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Messages by junkerde

    

Re: Additional Palettes keep reverting to Palette 1

 January 20, 2023, 09:10:02 am View in topic context
avatar  Posted by junkerde  in Additional Palettes keep reverting to Palette 1 (Started by Diek Stiekem July 14, 2021, 04:34:05 pm
 Board: M.U.G.E.N Development Help

Im having the same exact issue. I have tried everything, including the videos posted here. I cannot fix the inconsistency of the palettes for the life of me! You would be life saver if you can show me another solution.

make sure all your sprites are grouped in order all together of each pallette they are going to use (using organizer tool like above). for example, fighter factory will freak out if:

0 - 200 have pallete 1
then you have random sprite after that in the list that uses pallete 10,1
then you have your character sprites again starting at 300-5000 or whatever after that you are trying to map back to pallette 1

Fighter factory bugs out (or is it the sff standard that does? not sure but 1 of these freaks out) so you must use fighter factory organizer, make sure to have all sprites grouped together and not split up like that

pretend 1 and 3 need to have pallette 1,1. And then pretend 2 (2nd on your sprite list) uses anotehr pallete

1-1,1
2- 10,1
3- 1,1

Because there is a split, sprite 3 will bug out and not use 1,1. it must be grouped together in order with 1, so you use organizer to re-order like

1-1,1
3-1,1
2-10,1

Then it should work if this is your issue. Sorry hard to explain, I am not a good explainer
    

Re: Ikemen GO

 July 10, 2020, 09:19:31 pm View in topic context
avatar  Posted by junkerde  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

Anything ever come of this "unlock characters" feature this guy made for ikemen go? Seems its broken in the latest builds?

Quote
Additions:

Coins: Coins can be earned when winning matches. The amount earned is determined by a few values in system.def, the current AI difficulty, and the size of both teams.

Character Unlocking: When characters are set to hidden 3, a handful of extra values can be added to slots that can make them unlockable in a few ways:

    Spending Coins

    Beating Arcade Mode with a certain character

    Beating Arcade Mode with a certain amount of characters

    Toggling the Unlock All option in the options menu (temporary unlock)

Arcade Mode Progress Tracker: The game now keeps track of what characters, and what % of characters, have completed Arcade Mode. The % completed shows on both the main menu and the Arcade character select screen.

New Mode: All Rush Mode is just like Boss Rush, but instead of being only bosses, it's every character on the character list
Mode Locking: Boss Rush and All Rush, as well as Survival mode, can all be locked behind Arcade Mode progress.

Mod Support (sorta?): To make it easier to update Ultimate without having to add in other code afterwards, Ultimate can run code from other Lua files at certain points. These files can do things like add new text to the menus, change character names in the select screens, add new options to the options menu, and more. It even comes with an example mod! They can also easily be reloaded through the options menu.

https://mugenfreeforall.com/topic/37505-ikemen-go-plus-ultimate/
    

Re: Ikemen GO

 July 06, 2020, 01:50:59 am View in topic context
avatar  Posted by junkerde  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

if you are in a 3 person tag team, and you are the first player using the RedirectID = GetPlayerID(Teamside), it directly redirects to you as the first player as well...when they are in other slots it works fine though....not sure whats up
    

Re: Ikemen GO

 July 04, 2020, 07:53:55 am View in topic context
avatar  Posted by junkerde  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

can k4thos or gacel explain LoadFile???

[State Test]
type = LoadFile
trigger1 = time = 10
savedata = var
path = "kfm.gob"

nvm just saw savefile, i get it now
    

Will there be issues if I use sysvar(3)?

 July 03, 2020, 06:21:29 am View in topic context
avatar  Posted by junkerde  in Will there be issues if I use sysvar(3)? (Started by junkerde July 03, 2020, 06:21:29 am
 Board: M.U.G.E.N Development Help

I'm about to implement my own system and am using sysvar(3) right now to keep track of things, will I run into issues? As far as I've researched sysvar(3) and (4) are untouched. Not sure if this will mess things up. Seems to work great for me so far.
    

Re: Ikemen GO bug reports and know bugs

 July 03, 2020, 03:07:43 am View in topic context
avatar  Posted by junkerde  in Ikemen GO bug reports (Started by Gacel September 09, 2019, 11:26:09 pm
 Board: IKEMEN Releases

edit: fixed
    

Re: add004basic

 July 03, 2020, 12:27:53 am View in topic context
avatar  Posted by junkerde  in add004basic (Started by Shiyo Kakuge June 18, 2014, 05:46:41 pm
 Board: Your Releases, 1.0+

edit:fixed
    

Re: add004basic

 July 01, 2020, 09:34:04 am View in topic context
avatar  Posted by junkerde  in add004basic (Started by Shiyo Kakuge June 18, 2014, 05:46:41 pm
 Board: Your Releases, 1.0+

EDIT: I swear I keep fixing everything I ask in a few minutes, anyway I was stupid, I forget since he starts in mode 1, his run sprite is 10040 and not 40, so I changed the code to:

persistent(0) if (anim=10040) && (animtime=0) && (name="my_character") && (var(0)) && selfanimexist(100) { changeanim{value:10100} }
persistent(0) if (name="my_character") && (var(0)) && (anim=10100) { turn{} }

and everything worked. I'm really liking the way add004 has been implemented, easier code to understand vs mugen's psuedocode and I can just add exceptions in the common for characters instead of going to each characters cns, very convenient. Anyway, Below was my issue I just solved

Spoiler, click to toggle visibilty
    

Re: Ikemen GO

 June 30, 2020, 08:50:12 pm View in topic context
avatar  Posted by junkerde  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

VSync settings is inside the config.json inside the save folder.
To disable it set it to 0 to enable it set it to 1.

You don't need the patch as long as your characters don't have their own stcommon/common1.
And even when they use their own common1 you only have to modify 2 lines of code inside the charater def file.

 EDIT: Solved! THANKS gacel, I found your post about it, yes just replace the stcommon = to common1.cns, get the error if your character already has its own stcommon. Disregard.

old post:
all i get is this error

data/add004/a4b_tag.zss
data/add004/a4b_tag.zss:4065:
未定義の関数: fnc_varaddoo
stack traceback:
   [G]: in function 'game'
   .\external\script\start.lua:1458: in function 'f_selectSimple'
   external/script/main.lua:1970: in function <external/script/main.lua:1949>
   external/script/main.lua:2487: in function 'loop'
   external/script/main.lua:2966: in main chunk
   [G]: ?

    

Re: Palette won't apply to seperate sprites, corrupt?

 June 29, 2020, 02:35:08 am View in topic context
avatar  Posted by junkerde  in Palette won't apply to seperate sprites, corrupt? (Started by junkerde June 29, 2020, 01:45:38 am
 Board: M.U.G.E.N Development Help

Thanks DJMouF, just solved it "destructively". I decided to export the beam sprites, trash the extra palette act files, and then rebuild the different color schemes for the character. I then RE-IMPORTED the energy beam sprites (which puts it at hte very end of the sprite scroll through list), made a pallette for that. Saved it, and everything went fine.

So I had to reimport, destroy pallettes, rebuild and reconstruct some palettes from png files I had. Still, thats a problem ive never had before. So weird. Sorry for the post, quick fix I guess.
    

Palette won't apply to seperate sprites, corrupt?

 June 29, 2020, 01:45:38 am View in topic context
avatar  Posted by junkerde  in Palette won't apply to seperate sprites, corrupt? (Started by junkerde June 29, 2020, 01:45:38 am
 Board: M.U.G.E.N Development Help

Im pulling my hairs out and about to give up. Basically, im trying to get this guys ENERGY BREATHE sprite to be on a different pallette Everytime I try to apply the blue pallet to it,  it applies the palette to EVERY SPRITE before it on the sprite list, But not after! If he gets hit, then his pallette is ok....

 Also, it just messes up everything, its like a certain group of sprites wont switch to the pallete I assign it to, it keeps MESSING UP! I even tried from scratch!

EDIT: SOLVED
    

Re: Ikemen GO

 March 14, 2020, 10:14:09 pm View in topic context
avatar  Posted by junkerde  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

to be honest, I've always hated add004 tag style, prefered unotag but its too bad unotag was written as a 2 character system. Unoshe would have to heavily modify everything (mostly the way the vars work too) for it to be 3+. add004 is overrated and bloated af imo. Too much bloat.
    

Re: Ikemen GO bug reports and know bugs

 January 20, 2020, 02:53:31 am View in topic context
avatar  Posted by junkerde  in Ikemen GO bug reports (Started by Gacel September 09, 2019, 11:26:09 pm
 Board: IKEMEN Releases

oh wow k4thos finally responded once I dissapeared from this thread for a long time lol. Does this implment more than 3 lifebars or not yet?

edit: aaaand youre still a fucken cunt
    

Re: MUGEN Crash When Hitting Two Targets Simultaneously

 December 04, 2019, 08:19:59 am View in topic context
avatar  Posted by junkerde  in MUGEN Crash When Hitting Two Targets Simultaneously (Started by Nep Heart November 05, 2019, 09:52:13 am
 Board: M.U.G.E.N Development Help

It honestly might be the collision boxes on those frames itself, please check that out. I think there's a think like if there's 2 green collisions on a frame it will crash, and Id just be extra sure and make sure the collision boxes are simplified. This was a thing that always bothered me with MUGEN, until I reated my own full game and figured out it was collisions. This would ALWAYS crash on a certain chracter I had whenever he did his punch. Turns out the collision boxes were the issue.
    

Re: Ikemen GO Plus

 November 01, 2019, 06:22:07 am View in topic context
avatar  Posted by junkerde  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

is there documentation for how to port mugen screenpacks to ikemen go plus? i tried just copying the over from legacy mugen screen pack to ikemen go plus and it just crashes, no error or log that shows why it even crashed? Are current screen packs compatible?

Theyre still working really hard to get it right. This is also something Im still scratching my head over, its the only thing keeping me from fully transitioning. I still also can't get things perfect either. I had to do a bunch of crazy modifications (especially for HD screenpacks its worse), but therve made some progress. Wish it was more straight forward.
    

Re: Tag Team jump issue

 October 31, 2019, 10:39:19 pm View in topic context
avatar  Posted by junkerde  in Tag Team jump issue (Started by horcon October 31, 2019, 05:29:33 pm
 Board: M.U.G.E.N Development Help

which tag system is it? (uno tag, or add004)?
    

Re: Controller / Pad / Fight stick support?

 October 16, 2019, 09:32:56 am View in topic context
avatar  Posted by junkerde  in Controller / Pad / Fight stick support? (Started by extravagant October 13, 2019, 08:39:38 am
 Board: Ikemen General Discussion and Help

uhhh, am i taking crazy pills? Controllers and fightsticks have always worked when i started using it (Ikemen go plus and regular ikemen plus)  even now. Thats how I do 4 player simultaneous with 4 people. Are you guys still using the first edition of ikemen (which imo sucks BIG TIME). A lot of stuff has happened since that japanese dude's first release.

Please endow me with such updates or guide me.



http://mugenguild.com/forum/topics/ikemen-go-plus-184152.0.html

download latest:
https://ci.appveyor.com/project/Windblade-GR01/ikemen-go/build/artifacts

Only issue is, so much has happened and the original GO author abandoned everything (who also created hte main thread) that getting it set up youll have to look through the pages in the last 6 or so months to see how the new one works (from a new user who decided to continue Ikemen GO in his own hands), its not entirely different from setting up regular ikemen, but now theres more compatibility and updates
    

Re: Marvel vs Capcom 2 Mugen Edition

 October 15, 2019, 07:37:49 am View in topic context
avatar  Posted by junkerde  in Marvel vs Capcom 2 Mugen Edition (Started by MaligeX October 16, 2008, 06:13:01 am
 Board: Projects

PIZZAHIGHFIVE is working on one but its been taking a long time i think
    

Re: Controller / Pad / Fight stick support?

 October 15, 2019, 07:34:50 am View in topic context
avatar  Posted by junkerde  in Controller / Pad / Fight stick support? (Started by extravagant October 13, 2019, 08:39:38 am
 Board: Ikemen General Discussion and Help

uhhh, am i taking crazy pills? Controllers and fightsticks have always worked when i started using it (Ikemen go plus and regular ikemen plus)  even now. Thats how I do 4 player simultaneous with 4 people. Are you guys still using the first edition of ikemen (which imo sucks BIG TIME). A lot of stuff has happened since that japanese dude's first release.
    

Re: Statedef -2 vs Statedef -3

 October 12, 2019, 08:56:20 am View in topic context
avatar  Posted by junkerde  in Statedef -2 vs Statedef -3 (Started by DeathScythe October 11, 2019, 12:04:19 am
 Board: M.U.G.E.N Development Help

Dude, no offence, but for a CotM winner I expected you would at least know the difference on -2 and -3 states and how/when to use them

you have always been a butthurt individial, mr mugen beta