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Re: DP Input Inconsistency

 February 24, 2025, 01:34:40 am View in topic context
#1
 Posted by Odb718  in DP Input Inconsistency  (Started by Master0fFaster February 23, 2025, 10:31:09 pm
 Board: M.U.G.E.N Development Help

so the order of the statedef -1 matters, like you mentioned.
Make sure the more complex move is above the easier move. Like your 2nd "623a" would probably never be triggered.

You also need to look at your buffer times. 623 and 236, idk what moves those would be. is one backwards and one's forwards?

if you think a move should come out, but a different move is interrupting it, make sure the input is above the bad one. Then focus on the location of the changestate, then look at the triggers.
    

Re: Sailor Mercury Sprites

 February 24, 2025, 12:30:31 am View in topic context
#2
 Posted by rgveda99  in Sailor Mercury Sprites (Started by rgveda99 November 30, 2022, 01:01:10 am
 Board: Sailor Stars Beyond





    

Re: Fatal Fury: City of the Wolves

 February 23, 2025, 11:11:58 pm View in topic context
#3
 Posted by Noside  in Fatal Fury: City of the Wolves (Started by videoman August 07, 2022, 11:04:51 pm
 Board: Fighting Games

"Fallen Rock" caught my attention.
    

Re: M.U.G.E.N Screenshots V3

 February 23, 2025, 11:05:48 pm View in topic context
#4
 Posted by NDSilva  in M.U.G.E.N Screenshots V3 (Started by Berry May 13, 2014, 03:05:14 am
 Board: M.U.G.E.N Discussion




Welp, ShaderGlass just got updated!

New shaders were added, bugs were fixed, and now the fullscreen mode works as intended. :kugoi:
    

DP Input Inconsistency

 February 23, 2025, 10:31:09 pm View in topic context
#5
avatar  Posted by Master0fFaster  in DP Input Inconsistency  (Started by Master0fFaster February 23, 2025, 10:31:09 pm
 Board: M.U.G.E.N Development Help

Been playing around with inputs lately, and for some reason, 623a is making my 236a come out. This doesn't happen with 236B and 623b, and 236a cancels into 623a without any problem.
I heard somewhere that this was caused by the order in which the moves are indexed, but i changed that and it still doesn't work. I've tried doing this, too, but to no avail

[Command]
name = "623a"
command = F, D, DF, a
time = 25
[Command]
name = "623a"
command = F, D, DF, F, a
time = 25

This is my first time, and I don't have much experience working on MUGEN stuff, so I am genuinely lost
    

Re: Fatal Fury: City of the Wolves

 February 23, 2025, 09:38:51 pm View in topic context
#6
 Posted by GTOAkira  in Fatal Fury: City of the Wolves (Started by videoman August 07, 2022, 11:04:51 pm
 Board: Fighting Games

Terry and Mai Win quotes against Duck King, Krauser and Kasumi
    

Re: gouken remasterd Patch release update feb 2025

 February 23, 2025, 02:40:39 pm View in topic context
#7
 Posted by Akito  in gouken remasterd Patch release update feb 2025 (Started by alexlexus February 18, 2025, 07:30:58 am
 Board: Your Releases, 1.0+

Very good man!
    

Re: Universal Clashing System

 February 23, 2025, 01:35:15 pm View in topic context
#8
 Posted by i_oVo_i  in Universal Clashing System (Started by PotS November 30, 2024, 06:09:48 pm
 Board: IKEMEN Releases

Updated.

I ended up adding the normal vs normal etc clashing as an option.

I fixed this a long time ago but had been sitting on the update because I was kind of stuck on something. Should be working now.

Cheers, thanks dude
    

A Yu-Gi-Oh! Vanquish Soul Mugen Game

 February 23, 2025, 09:13:27 am View in topic context
#9
 Posted by pinnipeds  in A Yu-Gi-Oh! Vanquish Soul Mugen Game (Started by pinnipeds February 23, 2025, 09:13:27 am
 Board: Idea Engineering

I'm making a fighting game for a Yu-Gi-Oh! archetype Vanquish Soul. As for why? The Yu-Gi-Oh! cards are inspired by fighting game characters like BlazBlue and the like.

The plan is to have the 7 Vanquish Soul main deck cards as a playable character. I'm not familiar with fighting games, the only games I played in the genre are Bloody Roar and some Touhou fighting games. For moves and stuff, some Yu-Gi-Oh players who are familiar with the genre are helping me out.

I'm a pixel artist, so what I can do for now is make mockups of the game. But I managed to make the select screen work in I.K.E.M.E.N. As for the art department, I already made guidelines for the palette and resolution (I chose GBA resolution and it was so hard to implement at first). I made this post to steel my resolve to finish what I started, knowing some people might expect something from this.





Do let me know what you think of this and I'll gladly accept any suggestion. As I'm alone, progress will be very slow, but I'm excited about it.
    

Re: Melty Blood Type Lumina Stage Collection (Completed 2024-05-15)

 February 23, 2025, 02:50:22 am View in topic context
#10
 Posted by Eiton  in Melty Blood Type Lumina Stage Collection (Completed 2024-05-15) (Started by Eiton December 26, 2023, 03:02:14 am
 Board: IKEMEN Releases

Melty Blood has a hidden background which is a gray and white version of Gathering of Old Blood. We tried to achieve this by changing the UV material to gray and white, but we encountered a problem that the sunlight and light cannot render the black background transparent because the UV has a black background. How can this be solved? as follows:

Try it in the engine. Remember to export the custom properties.
You need some shader tweak to make Blender render the light in additive blending.
You can also try import the gray scale version of the background. The import script is now open source.
Get the script here

Hello, the Magician's Night stage and the Magician's Night stage ex the fireflies seem strange, I don't know if it's because I have the Ikemen GO-dev-windows nightly
What do you mean exactly?
    

Ikemen Go - Chaos Edition

 February 23, 2025, 01:45:29 am View in topic context
#11
 Posted by ChaosReaper05  in Ikemen Go - Chaos Edition (Started by ChaosReaper05 February 23, 2025, 01:45:29 am
 Board: IKEMEN Releases

Hello everyone. I'd like to share this compilation that I started working on earlier this month.

It started as just a personal project with the goal to make the most use of Ikemen exclusive features and modules, and I decided to show what I've done until now

This compilation has mainly PotS styled characters, although there are exceptions. Each character was carefully chosen for their AI and great variety of their movements. Although some inconsistency and unbalancement is to be expected.

The characters received minimal edits. Most of them were given victory portraits and built in movelists. All characters were given a stage for when you fight them during arcade mode. Each stage without music has also been given one.

Like stated before, this compilation makes use of Ikeme exclusive features, such as hidden and unlockable characters, an arcadepath that I plan to greatly expand in the future with many secret bosses, bonus games and several other game modes, a story mode, several gameplay adjustment modules (such as PotS tag system, shadow assist, dash cancel) and many QoL modules (Like Wreq's stage text, PotS dramatic zoom and autos stage camera, and Realfoobs Intro-Outro config).

If you're curious to know which characters have been changed, how to unlock the characters or any modules I used that I may have failed to mention, check the "Changes" and "Unlock" text files.

Also I have removed the netplay function, but it can be easily restored by going to "system_43.def", finding the "Title Info" section and removing the ";" from the network select.

Also feel free to suggest characters, events, and stages or report any mistakes and bugs. I want to make this compilation fun for both fighting game veterans and more casual players who like to see cool fights.

Download: https://drive.google.com/file/d/1djTE9n_r7cVFo_hH9GslBaxtNEwt1cyO/view?usp=drive_link

Preview of the current roster (Will change in future updates)


Changelog
<22/02/2025>
- Initial Release
- Added 11 starter characters (Kung Fu Man, Kung Fu Girl, Lord Ravenous, Ella, Ryu, Ken, Akuma, Goku, Vegeta, Bardock, and Ronald).
- Added 8 unlockable characters (Kung Fu Man EX, Evil Ryu, Master Ryu, Violent Ken, Master Ken, Shin Akuma, Broly, Dragon Claw).
- Added 2 bonus games (Catwalk, Strenght Training)
- Added 20 stages (Training Room, Mountainside Temple, Mountainside Temple - Night, Mountainside Sakura Temple, Death Valley, Cursed Tree, Suzaku Castle, Suzaku Castle - Corrupted, Suzaku Castle - Restored, Battle Harbor, Battle Harbor - Corrupted, Battle Harbor - Restored, Lost Island, Kousyu Street, 25th World Tournament, Saiyan Pride, Rocky Field, Neo Planet Vegeta, Fast Food Checkout, Dragon Claw Lab).
- Added 1 story arc (Kung Fu Man).
- Added 3 events (Seeing Double, Raw Evil and Pure Violence, KAKA...rots?).
- Added MUGEN1 Remix screenpack.
- Added MUGEN1 Remix lifebars.
- Added PluckTheDragon HD Elecbyte logo intro.
- Added 10 modules (Active Tag System, Auto Stage Camera, Dramatic Zoom, Universal Clashing, Universal Dash Cancel, Universal Shadow Assist, CvS2 Commentator, Intro/Outro Config, Events, Stage Text).
- Added CableDorado's gameplay tweaks modules.
    

Re: Fatal Fury: City of the Wolves

 February 23, 2025, 01:28:03 am View in topic context
#12
 Posted by TrinitroRoy  in Fatal Fury: City of the Wolves (Started by videoman August 07, 2022, 11:04:51 pm
 Board: Fighting Games

there's some misinformation going on here: Grant is NOT planned as a future DLC

instead, Grant's model shows up as part of Vox Reaper's story
    

Re: Fatal Fury: City of the Wolves

 February 23, 2025, 12:53:58 am View in topic context
#13
 Posted by GTOAkira  in Fatal Fury: City of the Wolves (Started by videoman August 07, 2022, 11:04:51 pm
 Board: Fighting Games

Big datamine from the OBT

    

Re: Sailor Chibimoon Sprites

 February 22, 2025, 11:09:54 pm View in topic context
#14
 Posted by rgveda99  in Sailor Chibimoon Sprites (Started by rgveda99 June 13, 2023, 01:09:10 am
 Board: Sailor Stars Beyond





    

Re: 2 Original LOTR Stages

 February 22, 2025, 09:58:20 pm View in topic context
#15
 Posted by CpnCrossfader  in 2 Original LOTR Stages (Started by CpnCrossfader February 18, 2025, 07:08:26 pm
 Board: Your Releases, 1.0+

Thanks for the comment, I'm glad you enjoyed. I'm excited about the possibilities with AI imagery; the major background piece in Lothlorien on the left, and most of the background in Balin's tomb were AI.
I also successfully extended an existing stage through AI (Midjourney) content fill, by expanding an existing background to allow zoom.
    

Voice or even Sound Rips from the COTW Beta?

 February 22, 2025, 06:53:13 pm View in topic context
#16
 Posted by RagingRowen  in Voice or even Sound Rips from the COTW Beta? (Started by RagingRowen February 22, 2025, 06:53:13 pm
 Board: Development Resources

This is a bit of an ask, but I'm editing Rock for my upcoming game to have gameplay reminiscent of how he is in COTW complete with the Shippuken or maybe even Power Geyser, and I wanna use modern voices in the game and I kinda wanna have his voice rips from this, preferably the Japanese voice.
    

Re: ClayFighter comes to MUGEN!! (Starting 2025 with everything!!)

 February 22, 2025, 05:22:04 pm View in topic context
#17
 Posted by Basara Bogard  in ClayFighter comes to MUGEN!! (Starting 2025 with everything!!) (Started by Basara Bogard April 16, 2010, 04:25:09 pm
 Board: Projects

I was focusing more on Klaymen's specials from Skullmonkeys as his specials and supers... but maybe I could get some references in his Claytalities, that will be seen ;D

Also, I want to show you this:
Slyck is going faster that I think!!
Yes, apart of getting all basics and his punches and kicks, also I put him all his 3 specials from CF2... and contrary of what I thought, he won't use any of Blob's specials... it's just like Butch, this clone has enough attacks to use only the ones Interplay made for him already. Also he has a super (copycat of EWJ's Super Fire Shoot) and probably I'll add a couple more as well the 63 1/3 combo system and Claytalities (got some in mind I want to see).

So yeah... there's a chance I can finish him before February ends, so stay tuned!! :bjugoi:
    

Re: Auto Stage Camera Module

 February 22, 2025, 05:05:28 pm View in topic context
#18
 Posted by PotS  in Auto Stage Camera Module (Started by PotS November 19, 2024, 11:58:56 am
 Board: IKEMEN Releases

Updated.

Is there something to put in the stage.def to omit the stage from any zoom effects for instance the call of duty zombies is bonus game is unplayable with this I want to use stage0-720.def and my character goes sliding in to suicide.
There's a constant that you can add to the stage that disables the module. It's explained in the readme.
    

Re: Universal Clashing System

 February 22, 2025, 04:59:50 pm View in topic context
#19
 Posted by PotS  in Universal Clashing System (Started by PotS November 30, 2024, 06:09:48 pm
 Board: IKEMEN Releases

Updated.

I ended up adding the normal vs normal etc clashing as an option.

The module works and has been a great addition to my Ikemen built, but there are some interactions that are perhaps unwanted. For example, your Shin Gouki has a reversal /counter special and with this module activated the counter attack gets clashed as well which makes the move useless. Maybe you can take a look here
I fixed this a long time ago but had been sitting on the update because I was kind of stuck on something. Should be working now.
    

Re: Mugen 1.1/Ikemen Nightly: Inner World Bleach JUS

 February 22, 2025, 04:51:49 pm View in topic context
#20
 Posted by MatreroG  in Mugen 1.1/Ikemen Nightly: Inner World Bleach JUS (Started by Vogel February 21, 2025, 06:33:53 am
 Board: Your Releases, 1.0+

It looks impeccable, Vogel!
Maybe the stage is worthy of an alternative night version...?