
Board: M.U.G.E.N Development Help
animation is declared via air file, so whatever is possible in air format should work: http://www.elecbyte.com/mugendocs-11b1/air.html
This is very good! Can we add offset, blend, scale and angle on them?
It's possible with select, versus and winner portraits?yes
And the final question, can we add various portraits in the same screen with different times? Thank you very much!I'm not sure what you meant here but the answer most likely is whatever air format allows you to do.
will haptic feedback be optional in the coming futrure?I'm not familiar with this technology (I assume it's not the same thing as rumble) but controller features depends on what's implemented in glfw. For example we won't add ForceFeedback sctrl until glfw guys finish implementing it there. Once they support ps5 pad features we can think about it (although I wouldn't hold my breath considering how long it takes them to implement basic rumble support)
2. Will tournament mode be implemented?yes, no idea when tho
Maybe nobody cares about this but whatever.
Here is a archive containing the first leaked versions of WinMugen:
WinMugenLeaks.zip
5.89 MB
[23:50]
Both the original leak by the Brazilian group ELECBYTE1 and the 2 original versions of the No-Limit patch by the Japanese user Rouhei.
The limited version (With limited play time and 2 char limit) had no other active mirror on the internet.
I found these in my old HDD.
This thing was lost media until today
I hope you guys are hyped too.
On the other hand, a side of me has a "uniformity mentality" that makes me want less characters but with similar styles, and since some "core SF characters" such as Dictator, Zangief and Sagat aren't on par with some other characters, I'd like them to be remade properly. Right now, my "uniformity side" has a stronger voice.
you know that you are very likely a minority here with this opinion, right? Demitri like style is definetly something that I would like to see if the chosen character was from Darkstalkers.There's plenty time to discuss tho, as I'll be making the character as early as late November to early 2021.Which means there is plenty of time for me to try and convince you to not make a Darkstalkers character Jmorphman style if you make one of them.
Say you want to detect when the player who put you in a custom state is in a certain state in simul mode. Whats the best way the player put in the custom state get an ID from that specific player?airforce111, since you're using ikemen go, in next major version you will be able to retreive who is the attacker via gethitvar(playerno), which you can than convert to ID with GetPlayerID trigger.
interesting, so is this more than 2 human players stuff going to also be a thing on the network mode?no
Ok first post: Say you want to play co-op arcade or co-op survival with the tag feature except you can actually pick 4 characters between the two people playing. Player 1 has Ryu and Chun Li. Player 2 has Goku and Terry Bogard. Player 1 can !Tag! between Ryu and Chun Li via tag and Player 2 can do the same with Goku and Terry Bogard. The CPU Characters will have the same tag ability.I don't think it's a good idea. 2 tag teams controllable by different players, within a single team? Seems weird. Is there a game that works like this?
---[side note: if anybody remembers street fighter alpha 3 dramatic battle with this feature there will definitely be alot of those where your skill with the character will make a difference so is raises the strategic fun in matching up the right characters and the randomness of the cpu characters team cohesion. I don't know if its a rumor or not and haven't went through this thread in it's entirety to find out but if there is going to be an option in the coming future with a 4 player as in 4 xbox remotes one ikemen this tag feature would be a nice addition to whats already there.]SFA3 dramatic battle is pretty much normal mugen simul mode. Arcade co-op mode already works like that for 2 human players. And next version will allow to have more than 2 human players in a simul/tag coop team (each controllable by separate local player, not the way you've suggested)
You could probably do that yes. But I just wanna do something like this:while this is not possible without editing lua files (and I honestly don't see what's the point in this, are there even commercial games that works like this?) the next major build will have a new toggle in options titled "Team duplicates", which if disabled, prevents selecting the same character more than once to the same team and automatically moves cursor to the next available position (already selected slots are jump over by cursor)
After you select Jotaro
Your cursor goes back to 0,0 for the next selection.
There is a folder named mods in the external folder.It's a default directory for upcoming feature that will allow to load external Lua modules (scripts). Not used for anything yet.
What is it for?
The formula must be complicated, ouch.I really doubt it, I'm just really bad at math.
Is that possible?yes. Read the "rounds" parameter description in select.def
are you looking at the possibility of a waiting state as far as the picture and an active state when the character is active?Fauxcry, once again I don't understand what you're suggesting. And the clarification for the first request made it even more confusing to me.
Can portraits be swapped in tag mode?no. They are automatically swapped in tag (only if the tag code uses TagIn/TagOut sctrls), but there is no way to assign different sprite numbers for active and standby characters.
Are you guys still on to the Default FightFX? It still doesn't scale for me.fx scaling added in v0.95 has been removed in one of the hotfix commits since the formula turned out to be wrong: https://github.com/K4thos/Ikemen_GO/commit/a44f1dd0ba7da21ee62c9d92235e9f93f124742b