Posted by Shadic12
in [Tornillo Thread]: Galacta Knight Released (8/8/2024) (Started by TornilloOxidado January 07, 2023, 12:52:31 am
Board: Your Releases, 1.0+
Board: Your Releases, 1.0+
@GaziraAgain is the Distortion Portrait 9000, 12 x axis = 0 and y axis = 0?
Yes! You can do it finally?
ah sorry, maybe I didn't understand, I meant that it is possible to indicate to the script as an additional option (disabled if not configured) that it could be indicated configuration for bars targeting a file, and an n#sprite (similar to how Ikemen config their lifebars) and so the user can choose or/and customize the bars to taste, and another sprite for when it reaches 100% normal change..I may revisit the idea of adding pauses and making it flashier down the line. I wanted something "neutral" that'd work with the setup of any player.
This is also with the "counterTag" and it is up to you whether to put bars.
or just a sprite of "Ready" or "ok"
Right now writing this an idea occurred to me, how the countertag is not that frequent, (since it is charged with enemy damage)
when the activation is made, by the opponent, even a mini-pause and an increase in invulnerability so that it is effectively a countertag, even flash and sound, I imagine ... I don't know if you like this idea
As you say, the goal is always to be as practical as possible so any overly complicated addition would break this rule, so they are just ideas thrown into the air.
Greetings!so i found a bug where if a character dies and only one is alive, they don't switch out, softlocking the matchThis sometimes happens to me also.What's the version date in your readme file? And does it happen with any character or specific ones?
I noticed that behavior with Krang by Dcat. What was happening is that the char repeatedly sends itself to the KO state every frame and thus bypasses the tag code when KO. I have an idea on how to fix that one at least.
so i found a bug where if a character dies and only one is alive, they don't switch out, softlocking the match
Hi Eiton. Nice to meet you.
It is amazing to see such stunning stages even just from preview. Though when i was just about to test it out in the latest Ikemen Go build v0.99.0
https://github.com/ikemen-engine/Ikemen-GO/releases/tag/v0.99.0
i found out none of the stages seems to be working.
every stage i implement, seems to become black backgrounds with nothing displaying.
I have triple checked many times and made sure that what i've put in select.def (stages\Rainy Moon.def) and what i've left in stages folder (Rainy Moon.def/.glb/.sff) are correct.
Is there any method to solve this?
Helps appreciated.
Hey there, I updated Elizabeth's japanese voice patch against Margaret.Cool, updated to the site.Is there a way to resize most of your character's astral heat animations to fit widescreen 16:9 stages? Every time I perform them it looks like it was made only to fit the 4:3 ratio and I see black borders on the left and right side of WS stages.Unfortunately, no.
Author already stated that these stages were made for MUGEN 1.1 and there's not guaranteed compatibility with ikemen.
Asking the author to do things for you is rude.
Is there any way to fix this?Change "tile =" to 0 for layers: [BG 0,snow bottom 2] and [BG 0,snow bottom 3]
I am using Ikemen Go engine. The rest of your stages work except for this one
Cant remember why that was set to 1, but it doesnt seem to break anything when its turned off