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PotS

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Messages by PotS

    

Re: Chris by MDK problem in IKEMEN

 June 06, 2024, 07:25:30 pm View in topic context
 Posted by PotS  in Chris by MDK problem in IKEMEN (Started by terrence June 06, 2024, 06:45:20 pm
 Board: Ikemen General Discussion and Help

A lot of text editors do that. Even the basic Notepad. I use Notepad++.
    

Re: Chris by MDK problem in IKEMEN

 June 06, 2024, 07:09:18 pm View in topic context
 Posted by PotS  in Chris by MDK problem in IKEMEN (Started by terrence June 06, 2024, 06:45:20 pm
 Board: Ikemen General Discussion and Help

The crash message means the error is in file MC'Chris_O.CNS at or around line 2179.

In the version I got it's actually line 2157, which is this block of code:

Code:
[State 3001,1]
type = varset
trigger1 = ( && Var(50) = 4time = 0 || animelem = 7)
var(15) = 0

Which is completely broken. I'm suprised Mugen doesn't crash. The trigger1 line is probably meant to be:

Code:
trigger1 = Var(50) = 4 && (time = 0 || animelem = 7)
    

Re: Ikemen Go Character Updates

 June 06, 2024, 09:51:48 am View in topic context
 Posted by PotS  in Ikemen Go Character Updates (Started by PotS June 12, 2022, 12:44:04 pm
 Board: IKEMEN Releases

Excellent, I was trying out some of your chars. I see that now they mark hard knockout, however I would like to know if there is a way for that message to be marked as a life bar tag, just like combos, perfect, change, danger, etc., since I see that it affects some bars like climax sacrifice.
They are lifebar messages. You can either use graphical tags like what counter hits and such do, or plain text for other messages.

To be honest I only tested that feature in Ikemen lifebars. I'm not sure if a Mugen lifebar placed in Ikemen will support them by default. I suppose not. But if Climax Sacrifice doesn't support them it was probably an oversight, which you should let the author know about.

Another thing I see in the system is the fact of unbalanced games, that is, if you decide to play a vs in single mode against any ratio mode, they always have an advantage in the combinations: single is like a ratio 2 (normal) and any combination of the other mode always adds up to 4, double the advantage, by default the single mode should be ratio 4 (only in this condition, not a normal single vs). and so on for all possible combinations of the modes in vs. single, simul, tag, ratio and above all turns.
This is the Ikemen system rather than my characters. If you want Ratio 4 you will specifically have to pick a ratio mode team. I think it makes sense. Single is very different from ratio because you have to lose 2 rounds, so it shouldn't follow ratio logic.
    

Re: (OWO) Annie Raleased

 June 02, 2024, 07:10:53 pm View in topic context
 Posted by PotS  in (OWO) Annie Raleased (Started by OWO August 01, 2023, 08:09:58 am
 Board: Your Releases, 1.0+

You could probably make a new thread for the char. Or edit this one's title.
    

Re: MASTERTKOF 3D RIP. Comissions and Free chars

 June 02, 2024, 06:48:19 pm View in topic context
 Posted by PotS  in MASTERTKOF 3D RIP. Comissions and Free chars (Started by Mastertkof October 24, 2021, 08:22:25 pm
 Board: Sprite Projects

It's good that you made the second set more PG-13. They look amazing as usual.
    

Rainbow Edition Module

 June 02, 2024, 06:31:17 pm View in topic context
 Posted by PotS  in Rainbow Edition Module (Started by PotS June 02, 2024, 06:31:17 pm
 Board: IKEMEN Releases

Made this little module to fool around with Ikemen's features and to have a laugh. It makes every character in your roster play like the SF2 Rainbow Edition hacks.

Preview:
https://streamable.com/fz45nu

Installation instructions available in the readme as usual.

DOWNLOAD

Only works in the Nightly builds as of this date.
    

Re: Active Tag system

 June 02, 2024, 05:52:20 pm View in topic context
 Posted by PotS  in Active Tag system (Started by PotS December 02, 2022, 03:54:21 pm
 Board: IKEMEN Releases

Sorry. I forgot to reply, but I'm not sure how to help either way. The tag code should not be weighing down Ikemen, especially if you have it up-to-date. Do you also get slowdown in 4v4 Simul?

Updated the code today:
Quote
- The camera is now forced to ignore characters in standby as well as their helpers. Improves compatibility
- Added a few more config options
- Added support for flying characters (see F.A.Q.)
    

Re: Universal Dash Cancel System

 June 02, 2024, 05:37:20 pm View in topic context
 Posted by PotS  in Universal Dash Cancel System (Started by PotS May 11, 2024, 09:34:18 am
 Board: IKEMEN Releases

Thanks guys.

Updated the file with some requested config options.
    

Re: Dramatic Zoom Add-on (Tekken style)

 June 02, 2024, 05:30:13 pm View in topic context
 Posted by PotS  in Dramatic Zoom Add-on (Tekken style) (Started by PotS April 28, 2024, 10:11:12 am
 Board: IKEMEN Releases

Another update. Added a smoothing effect during the slow motion.
    

Re: [Pseudo-tutorial] How to create something for Ikemen GO

 May 22, 2024, 06:45:22 pm View in topic context
 Posted by PotS  in [Pseudo-tutorial] How to create something for Ikemen GO (Started by PotS May 11, 2024, 06:26:07 pm
 Board: Ikemen General Discussion and Help

I'm glad it's helpful. :) To clarify, though, you can also use maps with CNS. Everything to do with triggers and state controllers is the same between both languages. It's language things like loops and local variables that are exclusive to ZSS.
    

Re: Vogel W.I.P Stages

 May 22, 2024, 06:41:32 pm View in topic context
 Posted by PotS  in Vogel W.I.P Stages (Started by Vogel January 25, 2024, 08:46:35 pm
 Board: Projects

That might be the most impressive case of "fake 3D" I've seen. Nice work.
    

Re: Why SF2 Ryu Ken by Fido is hard to perform Shoryuken?

 May 20, 2024, 08:26:51 pm View in topic context
 Posted by PotS  in Why SF2 Ryu Ken by Fido is hard to perform Shoryuken?  (Started by Xzest May 20, 2024, 02:11:00 pm
 Board: M.U.G.E.N Development Help

You may need to change the order of those code blocks. The Shoryukens should be above the Hadoukens.
    

Re: SFV Kage by Mr. I and Violin Ken

 May 16, 2024, 11:44:27 am View in topic context
 Posted by PotS  in SFV Kage by Mr. I and Violin Ken (Started by Violin Ken May 12, 2024, 06:44:29 pm
 Board: Your Releases, 1.0+

Ikemen used to have a bug in how combos were tracked when a move hit in the last possible frame. I don't recall if it was fixed before or after version 0.99. But the fact the combo goes up but you can block shows that it's the engine's fault. Once again, try the nightly build.
    

Re: Help with Short Hop input strictness

 May 16, 2024, 11:38:30 am View in topic context
 Posted by PotS  in Help with Short Hop input strictness (Started by ConceitoMover May 16, 2024, 10:06:12 am
 Board: M.U.G.E.N Development Help

You need to adjust the duration of animation 40. Typically you want around 5 frames.
    

Re: SFV Kage by Mr. I and Violin Ken

 May 15, 2024, 05:51:57 pm View in topic context
 Posted by PotS  in SFV Kage by Mr. I and Violin Ken (Started by Violin Ken May 12, 2024, 06:44:29 pm
 Board: Your Releases, 1.0+

The command issues are Ikemen's fault rather than the char's. They should be fixed in the nightly build.

He keeps talking if you cancel the taunt.
    

Re: Buy a Banananananananananana

 May 12, 2024, 07:47:16 pm View in topic context
 Posted by PotS  in Buy a Banananananananananana (Started by lipidking May 10, 2024, 12:22:00 am
 Board: Your Releases, 1.0+

Yeah that floor perspective is asking for it. You pretty much just need to turn it into a rectangle and tile it. Check my training grid stages if you want.
    

[Pseudo-tutorial] How to create something for Ikemen GO

 May 11, 2024, 06:26:07 pm View in topic context
 Posted by PotS  in [Pseudo-tutorial] How to create something for Ikemen GO (Started by PotS May 11, 2024, 06:26:07 pm
 Board: Ikemen General Discussion and Help

This will be a short post, but I haven’t seen anything like it yet and I think the community needs it. New people are a bit left in the dark on this simple question.


WHY IKEMEN GO INSTEAD OF MUGEN?

There is nothing wrong with making something for Mugen. It is widely popular and as of this date still has more players than Ikemen GO. So why even bother with Ikemen GO?

One good reason why you would want to create something for it instead of Mugen is if you are making an original game which you want to sell. The Mugen engine cannot be sold with your game, whereas Ikemen GO can.

As for other reasons, they could go on forever. Maybe, like me, you already tried Mugen and just want to try something new, with more features. Or you hit a roadblock in your project after finding out that Mugen lacks a certain feature that Ikemen GO actually has.


WHERE TO START?

Ikemen GO is a new engine made from the ground up, but it was designed to succeed Mugen and with backward compatibility in mind. For that reason, the first things you should search for if you want to create something for Ikemen GO are in fact Mugen tutorials.

I’m not sure which are the best these days and would rather not post some random ones without knowing they're good, so I can’t help much in this regard (anyone feel free to post some recommendations below if you want), but you will see that there is no shortage of them. You can find written or video tutorials for anything you're trying to make. This forum in particular is loaded with written Mugen tutorials.

So, to get started, you can create things for Ikemen GO the same way as if you were making them for Mugen, for the most part, and they will work just fine.

The acts of assembling SFF, SND or AIR files, making palettes or even coding are all the same. It is only when you start exploring the new features that things get different (for the better).

In this phase I would actually recommend modifying existing content before trying to make something new. Make a character overpowered with neon palettes or something, just to get the hang of things.


THEN WHAT?

When you have the basics down you can start exploring the new features Ikemen GO has over Mugen. You can find all of them right here:

Ikemen GO Wiki

In addition to this forum, you can also ask questions and find help here:

Ikemen Discord

Now, there are at least a couple of character features worth knowing right from the beginning because they will make your life easier: Maps and RedirectID.

Mugen gives each character 100-ish (without going into detail) variables you can use for your programming needs. They are numbered, so you have to keep a list (be it written or mental) of what each number does. Maps, however, are essentially unlimited variables that you can name whatever you want. This simple fact alone can make coding easier because you no longer need to keep track of what var(15) is, because now you can simply write map(juggle_points).

RedirectID is another blessing. It allows running code from your character in any other character. If you wanted the enemy to be sent flying for example you'd do this:

Code:
[State Fly Away Now]
redirectID = enemy, ID; this is the important part
type = posadd
trigger1 = command = “holdup”
y = -10

Or the same thing in ZSS:

Code:
if command = “holdup” {
    posAdd{y: -10; redirectID: enemy, ID}
}

That's just the tip of the iceberg. And speaking of ZSS...


CODING LANGUAGES

If it is a character you are trying to make, you will quickly find out that Ikemen GO actually supports two coding languages for them: CNS and ZSS. CNS is the same coding language used in Mugen characters, whereas ZSS is exclusive to Ikemen GO. They both have access to the exact same triggers and state controllers, but the languages themselves have different capabilities.

As for choosing to use one or the other that is up to you. I can however list some pros and cons.

CNS pros:
- Used in every Mugen tutorial and characters, so you have countless references
- The trigger numbering system it uses can be easier to read in longer codes

CNS cons:
- Essentially, lacking the ZSS pros below

ZSS pros:
- Works a lot more like an actual coding language. So if you’re using a project to learn/practice how to code, you will find that the things you learn with ZSS will be a lot easier to transfer into other languages
- Code will generally be more concise than with CNS. You can use one trigger to activate multiple state controllers instead of having to write multiple code blocks
- Can use functions and loops to avoid redundancy
- Actively developed language. If you find a bug in it you can actually report it and see it fixed

You can actually mix and match CNS and ZSS in the same character/game, as long as you don’t mix them in the same file. Once again, the Ikemen GO Wiki is your friend.

As for working examples of ZSS, Ikemen GO comes with Kung Fu Man Z, which is mostly the same trusty old character that comes included with Mugen, except the code is rewritten in ZSS. If you look at classic KFM and KFMZ code side by side, you'll see it's not a hard language at all.

In addition to CNS and ZSS, you can also make external modules and elaborate screenpacks for Ikemen GO using Lua scripts. I’ve never done it myself so I won’t dare teach you how to do it, but it’s worth mentioning here. Lua is a coding language that exists beyond Ikemen GO so you will find many learning materials for it.


CONCLUSION

That’s pretty much the gist of it. The message I wanted to get across is simply this:

tl;dr: google how to create something for Mugen, then read the Ikemen GO Wiki
    

Re: Universal Dash Cancel System

 May 11, 2024, 01:28:21 pm View in topic context
 Posted by PotS  in Universal Dash Cancel System (Started by PotS May 11, 2024, 09:34:18 am
 Board: IKEMEN Releases

They will of course benefit less from it, but they won't break either.
    

Re: KOF M.Bison/Vega (Dictator) Released!!

 May 11, 2024, 10:20:22 am View in topic context
 Posted by PotS  in KOF M.Bison/Vega (Dictator) Released!! (Started by Soy Sauce August 22, 2020, 11:47:48 am
 Board: Your Releases, older Mugen

I love the Shin mode. A few things:

- I think the Shin mode walk back animation alignment could be a bit different because when walking into the corner most of his sprite disappears
- Shin mode Psycho Blow input is incorrect in the movelist
- EX Vega Warp is statetype S even if you do it towards the air
    

Universal Dash Cancel System

 May 11, 2024, 09:34:18 am View in topic context
 Posted by PotS  in Universal Dash Cancel System (Started by PotS May 11, 2024, 09:34:18 am
 Board: IKEMEN Releases

I made another module. This one gives every character in your roster the ability to dash cancel moves. Think of it like a mix of FADC and Drive Rush. The readme goes into more detail.

By module it means you install this one file and you're done. You don't need to edit any characters.

Here's a small preview but it barely scratches the surface of what you can do:
https://streamable.com/qytnb0

DOWNLOAD

Only works in Ikemen GO Nightly build as of this date.