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Re: Does Anyone Have Violin Ken's Chun-Li SFV?

 April 25, 2025, 07:07:18 pm View in topic context
#1
 Posted by Rabano  in Does Anyone Have Violin Ken's Chun-Li SFV? (Started by Dude01 April 25, 2025, 02:13:38 pm
 Board: Requests

You can just ask him
    

Re: Castlevania SOTN/Rondo Lifebar (vertical lifebars)

 April 25, 2025, 07:06:53 pm View in topic context
#2
 Posted by Emiliux81  in Castlevania SOTN/Rondo Lifebar (vertical lifebars) (Started by Rakíel April 25, 2025, 06:58:26 am
 Board: IKEMEN Releases

Can the Lifebars decrease vertically?
    

Re: Contributor Suggestion Thread

 April 25, 2025, 03:13:55 pm View in topic context
#3
 Posted by Lyrica  in Contributor Suggestion Thread (Started by Cybaster September 03, 2007, 09:26:13 am
 Board: Feedback

Purple star to @Rakíel: for some very good Ikemen assets.
Edit: including @Rowster64: and @Fuzn:.
As always, feel free to suggest.
    

Does Anyone Have Violin Ken's Chun-Li SFV?

 April 25, 2025, 02:13:38 pm View in topic context
#4
avatar  Posted by Dude01  in Does Anyone Have Violin Ken's Chun-Li SFV? (Started by Dude01 April 25, 2025, 02:13:38 pm
 Board: Requests

I went to his mega files but it says its not available anymore so idk what is wrong with it
    

Re: Does this thing exist?/who is the author?/etc. thread.

 April 25, 2025, 01:22:33 pm View in topic context
#5
avatar  Posted by Pape9865  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 pm
 Board: Requests

Anyone know the name and author of this stage?

    

Re: Third tag partner (p5/p6) unnaffected by certain custom states

 April 25, 2025, 12:10:38 pm View in topic context
#6
avatar  Posted by Master0fFaster  in Third tag partner (p5/p6) unnaffected by certain custom states (Started by Master0fFaster April 22, 2025, 09:57:43 pm
 Board: M.U.G.E.N Development Help

Yeah no, that whole "playerID(var)" works, the problem is that what follows after doesn't go with it. One of the original lines of code is
trigger1 = enemy(prevstateno%10),animelem = 12, >= 0
And as I said, i've tried changing "enemy(prevstateno%10)" to "enemyNear" and to "playerID(var(X))", enemyNear changing nothing and playerID seemingly being completely incompatible with the rest of the line

And yeah, It is Ikemen, wasn't too aware of how far the differences between the two go
    

Re: bot report 2016 - skynet's invasion has begun

 April 25, 2025, 11:43:11 am View in topic context
#7
 Posted by President Devon  in bot report 2016 - skynet's invasion has begun (Started by Titiln August 31, 2010, 06:32:38 pm
 Board: Feedback

    

Re: How to make gravity fall faster like MK9

 April 25, 2025, 11:37:21 am View in topic context
#8
 Posted by PotS  in How to make gravity fall faster like MK9 (Started by DosKillerFighterTrue April 14, 2025, 11:10:37 pm
 Board: M.U.G.E.N Development Help

Code:
[State 620, Force P2 Fall Fast]
type = TargetVelAdd
trigger1 = var(20) >= 2
trigger1 = MoveContact
trigger1 = anim = 2004
y = 0.68
Assuming the juggle vars are working correctly, this will only increase gravity while Liu Kang is still in that state. And only after the move connected. So during a combo it's probably only increasing gravity for like one frame if that.
    

Re: Third tag partner (p5/p6) unnaffected by certain custom states

 April 25, 2025, 11:30:13 am View in topic context
#9
 Posted by PotS  in Third tag partner (p5/p6) unnaffected by certain custom states (Started by Master0fFaster April 22, 2025, 09:57:43 pm
 Board: M.U.G.E.N Development Help

I assume you're using Ikemen since you're talking about players 5 and 6. There's a very high chance the chars just never accounted for facing more than two enemies. Not that they needed to in Mugen. I think normally this could be solved by replacing "enemy" with "enemynear".

Also you almost gave me a heart attack but I just confirmed that "playerID(var)" is working. At least on a basic level.

    

Re: MUGEN1 Lifebar Double Remix

 April 25, 2025, 11:18:02 am View in topic context
#10
 Posted by PotS  in MUGEN1 Lifebar Double Remix (Started by PotS January 04, 2025, 11:47:43 am
 Board: IKEMEN Releases

That just moves them out of sight. But the method to do what he asked is the same, just different numbers.

This probably doesn't apply to kamui since his roster is all Warusaki chars, but personally what I'd do is add a code like this to the chars that have their own powerbar:

Code:
[State -2, No Powerbar]
type = AssertSpecial
trigger1 = 1
flag = nopowerbardisplay
ignorehitpause = 1
    

Re: Wild Wolf (sprites by Akito, CS by ElNamPrime) released, many characters updated

 April 25, 2025, 07:30:54 am View in topic context
#11
 Posted by Bakudan  in Wild Wolf (sprites by Akito, CS by ElNamPrime) released, many characters updated (Started by KarmaCharmeleon April 24, 2025, 03:25:54 am
 Board: Your Releases, 1.0+

Super fun release, and great use of the sprites of course.

Wild Wolf's readme lists Power Geyser as D, DB, B, DB, F, p, but it actually is D, DF, F, D, DF, F, p.
On the other hand, Power Stream has it as D, DF, F, D, DF, F instead of D, DB, B, DB, F, 2p.

Glad to see Triple Geyser back in Terry following my last comment, and I understand now why you did it (basing it off CVS2's level 2 because this is a level 2). Now that Wild Wolf is released and has a Triple Geyser, it would have made just as much sense for you to kept what you had - but appreciate the adjustment!

And about EX Terry - since he is based off of KOF98 and 2002, would you consider giving him a multi-hit crack shoot? I recall you had it in your old Terry.
    

Castlevania SOTN/Rondo Lifebar (vertical lifebars)

 April 25, 2025, 06:58:26 am View in topic context
#12
 Posted by Rakíel  in Castlevania SOTN/Rondo Lifebar (vertical lifebars) (Started by Rakíel April 25, 2025, 06:58:26 am
 Board: IKEMEN Releases

Lifebars converted from Castlevania: Symphony of the Night and Rondo of Blood (mostly Richter's HUD).
Shows off several newly added lifebar features like:

range.y for vertical bars,
xshear for texts,
PalFX on texts,
Multiple fonts for the power bar and combo counters, and more.


For the latest nightly only

Supports 4:3 and 16:9 resolutions

Screenshots:




Download

You can find the latest news about Ikemen GO on the official Discord server,
And you can find me there as well  :neutral:
    

Re: Sailor Saturn Sprites

 April 25, 2025, 06:40:12 am View in topic context
#13
 Posted by rgveda99  in Sailor Saturn Sprites (Started by rgveda99 April 18, 2023, 03:21:17 am
 Board: Sailor Stars Beyond





    

Re: KarmaCharmeleon's WIP thread: Wild Wolf

 April 25, 2025, 05:52:12 am View in topic context
#14
 Posted by YugaCurry  in KarmaCharmeleon's WIP thread: Wild Wolf (Started by KarmaCharmeleon April 21, 2019, 02:40:00 am
 Board: Projects

I love your work Karma but pls can you tone down their AI plssss they're unfair to fight againts and they're not fun to watch because 99% of the time they win

The AI is fine but they lose their shit against any projectile. Ash for example can be spammed hadouken and will always get hit and never react or block
    

Re: KarmaCharmeleon's WIP thread: Wild Wolf

 April 25, 2025, 04:34:18 am View in topic context
#15
avatar  Posted by imrgrim  in KarmaCharmeleon's WIP thread: Wild Wolf (Started by KarmaCharmeleon April 21, 2019, 02:40:00 am
 Board: Projects

I love your work Karma but pls can you tone down their AI plssss they're unfair to fight againts and they're not fun to watch because 99% of the time they win
    

Re: Wild Wolf (sprites by Akito, CS by ElNamPrime) released, many characters updated

 April 25, 2025, 02:35:12 am View in topic context
#16
 Posted by Akito  in Wild Wolf (sprites by Akito, CS by ElNamPrime) released, many characters updated (Started by KarmaCharmeleon April 24, 2025, 03:25:54 am
 Board: Your Releases, 1.0+

Wow Akito did a great job on those sprites! Congratulations on the release Karma!

Thanks buddy.

Just like Karma, I really wanted to see this character gain the light, so I worked hard to bring the best possible result.

Many thanks to everyone who appreciated this work, and to Karma too, for having completed another great character.

    

Re: Wild Wolf (sprites by Akito, CS by ElNamPrime) released, many characters updated

 April 25, 2025, 12:05:45 am View in topic context
#17
 Posted by MCX  in Wild Wolf (sprites by Akito, CS by ElNamPrime) released, many characters updated (Started by KarmaCharmeleon April 24, 2025, 03:25:54 am
 Board: Your Releases, 1.0+

Wow Akito did a great job on those sprites! Congratulations on the release Karma!
    

Re: Wild Wolf (sprites by Akito, CS by ElNamPrime) released, many characters updated

 April 24, 2025, 11:56:09 pm View in topic context

Hype!
Great release! He matches perfectly with other CVS/POTS characters !
You guys did a great job!

And glad you finally updated the run loop on some characters liek Angel (etc.)
After we talked about it, I was not sure when it would be fixed.
    

Re: Third tag partner (p5/p6) unnaffected by certain custom states

 April 24, 2025, 11:48:57 pm View in topic context
#19
avatar  Posted by Master0fFaster  in Third tag partner (p5/p6) unnaffected by certain custom states (Started by Master0fFaster April 22, 2025, 09:57:43 pm
 Board: M.U.G.E.N Development Help

Nevermind, there were a lot of enemy triggers. The problem is that said "enemy" triggers in the statedef for the custom states don't seem to allow "PlayerID(Var(x))" without completely graying out what it is looking for, namely backedgebodydist and animelement. I've even tried rephrasing the code for P2 instead of enemy but that doesn't seem doable either. Tried enemyNear too, just in case.
    

Re: Third tag partner (p5/p6) unnaffected by certain custom states

 April 24, 2025, 10:49:07 pm View in topic context
#20
avatar  Posted by Master0fFaster  in Third tag partner (p5/p6) unnaffected by certain custom states (Started by Master0fFaster April 22, 2025, 09:57:43 pm
 Board: M.U.G.E.N Development Help

Sadly it didn't work. Changed the code according to said technique and it still somehow does the same as when I used p2stateno, P5 and P6 still don't get put into the state.
The triggers being used here are P1's own states and the target's stateno != [150, 155]