1 = time = 3
anim = 6022
ID = 6023
pos = 70,-65
postype = p1
bindtime = -1
removetime = -1
scale = .6,.45
sprpriority = -5
ownpal = 1
removeongethit = 1
trans = addalpha
alpha =  75,256         ;180,256

[State aura4]
type = Explod
trigger1 = time = 0
Anim = 6024
ID = 6024
pos = 50,-80
sprpriority = 5
removeongethit = 1
removetime = -2
bindtime = -1
ownpal = 1
ontop = 1
scale = .4,.55
[State aura5]
type = Explod
triggerall = root,var(3) = 0
trigger1 = time = 5
Anim = 6025
ID = 6025
pos = 35,-50
sprpriority = -5
removeongethit = 1
removetime = -2
bindtime = -1
ownpal = 1
ontop = 1
scale = .35,.35


[State 0, Kaioken]
type = ChangeAnim
triggerall = root,var(3) = 1
trigger1 = anim != 570
value = 570

[State 0, Kaioken Regreso]
type = ChangeAnim
triggerall = root,var(3) = 0
trigger1 = anim = 570
value = 781


;[State 0, Explod]
;type = Explod
;triggerall = root,var(3) = 1
;trigger1 = time = 5
;anim = 7820
;ID = 6021
;pos = -10,-10
;postype = p1
;bindtime = -1
;removetime = -1
;scale = .775,.475
;sprpriority = -2
;ownpal = 1
;removeongethit = 1
;trans = addalpha
;alpha = 180,256
;ignorehitpause = 1
;[State aura4]
;type = Explod
;triggerall = root,var(3) = 1
;trigger1 = time = 5
;Anim = 60240
;ID = 6024
;pos = 50,-80
;sprpriority = 5
;removeongethit = 1
;removetime = -1
;bindtime = -1
;ownpal = 1
;ontop = 1
;scale = .4,.55
;[State aura5]
;type = Explod
;triggerall = root,var(3) = 1
;trigger1 = time = 5
;Anim = 60250
;ID = 6025
;pos = 35,-50
;sprpriority = -5
;removeongethit = 1
;removetime = -1
;bindtime = -1
;ownpal = 1
;ontop = 1
;scale = .35,.35


[State 0, Explosion]
type = Explod
trigger1 = time = 0
anim = 9022
ID = 9022
pos = 0,0
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
scale = 999,999
sprpriority = 9
ontop = 1
ownpal = 1
removeongethit = 0
ignorehitpause = 1
supermove = 99999
pausemove = 99999
supermovetime = 99999
pausemovetime = 99999

[State 0, Explod]
type = Explod
triggerall = root,pos y >= 0
trigger1 = timemod = 10,0
anim = 7015
ID = 1051
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = .3,1
sprpriority = 1
ontop = 0
ownpal = 1
removeongethit = 1
vel = -5,0
supermove = 999
supermovetime = 999
pausemove = 999
pausemovetime = 999

[State 0, Explod]
type = Explod
triggerall = root,pos y >= 0
trigger1 = timemod = 10,0
anim = 7015
ID = 1051
pos = 0,0
postype = p1
facing = -1
vfacing = 1
bindtime = 1
removetime = -2
scale = .3,1
sprpriority = 1
ontop = 0
ownpal = 1
removeongethit = 1
vel = 5,0
supermove = 999
supermovetime = 999
pausemove = 999
pausemovetime = 999

[State 0, BindToRoot]
type = BindToRoot
trigger1 = 1
pos = 0,10

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 0, Trans]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256,256

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
stateno = 551
time = 999


[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT

[State 200, End]
type = Destroyself
trigger1 = root,movetype = H

[State 200, End]
type = Changestate
trigger1 = root,stateno != 500
value = 551
;-------------------------------------------------------------------------------
; Aura - Fin
[Statedef 551]
type    = S
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 781
sprpriority = 3




[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 6020
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 6021
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 6022
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 6023
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 6024
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 6025


[State 0, Kaioken]
type = ChangeAnim
triggerall = root,var(3) = 1
trigger1 = anim != 570
value = 570

[State 0, Kaioken Regreso]
type = ChangeAnim
triggerall = root,var(3) = 0
trigger1 = anim = 570
value = 781

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 9030

[State 0, Explosion]
type = Explod
trigger1 = time = 0
anim = 9022
ID = 9022
pos = 0,0
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
scale = 999,999
sprpriority = 9
ontop = 1
ownpal = 1
removeongethit = 0
ignorehitpause = 1
supermove = 99999
pausemove = 99999
supermovetime = 99999
pausemovetime = 99999

[State 0, BindToRoot]
type = BindToRoot
trigger1 = 1
pos = 0,10

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 0, Trans]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 200-(time*20),256

[State 200, End]
type = Destroyself
trigger1 = time = 3
trigger2 = root,movetype = H
    

Re: Project: DragonBall Infinite Battle

 June 05, 2022, 04:13:02 am View in topic context
 Posted by BigFiji  in Project: DragonBall Infinite Battle (Started by BigFiji December 02, 2019, 05:56:12 am
 Board: Projects

    

Re: Project: DragonBall Infinite Battle

 June 02, 2022, 04:40:12 am View in topic context
 Posted by BigFiji  in Project: DragonBall Infinite Battle (Started by BigFiji December 02, 2019, 05:56:12 am
 Board: Projects

Bumping due to new update release [Alpha III.1]

Now (by "popular demand" lol) with a Split Download Option!

Full Download = 17.6GB
Split Download = 4GB Each (5 Parts --> Last Part is 1GB)
    

Re: Project: DragonBall Infinite Battle

 March 30, 2022, 02:46:37 pm View in topic context
 Posted by BigFiji  in Project: DragonBall Infinite Battle (Started by BigFiji December 02, 2019, 05:56:12 am
 Board: Projects

Good Game. I made a review on it.
[youtube]https://youtu.be/-YjpBGNKMx4[/youtube]

Additionally;  Could you take down the Mediafire link on the video and leave the Gamejolt link.
The video doesn't show the story mode; Making it appear as if Battle Mode is the entire game.
Directing people to the Gamejolt link will help people understand the full scope of the game.

I promised people to give the direct download link actually. I will showcase story mode on your next update. No worry.


The Direct Download link is at the top of the Gamejolt page. You didn't break your promise.

Either way; As I'm in the middle of working on an addition to the arcade mode I don't have a timeline for the next update.  Like I said; the current video is somewhat misleading; and it would help me a great deal to lead people directly to my page.
    

Re: Project: DragonBall Infinite Battle

 March 29, 2022, 11:36:20 pm View in topic context
 Posted by BigFiji  in Project: DragonBall Infinite Battle (Started by BigFiji December 02, 2019, 05:56:12 am
 Board: Projects

Good Game. I made a review on it.
[youtube]https://youtu.be/-YjpBGNKMx4[/youtube]

Additionally;  Could you take down the Mediafire link on the video and leave the Gamejolt link.
The video doesn't show the story mode; Making it appear as if Battle Mode is the entire game.
Directing people to the Gamejolt link will help people understand the full scope of the game.
    

Re: Project: DragonBall Infinite Battle

 March 29, 2022, 11:29:56 pm View in topic context
 Posted by BigFiji  in Project: DragonBall Infinite Battle (Started by BigFiji December 02, 2019, 05:56:12 am
 Board: Projects

Impressive work. Are you coding some aspects of the characters too? The fighting style is the one from DBFZ, right?

P.s. You could add links on your signature with images to improve sharing.

Thank You!

To answer your question;
Yup!

Despite using sprites and animations from various sources as a base; All of the final command stuff was done by me. I Re-did the command set for every character in the game. I also added animations, music and sprites to almost every character. Infinite Battle is a Full Game; Not a collection of random characters lol.

My intention was to make every character use the same basic buttons (A/B/C/Z for those familiar with Mugen Commands) ; With the differences lying in how they moved (animations/timing/ect).

The fighting style actually isn't based on FighterZ at all haha. Most of the inspo is from an author named CobraG6 (Or Masulardi Mugen). He's credited both within the Game and on the front page of this post.


Finally; Thanks for the advice!
It never occurred to me to add the links in the signature.
    

Re: Project: DragonBall Infinite Battle

 March 25, 2022, 04:10:13 am View in topic context
 Posted by BigFiji  in Project: DragonBall Infinite Battle (Started by BigFiji December 02, 2019, 05:56:12 am
 Board: Projects

    

Re: Project: DragonBall Infinite Battle

 March 05, 2022, 10:49:53 pm View in topic context
 Posted by BigFiji  in Project: DragonBall Infinite Battle (Started by BigFiji December 02, 2019, 05:56:12 am
 Board: Projects

    

Re: Project: DragonBall Infinite Battle

 March 05, 2022, 08:53:31 pm View in topic context
 Posted by BigFiji  in Project: DragonBall Infinite Battle (Started by BigFiji December 02, 2019, 05:56:12 am
 Board: Projects

Sorry to hear it? Hopefully you find something else to play lol.

Bro can you separate it into 7/8 pieces? I will be easier to download.

That bigass download size is a bigass turn-away for a lot of people, I bet. One huge download link is fine but I think a piece-by-piece alternate link would also be good. It'd be easier for some people to download and put together if they have lower end computers that can't exactly handle a whole 17GB download.

Firstly; Thank you both for the constructive criticism. It helps a great deal when people actually have something to say that isn't their own d*ckheaded/vapid opinion.

As far as the download size issue;
I will definitely work on having two download versions available. 
This is an issue ive been dealing with since Alpha I;
But I decided to focus on fully building out all of the content for the main section of the game before looking into ways to compress/chop up the file size.

For context; The lion's share (Read: 12/17 GB's) of the file size is just uncompressed MP4 video. The story mode (Dragon History) uses full cutscenes from the actual show.

I've been looking into ways to bring this down significantly (via compression or completely removing aforementioned cutscenes).
My main struggle has been finding an acceptable solution without compromising the integrity of the story mode.

I'll be updating the game with small bugfixes and other miscellaneous content that was left on the cutting room floor in the coming weeks
(Look out for a "Ver.3.1" file on the Mediafire page) but addressing the file size issue completely is something I plan to do with the next full Alpha Release (Alpha IV).

In the interim; I will 100% be working on chopping up the game so it can be more accessible for everyone.

Once again; Thank you to everyone who actually gave my game a shot. I do this for yall! lol
    

Re: Project: DragonBall Infinite Battle

 March 04, 2022, 02:29:46 pm View in topic context
 Posted by BigFiji  in Project: DragonBall Infinite Battle (Started by BigFiji December 02, 2019, 05:56:12 am
 Board: Projects

Sorry to hear it? Hopefully you find something else to play lol.
    

Re: Project: DragonBall Infinite Battle

 March 03, 2022, 09:46:36 pm View in topic context
 Posted by BigFiji  in Project: DragonBall Infinite Battle (Started by BigFiji December 02, 2019, 05:56:12 am
 Board: Projects

Bumping due to new update release [Alpha III]
    

Looking for Extreme Butoden Sprites [Trunks DBZ Base Form]

 December 18, 2020, 01:19:08 am View in topic context
 Posted by BigFiji  in Looking for Extreme Butoden Sprites [Trunks DBZ Base Form] (Started by BigFiji December 18, 2020, 01:19:08 am
 Board: Development Resources

Hello all!

Just as the title reads;

Im looking for for a Sprite Sheet for Base Trunks from DBZ Extreme Butoden.

looked high and low for these specific sprites and have come up short.

If anyone either has these sprites, knows where to find them, or knows someone I could commission to create them, I would be most grateful.
    

Re: Ikemen GO

 August 20, 2020, 01:25:17 am View in topic context
 Posted by BigFiji  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

    

Re: Project: DragonBall Infinite Battle

 July 18, 2020, 01:12:31 am View in topic context
 Posted by BigFiji  in Project: DragonBall Infinite Battle (Started by BigFiji December 02, 2019, 05:56:12 am
 Board: Projects

Not sure about the rules on Bumping in MFG; Please go easy on me if im in the wrong lol.
Bumping due to new update release [Alpha II]
    

Re: Project: DragonBall Infinite Battle

 December 11, 2019, 09:26:13 pm View in topic context
 Posted by BigFiji  in Project: DragonBall Infinite Battle (Started by BigFiji December 02, 2019, 05:56:12 am
 Board: Projects

Yeh yeah but...Story mode not found one Gohan... And i don´t know which select.def that story battle uses...
I think, youre making 0 get work because there is that like game much less memory take and so on... anyway it at bugs or two... if select eng...
And it seens at youre not allowed use these persons ... so...

Not to be rude, because i really do appreciate all feedback; but your not making sense.  I dont know what you mean by "Story mode not one gohan found". There are four Gohans in the game, one of which is playable as of the first release. You have to unlock him (and every character that isn't Goku) by playing through the story mode (Dragon History). (Super Hint: you don't get Gohan Until the Namek Saga.)

Also, this

"I think, youre making 0 get work because there is that like game much less memory take and so on... anyway it at bugs or two... if select eng..."

does not make grammatical sense. If English isn't your first language, i suggest using a translator.

Reference the In game Tips and Tricks Menu if your still having issues, or PM Me with your specific problem.
    

Re: Project: DragonBall Infinite Battle

 December 07, 2019, 06:19:29 pm View in topic context
 Posted by BigFiji  in Project: DragonBall Infinite Battle (Started by BigFiji December 02, 2019, 05:56:12 am
 Board: Projects

Looks interesting.
But I cannot download correctly.
All the files have to be downloaded 1 by 1.

Can you upload it in a rar or zip file ?
Because MEGA want me to instal an App to allow me to DL in a zip.

I'll keep an eye on this.


BTW : someone have actually tested it? is it worth trying?

Preciate' the interest. Have you tried highlighting the files folder and left clicking? That should allow you to download everything at once. If not, i'll be working on a hosting alternative in the coming weeks; its finals season (Last semester of university) so i don't have a lot of time to work on the game rn.

Also, if possible i recommend looking into using the mega downloader . Been using it for 4 years now, one of the best decisions i ever made.


I see more a compilation than a full game
try to have same hit spark for all characters , have same gameplay (mvc , cvs whatever but same gameplay for every character for your project)  same hyper background if you use this 
good luck  dood  ( ^__^)b
It seens at youre go only in that Mugen think without read any  other files:( . That is just for different gameplay :(

Thanks guys! Wasn't expecting feedback so soon, thanks for the constructive responses. From what i'm gathering, character uniformity is a priority (Same hit sparks: noted) , so ill be sure to focus on that during the maintenance month for the next alpha release.  As for game play, some of the characters (I.e Tien, Super Buu) are 6 button characters by origin. To make them truly homogeneous i would have to re write them from scratch to fit the 3 button CobraG6 format, or remove them entirely.  This is certainly a possibility, but would happen much farther down the line. The temporary workaround system for this is explained within the game itself. ( Tips and Tricks Section). I've already tweaked most of the characters to play as uniformly as possible (Same Ki charge Button, removal of transformations, similar button layouts, etc.)
 I could be wrong, but it doesn't seem like you guys spent any real time with the game. Please actually play the game before commenting if possible. If you did play the game, thank you; i'll be working hard  (when i'm not in class lol) to implement the features mentioned to me.
I was, and i am terriple dissapointed... these stories/Sagas are nice idea... but :( ...
Youre be a sure that all PERSONS are found...
I have feelings at bad about at youre not get all...
And this good idea at drop with just one think :( ...



I already have all the characters mentioned in the full roster ready to be implemented/tweaked as necessary. Actually, most of them are in the Chars folder in the first alpha release, just unused. I'm not entirely sure if that's what you concern was, but if so, don't worry, everyone that was promised will be in the game  :thumbsup:

and again, thank you playing, and for the CONSTRUCTIVE criticism.
Game self not found one Gohan at one point at almost end...

Kid Gohan, Teen Gohan [SS2], Adult Gohan and a Forth Unlockable Gohan ( Surprise  :pleased:) are all in the game. Kid Gohan is in Alpha I.

(Hint: You have to unlock the characters by playing the story mode. After unlocking them, they are available for use in Battle Mode.)
    

Re: Project: DragonBall Infinite Battle

 December 04, 2019, 04:25:12 am View in topic context
 Posted by BigFiji  in Project: DragonBall Infinite Battle (Started by BigFiji December 02, 2019, 05:56:12 am
 Board: Projects

I see more a compilation than a full game
try to have same hit spark for all characters , have same gameplay (mvc , cvs whatever but same gameplay for every character for your project)  same hyper background if you use this 
good luck  dood  ( ^__^)b
It seens at youre go only in that Mugen think without read any  other files:( . That is just for different gameplay :(

Thanks guys! Wasn't expecting feedback so soon, thanks for the constructive responses. From what i'm gathering, character uniformity is a priority (Same hit sparks: noted) , so ill be sure to focus on that during the maintenance month for the next alpha release.  As for game play, some of the characters (I.e Tien, Super Buu) are 6 button characters by origin. To make them truly homogeneous i would have to re write them from scratch to fit the 3 button CobraG6 format, or remove them entirely.  This is certainly a possibility, but would happen much farther down the line. The temporary workaround system for this is explained within the game itself. ( Tips and Tricks Section). I've already tweaked most of the characters to play as uniformly as possible (Same Ki charge Button, removal of transformations, similar button layouts, etc.)
 I could be wrong, but it doesn't seem like you guys spent any real time with the game. Please actually play the game before commenting if possible. If you did play the game, thank you; i'll be working hard  (when i'm not in class lol) to implement the features mentioned to me.
I was, and i am terriple dissapointed... these stories/Sagas are nice idea... but :( ...
Youre be a sure that all PERSONS are found...
I have feelings at bad about at youre not get all...
And this good idea at drop with just one think :( ...



I already have all the characters mentioned in the full roster ready to be implemented/tweaked as necessary. Actually, most of them are in the Chars folder in the first alpha release, just unused. I'm not entirely sure if that's what you concern was, but if so, don't worry, everyone that was promised will be in the game  :thumbsup:

and again, thank you for playing, and for the CONSTRUCTIVE criticism.
    

Re: Project: DragonBall Infinite Battle

 December 03, 2019, 03:44:11 am View in topic context
 Posted by BigFiji  in Project: DragonBall Infinite Battle (Started by BigFiji December 02, 2019, 05:56:12 am
 Board: Projects

Thanks guys! Wasn't expecting feedback so soon, thanks for the constructive responses. From what i'm gathering, character uniformity is a priority (Same hit sparks: noted) , so ill be sure to focus on that during the maintenance month for the next alpha release.  As for game play, some of the characters (I.e Tien, Super Buu) are 6 button characters by origin. To make them truly homogeneous i would have to re write them from scratch to fit the 3 button CobraG6 format, or remove them entirely.  This is certainly a possibility, but would happen much farther down the line. The temporary workaround system for this is explained within the game itself. ( Tips and Tricks Section). I've already tweaked most of the characters to play as uniformly as possible (Same Ki charge Button, removal of transformations, similar button layouts, etc.)

 I could be wrong, but it doesn't seem like you guys spent any real time with the game. Please actually play the game before commenting if possible. If you did play the game, thank you; i'll be working hard  (when i'm not in class lol) to implement the features mentioned to me.