YesNoOk

Show content

This section allows you to browse the content for this member. Note that you can only see content for which you have sufficient viewing permissions.

**
MarioManX1983 is Offline
Contact MarioManX1983:

MarioManX1983

User

Messages by MarioManX1983

    

Re: Fighter Factory Studio Crashes as soon as it opens

 March 09, 2024, 10:29:53 pm View in topic context
 Posted by MarioManX1983  in Fighter Factory Studio Crashes as soon as it opens (Started by MarioManX1983 March 05, 2024, 05:04:11 pm
 Board: Off-Topic Help

I deleted the accessed files file and that seems to have worked for some reason. Fighter Factory Studio may be the best tool for MUGEN content creation, but it's also a weird, buggy mess.
    

Fighter Factory Studio Crashes as soon as it opens

 March 05, 2024, 05:04:11 pm View in topic context
 Posted by MarioManX1983  in Fighter Factory Studio Crashes as soon as it opens (Started by MarioManX1983 March 05, 2024, 05:04:11 pm
 Board: Off-Topic Help

Is anyone else having this issue?

I just downloaded and installed the newest version of FFS and it crashes as soon as it opens. Then I tried going back to the previous version and now it does the same thing.

I've tried every combination of compatibility settings and nothing works.
    

Re: Dudley's SF3NG Stage

 December 31, 2023, 02:37:50 am View in topic context
 Posted by MarioManX1983  in Dudley's SF3NG Stage (Started by MarioManX1983 August 19, 2023, 12:46:25 am
 Board: Your Releases, 1.0+

Thank you. It was enjoyable for me to figure everything out.
    

Re: IKEMEN: AttachedChar - stage interaction

 December 26, 2023, 12:07:54 am View in topic context
 Posted by MarioManX1983  in IKEMEN: AttachedChar - stage interaction (Started by Lasombra Demon October 15, 2021, 01:43:16 pm
 Board: MUGEN Class

Because the op didn't explain how to use tagout, the code that you need to put in the attached character is;

[State -2, TagOut]
type = TagOut
trigger1 = Time
value = 1
ignorehitpause = 1
persistent = 1

I recently started experimenting with Ikemen Go Interactive stages and AttachedChar and had an issue with the other characters turning to face the AttachedChar. Was driving me nuts until I figured out the tagout code. Fighter Factory reads the code as a syntax error but it seems to work during play testing.
    

Re: Dudley's SF3NG Stage

 August 19, 2023, 10:04:13 pm View in topic context
 Posted by MarioManX1983  in Dudley's SF3NG Stage (Started by MarioManX1983 August 19, 2023, 12:46:25 am
 Board: Your Releases, 1.0+


Also, please let me know if there are any problems with the link as I am new to this whole file sharing business. :)

Night Version


Yea you forgot the night version link and your images don't show up.

Both Day and Night Version's are in the same file. (Read the included Read Me File) And my apologies if the pictures are not showing up for others. They seem to be showing up just fine for me.
    

Re: Looking for Dudley's Stage From Street Fighter 3 New Generation

 August 19, 2023, 12:52:28 am View in topic context
 Posted by MarioManX1983  in Looking for Dudley's Stage From Street Fighter 3 New Generation (Started by MarioManX1983 July 02, 2023, 03:15:31 am
 Board: Requests

    

Dudley's SF3NG Stage

 August 19, 2023, 12:46:25 am View in topic context
 Posted by MarioManX1983  in Dudley's SF3NG Stage (Started by MarioManX1983 August 19, 2023, 12:46:25 am
 Board: Your Releases, 1.0+

I could not find this stage anywhere, so I decided to just make it myself.

Update!

After many, many, MANY tedious months I have been able to correct the carriage animation and have also discovered interactive stages in Ikemen Go. So I have decided to upload zip folders of both MUGEN and Ikemen Go Versions. I have tested them both extensively and I THINK I've worked out all the bugs. I personally recommend the Ikemen Go version as it plays practically the same as the arcade version.

Special Note: There are two different versions for a reason! The Mugen version will play in either Mugen or Ikemen Go. But the Ikemen Go version will work ONLY in Ikemen Go.

Mugen Version:
https://mega.nz/file/Lug1BQwI#P--7oVveKVdvGkoRKtFfuM77gvXnL1pEKVOKhY3nEhw

Ikemen Go Version:
https://mega.nz/file/3z4AWaLC#6IjXICAbuRgvxtEvxk144_RJiMDKFq66NJ0l-OA1Kts

Day Version
Spoiler, click to toggle visibilty

Night Version
Spoiler, click to toggle visibilty
    

Looking for Dudley's Stage From Street Fighter 3 New Generation

 July 02, 2023, 03:15:31 am View in topic context
 Posted by MarioManX1983  in Looking for Dudley's Stage From Street Fighter 3 New Generation (Started by MarioManX1983 July 02, 2023, 03:15:31 am
 Board: Requests

Does anyone know where I can download Dudley's Stage from SF3NG? The one where its night and raining?
Spoiler, click to toggle visibilty
    

How to add new features?

 May 06, 2023, 01:02:41 am View in topic context
 Posted by MarioManX1983  in How to add new features? (Started by MarioManX1983 May 06, 2023, 01:02:41 am
 Board: Ikemen General Discussion and Help

I am new to Ikemen Go and have recently been experimenting with Ikemen Go trying to make a custom street fighter game, but I have some ideas that are currently not doable with the engen. So I thought, why not just program those things in yourself? I know that Ikemen Go can be somewhat easily modded using lua script but I have zero knowledge of how to program in lua. I do have some basic, general programing knowledge though.

Specifically, I want to make it posable to have more than one displayname under the [Info] section, more than one bgmusic under the [Music] section of a stages .def file and be able to change the stage thumbnail. As well as new BGCtrl's, etc. The reason I want these fetchers is so I can have multiple stages in one for organization and to save on overall total size. Why? because that's a thing with me and I want to that's why! :)

Currently, I can only display alternate versions of stages during arcade mode when fighting the character that is tied to the alternat version or if I list it separately with separate files in vs, training, etc. By using the Enable BGCtrl in the stage def file and the ModifyBGCtrl State in a character's def file.

Example Mock Ups
Spoiler, click to toggle visibilty

Spoiler, click to toggle visibilty

So I would like know if anyone has any tips on where to start learning how to program in lua or whatever language I need to add these new features to Ikemen Go?
    

Re: Overview and Description of stage settings (Stages)

 April 14, 2023, 05:48:03 pm View in topic context
 Posted by MarioManX1983  in Overview and Description of stage settings (Stages) (Started by JustNoPoint October 23, 2015, 04:46:45 am
 Board: MUGEN Class

Small correction on the Reflection group part.

The actual code is intensity = (int) (0 - 256)

Example
[Reflection]
intensity = 128

The value of intensity can be from 0 to 256 but KFM's stage uses 128 so that is the recommended value. Also, from personal testing, I have found out that if you are using reflection, then you generally will not want to use shadow and vise-versa. As they overlap each other and do/will not look right.
    

Re: Fighter Factory Studio issues

 April 07, 2023, 05:07:03 pm View in topic context
 Posted by MarioManX1983  in Fighter Factory Studio issues (Started by DingusMB April 09, 2019, 05:53:00 pm
 Board: M.U.G.E.N Development Help

And on this week's episode of, "I can't believe that actually worked." TornilloOxidado's suggestion did in fact seam to work. Thank you very much.
    

Re: Fighter Factory Studio issues

 April 04, 2023, 03:43:26 pm View in topic context
 Posted by MarioManX1983  in Fighter Factory Studio issues (Started by DingusMB April 09, 2019, 05:53:00 pm
 Board: M.U.G.E.N Development Help

I recently downloaded the latest version of FFS and it was working ok at first except for the fact that it kept crashing when I tried editing the commands file. But recently it started not even opening no matter what I tried. I tried changing compatibility settings. I tried running as admin and restarting my computer. Nothing works.

This program could be the best tool for creating MUGEN/Ikemen Go content if only the maker would/could work out all the bugs. (And make the palette editing tool better.)
    

Re: Street Fighter Alpha/Zero Thailand Stages Request

 March 30, 2023, 03:58:59 pm View in topic context
 Posted by MarioManX1983  in Street Fighter Alpha/Zero Thailand Stages Request (Started by MarioManX1983 March 24, 2023, 10:42:38 pm
 Board: Requests

A big thank you to everyone who replied. Especially oraora? Because caddie's site is the one I found the stages on. Haven't downloaded them yet because Microsoft Edge says it can't be downloaded safely but I've got a Virtual Machine just in case so I will get them soon.
    

Street Fighter Alpha/Zero Thailand Stages Request

 March 24, 2023, 10:42:38 pm View in topic context
 Posted by MarioManX1983  in Street Fighter Alpha/Zero Thailand Stages Request (Started by MarioManX1983 March 24, 2023, 10:42:38 pm
 Board: Requests

I am putting together a custom Street Fighter game and cannot for the life of me find the sunset and night versions of the Street Fighter Alpha/Zero Thailand Stage.

This one except the Sunset and Night versions.


Does anyone know where I can download those stages?
    

Re: Is there any way to detect if an enemy/opponent has a certain state?

 January 05, 2023, 03:53:23 pm View in topic context

Thank you everyone for your suggestions. I have decided to go a slightly different route. It's not exactly what I wanted but it works. Thank you all again.
    

Is there any way to detect if an enemy/opponent has a certain state?

 January 03, 2023, 03:42:39 am View in topic context

I want to have an explode in my character that only appears if the opponent does not have/contain a specific state.

Is there any way to detect if the opponent has a specific state?
    

Re: Error: Player in State 0: Has No Target with Hit ID -1

 December 29, 2022, 06:02:19 pm View in topic context
 Posted by MarioManX1983  in Error: Player in State 0: Has No Target with Hit ID -1 (Started by MarioManX1983 December 16, 2022, 09:26:06 pm
 Board: M.U.G.E.N Development Help

Just discovered something about this that I thought I should share, even though it is already marked as solved.

The state's that were causing the error, were using a triggerall = Target,StateNo. I tried changing it to triggerall = EnemyNear,StateNo and that stopped the error completely. So, if any of you encounter this error or one similar to it in the future, try substituting Target for EnemyNear.
    

Re: Error: Player in State 0: Has No Target with Hit ID -1

 December 17, 2022, 04:09:28 am View in topic context
 Posted by MarioManX1983  in Error: Player in State 0: Has No Target with Hit ID -1 (Started by MarioManX1983 December 16, 2022, 09:26:06 pm
 Board: M.U.G.E.N Development Help

I had to use numtarget = 0 but it worked. Thank you PlasmoidThunder and Cyanide for your help.
    

Re: Error: Player in State 0: Has No Target with Hit ID -1

 December 17, 2022, 02:09:19 am View in topic context
 Posted by MarioManX1983  in Error: Player in State 0: Has No Target with Hit ID -1 (Started by MarioManX1983 December 16, 2022, 09:26:06 pm
 Board: M.U.G.E.N Development Help

Went through the -1's and disabled all triggers that had to do with P2. (Ex. Enemy,MoveType != H || Target,MoveType != H and p2statetype = S) And that appears to have worked.

So now I'm assuming that I just need to make those -1 states check to see if the target exists somehow?

How would I go about doing that?

(Will mark this tread as solved after an answer.)
    

Re: Error: Player in State 0: Has No Target with Hit ID -1

 December 16, 2022, 11:22:20 pm View in topic context
 Posted by MarioManX1983  in Error: Player in State 0: Has No Target with Hit ID -1 (Started by MarioManX1983 December 16, 2022, 09:26:06 pm
 Board: M.U.G.E.N Development Help

The character does not have a custom state 0. (It just uses the default state 0 in common1.cns) I also tried taking away all of the -2 and -3 states, but the error still happens.