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Messages by airforce111

    

Re: Ikemen GO bug reports and know bugs

 February 13, 2021, 10:03:47 PM View in topic context
avatar  Posted by airforce111  in Ikemen GO bug reports and know bugs (Started by Gacel September 09, 2019, 11:26:09 PM
 Board: IKEMEN Releases

The Drawgame have bug in turns mode.
for exemple:
if 3vs3 team turns and p1 first fighter drawgame with p2 last fighter the match over and p1 no win.

yes its a known problem from devs. for me i customized it, go to start lua, look for "--rounds to win", and there is this section, i edited to be like this:

Code:
	for side = 1, 2 do
if t_rounds[side] ~= nil then
setMatchWins(side, t_rounds[side])
setMatchMaxDrawGames(side, t_rounds[side])
else
if side == 2 and main.charparam.rounds and start.f_getCharData(start.p[2].t_selected[1].ref).rounds ~= nil then --round num assigned as character param
setMatchWins(side, start.f_getCharData(start.p[2].t_selected[1].ref).rounds)
elseif start.p[1].teamMode == 3 and start.p[2].teamMode == 0 then --default rounds num (Tag)
setMatchWins(side, main.matchWins.single[side])
elseif start.p[1].teamMode == 3 and start.p[2].teamMode == 1 then --default rounds num (Tag)
setMatchWins(side, main.matchWins.tag[side])
elseif start.p[1].teamMode == 3 and start.p[2].teamMode == 3 then --default rounds num (Tag)
setMatchWins(side, main.matchWins.tag[side])
elseif start.p[2].teamMode == 3 and start.p[1].teamMode == 0 then --default rounds num (Tag)
setMatchWins(side, main.matchWins.single[side])
elseif start.p[2].teamMode == 3 and start.p[1].teamMode == 1 then --default rounds num (Tag)
setMatchWins(side, main.matchWins.tag[side])
elseif start.p[1].teamMode == 1 and start.p[2].teamMode == 1 then --default rounds num (Tag)
setMatchWins(side, main.matchWins.tag[side])
elseif start.p[1].teamMode == 0 and start.p[2].teamMode == 1 then --default rounds num (Tag)
setMatchWins(side, main.matchWins.single[side])
elseif start.p[2].teamMode == 0 and start.p[1].teamMode == 1 then --default rounds num (Tag)
setMatchWins(side, main.matchWins.single[side])
elseif start.p[1].teamMode == 0 and start.p[2].teamMode == 0 then --default rounds num (Tag)
setMatchWins(side, main.matchWins.single[side])
--elseif start.p[side].teamMode == 1 then --default rounds num (Simul)
--setMatchWins(side, main.matchWins.simul[side])
--elseif start.p[side].teamMode == 3 then --default rounds num (Tag)
--setMatchWins(side, main.matchWins.tag[side])
else --default rounds num (Single)
setMatchWins(side, main.matchWins.single[side])
end
setMatchMaxDrawGames(side, main.matchWins.draw[side])
end
end

Feel free to customize how you like. for me this fixs the issue
    

Re: time% wont work unless it equals 0?

 January 27, 2021, 08:38:27 AM View in topic context
avatar  Posted by airforce111  in time% wont work unless it equals 0? (Started by supercain January 26, 2021, 05:33:59 PM
 Board: M.U.G.E.N Development Help

agree, saying "That's because you don't know mathematics" is unecessary, literally the rest of the comment besides that would've done fine.
    

Re: Special move issue

 January 27, 2021, 06:10:48 AM View in topic context
avatar  Posted by airforce111  in Special move issue (Started by mugenfan89 January 25, 2021, 04:48:20 PM
 Board: M.U.G.E.N Development Help

cant you literally just delete all the y values from the velsets? i mean that should do it

edit:cya beat me to it
    

Re: throw : checking P1's anim in gethit throw state.

 January 20, 2021, 10:13:47 PM View in topic context
avatar  Posted by airforce111  in throw : checking P1's anim in gethit throw state. (Started by Nedflandeurse January 20, 2021, 06:45:58 PM
 Board: M.U.G.E.N Development Help

if your game is just 1 on 1 and not simul or tag team, just trigger "enemy,anim=1581" then changeanim2=1585 trigger the change

if you are playing a simul or tag game, it takes a bit more. using "enemy," in teams will mess things up because it counts btoh, so instead you use gethitvar to grab the ID from the player doing it, and pass it into a playerID(gethitvar(whateverparameter)),anim = 1581, then changeanim2=1585.

The most unused paremeter would probably be:
fall.envshake.freq =
fall.envshake.ampl =
fall.envshake.phase =

If using one of those, do not put a time paremeter. Set any of those in P1's grab hitdef equal to ID, for example, fall.envshake.freq = ID. This way when p2 reads the gethitvar(fall.envshake.freq), it'll read the ID number of hte player, that you can then pass on to PlayerID(gethitvar(fall.envshake.freq)),anim = etc etc
    

Re: Attack Clash System

 January 19, 2021, 07:06:14 PM View in topic context
avatar  Posted by airforce111  in Attack Clash System (Started by arara123qwe December 30, 2020, 02:10:56 PM
 Board: M.U.G.E.N Development Help

can't you just do "if in 'this attack state', and gethitvar(hitcount) > 0 and movecontact, then nothitby any attack" and just spawn a super armor helper that calculates dmage done and make helper subtract that amount from root player? then they wont be in a get hit state but still damaged and continue the attack.

edit: i dont get it, doesnt the video youposted explain how to do that?
    

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

 January 17, 2021, 05:53:12 AM View in topic context
avatar  Posted by airforce111  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+

is it just me, or is Fighter Factory Studio crashing when i try to import Animations from another project?

nah this sounds typical, ever since any early version of studio. idk, cant bring myself to full come on board with studio, its still super buggy and crashes on random things. also, fightfx editing for some reason has been made worse than its ff3 counterpart. I mean studio needs a MAJOR bug fix and overhaul.
    

Re: How To Make Projectiles That Stay On The Ground?

 January 15, 2021, 08:26:15 PM View in topic context
avatar  Posted by airforce111  in How To Make Projectiles That Stay On The Ground?  (Started by Ki$@1st456v January 13, 2021, 06:15:05 PM
 Board: M.U.G.E.N Configuration Help

offset y value in projectile sctril should be: -pos y or ceil(-pos y)
    

Re: Jin Kazama, Makoto Yuki, and Nova MvC Style

 January 13, 2021, 05:25:46 AM View in topic context
avatar  Posted by airforce111  in Jin Kazama, Makoto Yuki, and Nova MvC Style (Started by EveryonesKouhai December 29, 2020, 09:08:36 PM
 Board: Your Releases, 1.0+

very generous, its hard to release comissions for free. i never do since i pay so much, respect.
    

Re: Ikemen GO

 January 13, 2021, 02:50:10 AM View in topic context
avatar  Posted by airforce111  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

i literally dont think there was a reason lmao, because they ended up saying they will bring it back after that happened. im not sure when though since k4thos is taking a break now.
    

Re: Anyones PM's not sending right now?

 January 10, 2021, 08:41:30 PM View in topic context
avatar  Posted by airforce111  in Anyones PM's not sending right now? (Started by airforce111 January 07, 2021, 09:06:25 PM
 Board: Feedback

    

Re: add004basic

 January 10, 2021, 08:09:29 PM View in topic context
avatar  Posted by airforce111  in add004basic (Started by Shiyo Kakuge June 18, 2014, 05:46:41 PM
 Board: Your Releases, 1.0+

its mete122 must have been a mistake
edit: is your inbox full?? that might eb the problem.

yeah it doesnt show up in my list either, its really weird, i only get to send to burningsoul but i can no longer send you PM's or even start a new conversation. i had talked to the mods. Someone else was experiencing hte same thing.
    

Re: Anyones PM's not sending right now?

 January 09, 2021, 09:44:29 PM View in topic context
avatar  Posted by airforce111  in Anyones PM's not sending right now? (Started by airforce111 January 07, 2021, 09:06:25 PM
 Board: Feedback

Yeah its weird, im trying to send a pm to a user BurningSoul, but then in my notifications it shows up as user mete123 or something, and then when i type that mete name into the "To:" box, there is no such thing. So I look for burningsoul and it appears. I send, and then it just redirects me to my message page with the recepient line blank again and nothing sends. To be clear, I was able to send to another new user yesterday....so it must be some specific case that its not working. I have no clue
    

Re: add004basic

 January 09, 2021, 09:41:33 PM View in topic context
avatar  Posted by airforce111  in add004basic (Started by Shiyo Kakuge June 18, 2014, 05:46:41 PM
 Board: Your Releases, 1.0+

https://streamable.com/wdjxpz
So I managed to adapt the tag cancel thats been written down here a page ago from airforce111,to the mugen version and it works fine,just wanted to share,probably gonna share it soon

im having trouble sending you PM's, it says you are mete123 but it doesnt appear in the list so i sent to BurningSoul but everytime I send it fails. also that error message you sent, that is really weird because timeleft is what it was called in the old version, did I accidently send the wrong files? In anycase, I have updated and made a few tweaks since then but have not been able to send pm's to you for some reason. please try this:

https://drive.google.com/file/d/1cDHE6JHCGLpR_Ekb1rnxfa3rwNWsPEfl/view

It's an entire example prebuilt. I am on ikemen 0.96. Im not sure what happened before
    

Anyones PM's not sending right now?

 January 07, 2021, 09:06:25 PM View in topic context
avatar  Posted by airforce111  in Anyones PM's not sending right now? (Started by airforce111 January 07, 2021, 09:06:25 PM
 Board: Feedback

Im on chrome and also tried edge, when I try to send a new PM, it just redirects me back to my message, smetimes it resets the "to:" field of the recpieent....anyone else have this issue? Cant send anything
    

Re: add004basic

 December 31, 2020, 11:34:16 AM View in topic context
avatar  Posted by airforce111  in add004basic (Started by Shiyo Kakuge June 18, 2014, 05:46:41 PM
 Board: Your Releases, 1.0+

NOTE: I'm using the Ikemen go version of add004, on 0.96, these might be ikemen specific but if you experience this behavior on mugen, this may help. you will have to translate it to mugen cns if you’re on the mugen version

To download a prebuilt file with example characters, use this link: https://drive.google.com/file/d/1cDHE6JHCGLpR_Ekb1rnxfa3rwNWsPEfl/view?usp=sharing

Ok so after 8 months of using add004 for ikemen and understanding the ins and outs, the current vanilla version has quite a few flaws, and hopefully my post will assist users in optimizing it for better usage. I've now basically modified it enough on my end where it responds way better and reacts as it should. If you're big into fighters like me then one of the most important things is responsiveness and timing. By default, the timing of when you can do actions (like tag in or tag out) is not that great, and tag cancel actions don't respond well at all depending on the move. Below I’ll go through some fixes that solves all this:

One has to do with the amount of time you go from state 190190 (exiting state) to state 190192(standby). The problem is, the interval (amount of time) in the main loop you can call for a character switch is shorter than your actual going to standby state. So, what happens (as I still see in some peoples’ videos and games) is if you switch and spam the switch button quick enough, your exiting partner won’t have enough time to exit and it'll force whoever is coming up to come in and "land" at the edge of the screen instead of where your partner's position was supposed to be. The run/jump out cycle is way too slow in conjunction with the tag in/out interval. So, in state 190190, to your liking, in "#;sys::partner_run-vel2" change the vel x to something higher, for me I put 12.6. But take note, you'll have to calculate everything else then and time it perfectly, these are the numbers I use. They all must be perfectly timed well.

Another problem is when the round starts, there is a small bug where if player 2 is near the edge of the side your p1 partners exited during the first seconds of the game, they will automatically turn to that edge randomly for a quick second. This is because in "#;sys::player_pos_y_outscreen1" in state 190190, your partner's presence suddenly triggers p2 to turn since they are near that position again for a few frames. This only happens at the start of a round since it SETS your partners to pos y of 0, triggering the sudden enemy p2 turn to the edge. to fix this I put "if TimeElapsed > 200" before it which avoids this all together. In Mugen you can just spawn an invisible explod for 200 or so frames and trigger it when numexplod(whatever number) equals zero.

Another problem is once you adjust the timing, it messes a bit with how player 2's ability to tag or call for an assist is in the beginning. What happens is p2 gets to call for an assist or switch in the beginning of the round quicker, to fix this I also put the same timeelapsed >200 trigger in the beginning of the #;sys::partner_goto-standby1 section, since this only happens as the round starts. Still in that section, the time it takes to go to state 190191 is 1 second, I changed mine to half a second. Instead of time?59, I put time >29.

In the section  #;sys::partner_goto-standby2 #;;<<- (158F) interval / charge-time ; I also changed "time >= 158" to "time>=29". a HUGE change, this is because the default interval when you can switch in and out or call an assist is so short, we're adjusting it accordingly so it doesn’t bug out and make your partner land on the edge of the screen (if switched quick enough).

And finally, the biggest part I changed, is how var changes happen. Making the player have to set var(48) to 11 BEFORE doing a tag cancel is counterproductive. I just separated them. There are a lot of problems with assist interval counter resetting even if it didn’t execute. Now they look like as follows:

Code:
ignorehitpause if var(48)=11 { mapset{map:"i_Assist_Interval"; value: 100} mapset{map:"time"; value: 1} }
ignorehitpause if var(48)=21 { mapset{map:"i_Assist_Interval"; value: 100} mapset{map:"cancelexit";value:1}} #ORIGINALLY 30
ignorehitpause if var(48)=12 { mapset{map:"i_Assist_Interval"; value: 120} }

if you are using my custom hyper cancel/tag code, just adjust accordingly and literally make it like the chunk of tag cancel code, but instead tirrger it when stateno = [3000,4000].

Notice how I adjusted the interval as well; this is because we’ve adjusted timing and also, I find this delay in timing personally for me works best. anywhere from 80 and above work better. Feel free to adjust lower but you WILL run into switching to the wrong character issues if switching too fast or characters ending on the edge of the screen. I have all the varsets all separate, it’s easier to keep track this way. instead of just var48 trigger and var48=12.

Again, we want the timer to run correctly and make sure that timer resets correctly if partner exits so you don't get sometimes buggy switches (which happens by default, not often, but sometimes). That’s why I have another mapset I put when var48 is set to 11 and 21. Then I added the below:

Code:
ignorehitpause if map(i_Assist_Interval)=0 { mapset{map:"time"; value: 0} }
ignorehitpause if map(time)=1 &&
(playerid(var(15)),target,incustomstate=1 ||
playerid(var(15)),target,gethitvar(isBound)=1 ||
playerid(var(15)),hitdefattr = SCA, NT ) {
mapset{map:"i_Assist_Interval"; value: 0} }

Personally, for me, if you are grappling, I don't want to just switch while they are in a grapple move, so this prevents a grapple to cancel out of.


and then it proceeds to start the next if statement. Please feel free to remove any playerid(var(15)),numtarget triggers there, because in my case I wanted characters to be able to tag cancel if they hit someone with a projectile. Move contact does not count projectiles. Numtarget is buggy if not properly managed (I haven’t posted the code here since it might be too much). Anyway......

This should prevent both those things from happening. What ends up happening is it won’t reset the interval back to 120 (at least in my case the number I set to) again. Assisting in and out should be way smoother now.

Then I made changes to the triggers of how the varsets are made because we want to separate a tagout and a tag cancel, we don’t want to have to set var48 to 11 before canceling to set 12, this just brings a slew of bugs. So I modified it to this (in #;>>sys::tag_mode_cmd_change):

Code:
#;; change [v48=11] ; 交替
#;>>sys::tag_mode_cmd_change
ignorehitpause if map(i_Assist_Interval)=0 && map(supertimer)=0 &&
roundstate=2 && numpartner && var(22)=4 && !var(48) && map(i_Assist_Interval)=0 && map(supertimer)=0 &&
(playerid(var(15)),statetype != A && (playerid(var(15)),stateno!=[45,51] || playerid(var(15)),movecontact != 0)) &&
(playerid(var(15)),movetype = I && playerid(var(15)),ctrl = 1 && playerid(var(15)),statetype != A && playerid(var(15)),movetype != A && playerid(var(15)),movetype != H ){
ignorehitpause if var(15)!=var(49) && playeridexist(var(49)) {
ignorehitpause if (playerid(var(49)),stateno=190192) && (playeridexist(var(15))) && (playerid(var(15)),stateno!=[2999,3999]) { #; if in hyper cancel, ignore p1 idle status if P3 so P3 can hyper cancel
##;;--- player-controlled ;; 操作交替
ignorehitpause if ((root,command="shift_fwd") || (root,command="shift_back")) {
ignorehitpause if var(51)<1 && var(28)>200 && (var(7)&1024) {
var(48):=11;
}}
##;;--- ai
if var(51)>0 && var(28)>200 && (var(7)&1024) {
if playerid(var(15)),sysfvar(4)<1 && (random%50=0) && playerid(var(15)),life<playerid(var(49)),life {
var(48):=11;
}}
##;;--- forced change (not-alive, stand-by) ;; 強制交替(終止、待機中)
if playeridexist(var(15)) {
if (playerid(var(15)),alive=0 && playerid(var(15)),stateno=5150) || (playerid(var(15)),stateno=[190191,190192]) {
var(48):=11;
}}
}}}

and for var48=21 (tag cancel), important note, you must add the AI code from var48=11 to this now since they are seperate and so cpu can use these functions :

Code:
#;; "Switch-Canceling"
ignorehitpause if map(i_Assist_Interval)=0 && map(supertimer)=0 && var(15)!=var(49) && playeridexist(var(49)) {
ignorehitpause if playerid(var(49)),stateno=190192 && power>=500 {
ignorehitpause if playerid(var(15)),sysfvar(4)<1 && playerid(var(15)),alive && playerid(var(15)),stateno!=[2999,3999] {
ignorehitpause if playerid(var(15)),movetype=A && playerid(var(15)),gethitvar(isbound)=0 &&
  ((playerid(var(15)),movecontact && playerid(var(15)),target,movetype=H) ||
  (playerid(var(15)),movecontact) ||
  (playerid(var(15)),numtarget>0 && playerid(var(15)),target,incustomstate=0 && playerid(var(15)),Target,StateNo != [5110,5955] && playerid(var(15)),target,movetype=H)) {
ignorehitpause if ((root,name!="BAGAN" && ((root,command="shift_fwd") || (root,command="shift_back"))) && var(51)<1 && var(28)>200 && (var(7)&1024)) ||
   (var(51)>0 && var(28)>200 && (var(7)&1024) && playerid(var(15)),sysfvar(4)<1 && (random%50=0) && playerid(var(15)),life<playerid(var(49)),life ) {
   var(48):=21;
}}}}}

Please modify to how you create your system, for example switch cancelling does not cancel on states 2999->3999 in the trigger because i have a custom hyper cancel tag I use for those statenumbers, so please look at the code and adjust accordingly before simply copy pasting.

Now this is optional, this is to FORCE cancelling partner to exit after you initiate a tag cancel, by default you may be able to do a movecontact combo with the character that is supposed to exit until they are no longer in an attack state, I prefer they exit after a cancel initiates since this messes up timing and 99% of fighting games behavior is like this, in main loop 90900 in a4b_main, I put:

Code:
ignorehitpause if map(cancelexit) > 0 { mapset{map:"cancelexit"; value: map(cancelexit) + 1} }

We already set up the map cancelexit in the above when var(48)=21. So now that it is 1, it will continue increasing by 1 each frame, we want this so in statedef -4 we can trigger a force exit with this code (put in statedef -4 to ignore superpauses):

Code:
ignorehitpause if playerid(floor(sysfvar(0))),map(cancelexit) > 5 && (stateno != [190190,190196] || prevstateno!= [190195,190196]) && movetype = A && pos y >= 0{
changestate{value:190190}
mapset{map:"cancelexit"; value: 0; RedirectID:floor(sysfvar(0))}
}

ignorehitpause if playerid(floor(sysfvar(0))),map(cancelexit) > 5 && (stateno != [190190,190196] || prevstateno!= [190195,190196]) && movetype = A && pos y < 0{
changestate{value:50;ctrl:0}
velset{x:0;}
mapset{map:"cancelexit"; value: 0; RedirectID:floor(sysfvar(0))}
}

Ok that's good, but now we must set it up so it doesnt bug out any other characters to exit, so in state 190190 && for good measure also in 190191 in a4b_tag we put:

Code:
mapset{map:"cancelexit"; value: 0; RedirectID:floor(sysfvar(0))}
We redirect the mapset to the helper90900 and set it to 0 whenit confirms the person is exiting

Then in statedef 190195 we put:
Code:
ignorehitpause if playerid(floor(sysfvar(0))),map(cancelexit) > 0 { mapset{map:"cancelexit"; value: 0; RedirectID:floor(sysfvar(0))}  }

Just so before landing in as the main character, teh cancelexit is still not running and accidently sends the character exiting.

And in statedef 190193, replace the code sections referenced below with mine here. The default does not calculate the main player's postition right in some cases which ends up making them land on the edge of the screen. This should fix that bug:

Code:
#;sys::partner-out-set2
if sysvar(0)>0 && playeridexist(sysvar(0)) {

if facing!=playerid(sysvar(0)),facing { turn{} }
posset{
x: (playerid(sysvar(0)),pos x) - ( playerid(sysvar(0)),backedgebodydist +const240p(90) )*facing;
y:-const240p(180) }

#;sys::partner-landing-pos2
if !time && !ishelper && roundstate=2 && sysfvar(4)=0 && !numhelper(909606) && sysfvar(0)>0 && playeridexist(floor(sysfvar(0))) {
if (playerid(floor(sysfvar(0))),var(0)=90900) && !(playerid(floor(sysfvar(0))),var(7)&65536) {
helper{
pos:(playerid(floor(sysfvar(0))),pos x-pos x)*facing, (playerid(floor(sysfvar(0))),pos y-pos y);
id:909606; stateno:190202 }
}}

#;sys::partner-out-vel2
velset{x:abs(pos x-playerid(floor(sysfvar(0))),pos x)*0.05; y:abs(pos y)*0.05 }
#;sys::partner-out-vel3
if (roundstate>2) {
velset{x:abs(pos x-playerid(sysvar(0)),pos x +const240p(28)*(id-sysvar(0))*facing )*0.035;
y:abs(pos y)*0.035 }
}

}

Then to prevent some weird things from happening like characters activating a switch but not actually switching (super rare), I added this when var(48) is set to 11 in state 90900:

Code:
ignorehitpause if var(48)=11 { mapset{map:"i_Assist_Interval"; value: 100} mapset{map:"time"; value: 1} mapset{map:"unsettimer"; value: 1}}

Below I also added to check if it stays stuck and no characters actually switched in, to set it back to 0:
Code:
ignorehitpause if map(i_Assist_Interval)=100 && map(time)=1 && map(unsettimer) > 2 && playerid(var(15)),stateno!=[190193,190195] { mapset{map:"i_Assist_Interval"; value: 0} mapset{map:"time"; value: 0}}

Now we remove the current #;sys::partner-landing-pos2 and replace with these two:

Code:
		#;sys::partner-landing-pos2
if timeelapsed <= 235 && !time && !ishelper && roundstate=2 && sysfvar(4)=0 && !numhelper(909606) && sysfvar(0)>0 && playeridexist(floor(sysfvar(0))) {
if (playerid(floor(sysfvar(0))),var(0)=90900) && !(playerid(floor(sysfvar(0))),var(7)&65536) {
helper{
pos:(playerid(floor(sysfvar(0))),pos x-pos x)*facing, 50+(playerid(floor(sysfvar(0))),pos y-pos y);
id:909606; stateno:190202 }
}}

#;sys::partner-landing-pos2
if timeelapsed > 235 && !time && !ishelper && roundstate=2 && sysfvar(4)=0 && !numhelper(909606) && sysfvar(0)>0 && playeridexist(floor(sysfvar(0))) {
if (playerid(floor(sysfvar(0))),var(0)=90900) && !(playerid(floor(sysfvar(0))),var(7)&65536) {
helper{
pos:(playerid(floor(sysfvar(0))),pos x-pos x)*facing, floor(playerid(sysvar(0)),pos y-pos y);
id:909606; stateno:190202 }
}}


Also its good practice to make sure noturntarget is asserted if the character you are sending out is not the main character, this is because enemies will still try to automatically turn to your standby characters if called out and are close enough, but this ruins the mechanics. This is NOT behavior in tagteam fighting games, main fighters should not be turning to standby fighters who are called in for assisting.

The combo counter system in add004 is also innacurate, compare it with the actual fight.def counter on and you'll see add004 drops some hits sometimes. I'd disable it all together and just enable native combo count system on ikemen/mugen.

Mini rant here, I personally think a lot of stuff here is over-engineered and complex for no reason (for example the explod system for messages). I don't understand the point of making every single thing a variable and writing confusing code no one can really read. I mean cmon, what is this:

Code:
var(14):= var(15)+1+(time%numpartner) -(var(15)-sysvar(0)+1+(time%numpartner)>numpartner)*(numpartner+1);
pos:var(3)*(teamside=2)+floor(5*fvar(0))*ifelse(teamside=1,1,-1) , floor((50+(var(47)%100)*8)*fvar(0));

What are we even trying to do here? Imo, some good examples of easy and clean code to read concerning tag systems are unotag and ikemen's tag system that gacel and k4thos created. I think add004 is waaaay to over complicated for no good reason, it could benefit from some refactoring. For example, why are there 2 standby states? having 2 kind of bugs everything out on default and making it be able to enter as a main player in state190191 doesn't make sense if theres 1 more standby state you have to go thorugh, why not just 1 standby state at that point then? I digress.


I think that’s pretty much the basics but this should make things way smoother and more responsive. Works way better for me this way. Again, unsure of how the mugen version is, but at least in Ikemen it was this way until I did all these modifications.


    

Re: "Can't Save SFF Without Palettes" Error, Even With Palettes Applied

 December 10, 2020, 07:07:09 AM View in topic context
avatar  Posted by airforce111  in "Can't Save SFF Without Palettes" Error, Even With Palettes Applied (Started by no1wammy December 07, 2020, 05:29:45 AM
 Board: M.U.G.E.N Development Help

sounds normal to me, ive gotten this so many damn times I literally dont remember how i manage to fix it each time. even now ive forgotten. Im pretty good with mugen but pallettes are literally the fricken worst to deal with when things go wrong. Ive had to rebuild a character because of lost pallettes before. That alpha channel thing youre talking about, ive had that happen to me several times. reload the character and fricken fighter factory or whatever decides to swap the channels and mess with it every goddamn time. All I remember doing is, save png in photoshop indexed with transparency, and then try to load that pal, if not load pal from a full png sheet.

ive done this so many times but i try so many things to fix it that ive forgotten what exactly i did to fix it. Pallettes are the buggiest and the worst in ff, especially if youre modifying pre-existing.
    

Re: Custom Tag System coding???

 December 07, 2020, 03:16:53 AM View in topic context
avatar  Posted by airforce111  in Custom Tag System coding??? (Started by CyraxXXi December 06, 2020, 11:29:18 PM
 Board: M.U.G.E.N Development Help

add004 has no super moves as default and you could just disable assists too.
    

Re: Ikemen GO

 November 11, 2020, 04:54:59 AM View in topic context
avatar  Posted by airforce111  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

you should join ikemen discord link above, then go to dev section
    

Re: how to delete afterimage on landing.

 November 08, 2020, 06:46:49 PM View in topic context
avatar  Posted by airforce111  in how to delete afterimage on landing. (Started by Nedflandeurse November 07, 2020, 12:32:08 PM
 Board: M.U.G.E.N Development Help

wouldnt afterimagetime sctrl do that? or alternatively if you just trigger an afterimage every few frames instead of time = 0, do time%(whatever #)=0 and adjust timegap and length, time, framegap accordingly?
    

Re: Show 2 explods in sequence without gaps

 November 05, 2020, 08:27:04 PM View in topic context
avatar  Posted by airforce111  in Show 2 explods in sequence without gaps (Started by supercain October 29, 2020, 04:35:33 AM
 Board: M.U.G.E.N Development Help