YesNoOk

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Re: Updates+Re-uploads

 September 30, 2022, 05:46:02 AM View in topic context
#1
 Posted by SOLIDUS SNAKE  in Updates+Re-uploads (Started by Arias October 03, 2015, 02:01:45 AM
 Board: Your Releases, 1.0+

Nice update, love your works. Keep it rocking, will give my 2cents if need be.
    

Re: Ikemen GO

 September 30, 2022, 05:42:54 AM View in topic context
#2
 Posted by Mazemerald.  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

Thanks Gacel, i've learned how to put cutscenes, it has been a dream.

now i need to learn how to change the score result on lifebar

from color bars to that:

Score: 12080
life : 5200
time: 450
combo: 8


Add the option to put a voice for the characters on winner screen please and a sound provoking on versus screen too.
    

Re: Mike (CVS/POTS)

 September 30, 2022, 05:38:05 AM View in topic context
#3
avatar  Posted by Rabano  in Mike (CVS/POTS) (Started by Rabano September 23, 2022, 08:01:30 PM
 Board: Your Releases, 1.0+

    

Re: IKEMEN Plus Ultra

 September 30, 2022, 05:35:44 AM View in topic context
#4
 Posted by MR. IBZS II  in IKEMEN Plus Ultra (Started by CD2 February 18, 2022, 11:42:35 PM
 Board: IKEMEN Releases

this older version the ikemen plus but improved, if you dont know how to code in the Lua lang coding is best to stick with the Ikemen go 98.2 that more friendly base than this version

Do you have to do LUA coding to put characters and stages into this IKEMEN, or to create characters and stages/edit prexisting work to have the new features?
    

The Waterfall - Extra Noon and Night Edits

 September 30, 2022, 04:33:18 AM View in topic context
#5
 Posted by Ganbare-Lucifer  in The Waterfall - Extra Noon and Night Edits (Started by Ganbare-Lucifer September 30, 2022, 04:33:18 AM
 Board: Edits & Addons 1.0+

An edit of an edit, editception.

So I was bored that I decided to do noon and night versions of Mark Ferrari's Jungle Waterfall from Canvas Cycle, brought into MUGEN by Vordh0sbn. The result was better than I expected, the animation and modified palettes look decent.

Works best by adding them in Ikemen as round 2 and 3 defs for the original day version since that one is set during daytime (what redundancy).




Grab them here!
https://sites.google.com/view/ganbarelucifermugensite/stages
    

Adding an additional animation to the 'config'

 September 30, 2022, 04:32:51 AM View in topic context
#6
 Posted by Tiger-Boy  in Adding an additional animation to the 'config' (Started by Tiger-Boy September 30, 2022, 04:32:51 AM
 Board: M.U.G.E.N Development Help

The char I am working on has two stand animations, of which can be chosen in the config text document.

I would like to add an additional stand animation.

The coding in the System State is the following:
Spoiler, click to toggle visibilty

The coding in the CONFIG text document is:
Spoiler, click to toggle visibilty

The animations already in the coding are 0 and 2. I would like to add animation 1.

How do I go about it?

Thanks in advanced.
    

Re: Stable Diffusion + Old School Fighting Game Backgrounds

 September 30, 2022, 04:20:54 AM View in topic context
#7
 Posted by Umezono  in Stable Diffusion + Old School Fighting Game Backgrounds (Started by davismaximus September 29, 2022, 04:34:48 AM
 Board: M.U.G.E.N Discussion

The loss of quality and detail on the leftmost skull speaks for itself. These AI generated things are cool and pretty to look at but they just end up looking way too simplified.
    

Re: IKEMEN Plus Ultra

 September 30, 2022, 03:54:52 AM View in topic context
#8
 Posted by DJ_Pilou-X-  in IKEMEN Plus Ultra (Started by CD2 February 18, 2022, 11:42:35 PM
 Board: IKEMEN Releases

That's So Amazing Update To 1.1.0 out of IKEMEN Plus Ultra! But IKEMEN GO Was Upcoming Version Yet.
    

Help finding the damage on Misogi

 September 30, 2022, 03:28:23 AM View in topic context
#9
 Posted by Kenten1993  in Help finding the damage on Misogi (Started by Kenten1993 September 30, 2022, 03:28:23 AM
 Board: M.U.G.E.N Configuration Help

Hey there folks, I have another question, for some reason for my Ryu Misogi move, I can't seem to lower the power down of the Misogi. Now I understand how to do it, by following a tutorial that I found on youtube, however, when I go about what the video tells me to do, and then save my progress and then start to test it out, nothing seems to happen. I have done what the video has said in the past and it worked once before, but now I don't know what's going on. If anybody can help me, this is the whole Misogi code. I believe this also has a helper, but even then, when I try to look for Misogi in the superhelpers.cns I can't seem to find it. Either way, thanks to ever helps.  Here is the code.

;misogi
[StateDef 3800]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3802
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 10
value = S3000,11
volume = 1
channel = 3

[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 1
time = 60
anim = 0
sound = -1;s1,37
pos = 0,10000
movetime =  60
darken = 0
p2defmul = 1
poweradd = -2000
unhittable = 1

[State 3000, carga]
type=helper
trigger1=time = 1
helpertype=normal
stateno=38861
ID=3881
name="Carga"
postype=p1
pos=51,-44
ownpal=1
persistent=0
supermovetime=9999

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 19
value = S2000,1
volume = 0
channel = -1

[State 0, Explod]
type = Explod
trigger1 = Time = 54
anim = 30092
ID = 30003
pos = 15,0
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999
pausemove = 9999
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
persistent = 0

[State 3800, end]
type = ChangeState
trigger1 = Time = 56
value = 3801
ctrl = 1
;------------------------------------------------------------
;elbowair
[StateDef 3801]
type = A
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 3800
poweradd = 0
sprpriority = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S1100,2
volume = 0
channel = 3
freqmul = 1.0
loop = 0
pan = 0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 2

[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 1
time = 10
anim = 0
sound = -1
pos = 0,10000
movetime = 10
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 1

[State 4100, pos]
type=posadd
trigger1=animelem = 1
x=p2dist x-5
y=p2dist y-250

[State 0, PlayerPush]
type = PlayerPush
trigger1 != time
value = 0

[State 3804, 1]
type = Explod
trigger1 = time = 1
anim = 3805
id = 3805
postype = p1
pos = -35,0
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 8
scale = 2.5,2.5
removetime = -2

[State 3800, 1]
type = HitDef
trigger1 != time
attr = S, NA
damage = 0,0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 2,1
sparkno = s4200 +(random%8)
guard.sparkno = s4101
sparkxy = 0,-10
hitsound = s1,6
guardsound = s2,1
ground.type = High
ground.slidetime = 0
ground.hittime  = 12
ground.velocity = -0,-7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -0,-5
air.hittime = 12
persistent = 0
fall = 1
fall.recover = 0
down.bounce = 0
getpower = 0

[State 0, EnvShake]
type = EnvShake
trigger1 = movehit
trigger1 = Pos Y >= 1 && Vel Y > 0
time = 15
freq = 60
ampl = -8
phase = 90

[State 0, VelSet]
type = VelSet
trigger1 != time
x = 0
y = 22

[State 0, end]
type = ChangeState
trigger1 = movehit
value = 3803

[State 0, end]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
trigger2 = pos y = 0
value = 3802
;------------------------------------------------------------
;elbowair
[StateDef 3803]
type = A
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 3800
poweradd = 0
sprpriority = -1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = 1
id =  3805

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 2

[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 1
time = 10
anim = 0
sound = -1
pos = 0,10000
movetime = 10
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 1

[State 4100, pos]
type=posadd
trigger1=animelem = 1
x=p2dist x-5
y=p2dist y-200

[State 0, PlayerPush]
type = PlayerPush
trigger1 != time
value = 0

[State 3804, 1]
type = Explod
trigger1 = time = 1
anim = 3805
id = 3806
postype = p1
pos = -35,0
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 8
scale = 2.5,2.5
removetime = -2

[State 0, Explod]
type = Explod
trigger1 = movehit = 1
anim = 9996
ID = 9996
pos = 0,200
postype = back  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 2
supermove = 99999
pausemove = 99999
scale = 1,1
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 3800, 1]
type = HitDef
trigger1 != time
attr = S, NA
damage = 0,0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0,20
sparkno = s4200 +(random%8);s(var(1)+20)
guard.sparkno = s4101
sparkxy = 0, -10
hitsound = s1,6
guardsound = s2,1
ground.type = High
ground.slidetime = 0
ground.hittime  = 12
ground.velocity = -0,-7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -0,-5
air.hittime = 12
persistent = 0
fall = 1
fall.recover = 0
down.bounce = 0
getpower = 0

[State 0, EnvShake]
type = EnvShake
trigger1 = movehit
trigger1 = Pos Y >= 1 && Vel Y > 0
time = 15
freq = 60
ampl = -6
phase = 90

[State 0, VelSet]
type = VelSet
trigger1 != time
x = 0
y = 17

[State 0, end]
type = ChangeState
trigger1 = movehit
value = 3804

[State 0, end]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
trigger2 = pos y = 0
value = 3802
;------------------------------------------------------------
;elbowair
[StateDef 3804]
type = A
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 3800
poweradd = 0
sprpriority = -1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 2

[State 3000, AfterImage]
type = AfterImage
trigger1 = time = 1
time = 30
TimeGap  = 2
FrameGap = 1
length = 5
PalBright = 3,3,3
PalContrast = 340,240,240
PalAdd = 0,0,0
PalMul = .5,.5,.5

[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 1
time = 10
anim = 0
sound = -1
pos = 0,10000
movetime = 10
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 1

[State 4100, pos]
type=posadd
trigger1=animelem = 1
x=p2dist x-5
y=p2dist y-330

[State 0, PlayerPush]
type = PlayerPush
trigger1 != time
value = 0

[State 0, TargetBind]
type = TargetBind
triggerall = p2stateno = [5000,5999]
trigger1 = movehit
trigger1 != time
;trigger1 = AnimElem = 9
time = 1
id = -1
pos = -5,0

[State 0, Explod]
type = Explod
trigger1 = movehit = 1
anim =  4200 +(random%8)
ID = 7000
pos = 0,-50
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = 1
id =  3806

[State 3804, 1]
type = Explod
trigger1 = time = 1
anim = 3806
id = 3807
postype = p1
pos = -20,0
ownpal = 1
bindtime = -1
ignorehitpause = 1
removetime = -2
sprpriority = 8
scale = 1.5,1.5

[State 0, Explod]
type = Explod
trigger1 = moveguarded = 1
anim =  4101
ID = 7000
pos = 10,-50
postype = p2
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 3800, 1]
type = HitDef
trigger1 != time
attr = S, NA
damage = 0,0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0,0
sparkno = -1;s4200 +(random%8)
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1;s1,8
guardsound = s2,1
ground.type = High
ground.slidetime = 0
ground.hittime  = 12
ground.velocity = -0,5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -0,17
air.hittime = 12
persistent = 1
fall = 1
fall.recover = 0
down.bounce = 0
getpower = 0

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = movehit = 1
value = -360
ID = -1
kill = 1
absolute = 0
persistent = 0

[State 0, EnvShake]
type = EnvShake
trigger1 = movehit
trigger1 = Pos Y >= 1 && Vel Y > 0
time = 25
freq = 60
ampl = -20
phase = 90

[State 0, VelSet]
type = VelSet
trigger1 != time
x = 0
y = 21

[State 0, end]
type = ChangeState
triggerall = movehit
trigger1 = Pos Y >= 0 && Vel Y > 0
trigger2 = pos y = 0
value = 3806

[State 0, end]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
trigger2 = pos y = 0
value = 3802
;-------------------------------------------------------------------
;elbow finish
[StateDef 3802]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3801
poweradd = 0
sprpriority = -1

[State 0, Explod]
type = Explod
trigger1 = time = 1
anim = 3890
ID =  30006
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 99999
pausemove = 99999
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
persistent = 0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = 1
id =  3805

[State 0, PosSet]
type = PosSet
trigger1 = animelem = 1
y = 0

[State 3802, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------
;elbow finish hit
[StateDef 3806]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3803
poweradd = 0
sprpriority = -1

[State 0, Explod]
type = Explod
trigger1= p2stateno = 3807
trigger1 = time = 1
anim = 9996
ID = 9996
pos = 0,200
postype = back  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 1
supermove = 99999
pausemove = 99999
scale = 1,1
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 0, Explod]
type = Explod
trigger1 = time = 1
anim = 3890
ID =  30006
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 99999
pausemove = 99999
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
persistent = 0

[State 0, Explod]
type = Explod
trigger1 = time = 1
anim = 3891
ID = 7502
pos = 0,20
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = -4,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 999
pausemove = 999
scale = 1.1,1.1
sprpriority = 9
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
persistent = 0

[State 0, Explod]
type = Explod
trigger1 = time = 1
anim = 3891
ID = 7503
pos = -10,20
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 4,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 999
pausemove = 999
scale = 1.1,1.1
sprpriority = 9
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
persistent = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S2000,1
volume = 50
channel = -1
freqmul = 1.0
loop = 0
pan = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S2000,2
volume = 50
channel = -1
freqmul = 1.0
loop = 0
pan = 0

[State 0, TargetState]
type = TargetState
trigger1 = p2stateno = [5000,5999]
trigger1 = animelem = 1
value = 3807
ID = -1

[State 0, PosSet]
type = PosSet
trigger1 = animelem = 1
y = 0

[State 3802, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Hit by misogi
[Statedef 3807]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 5

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 2

[State 906, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1

[State 0, PlayerPush]
type = PlayerPush
trigger1 = time <=70
value = 0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value =3804

[State 820,1]
type=SelfState
triggerall=!Alive
trigger1=Time=0
value=5110

[State 0, ChangeState]
type = SelfState
triggerall=Alive
trigger1 = time = 75
value = 5120
ctrl = 0
    

Re: [Theme Thread] CVS Sprite thread

 September 30, 2022, 01:58:38 AM View in topic context
#10
 Posted by Ganbare-Lucifer  in [Theme Thread] CVS Sprite thread (Started by Formerly Hoshi April 21, 2010, 09:51:37 PM
 Board: Graphics

So I decided to revamp some sprites now that Magical Drop VI got announced.

Popoi with extended colors and new design Daughter Strength.
    

Re: KoF XV

 September 30, 2022, 12:47:01 AM View in topic context
#11
avatar  Posted by videoman  in KoF XV (Started by Magma MK-II December 06, 2018, 01:30:24 PM
 Board: Fighting Games

It is the first iteration of KOF in 3D. Even if it has its flaws it is still a fun game. I hope that means they could do a remaster of the Maximum Impact series with a rollback netcode.
    

Re: Stable Diffusion + Old School Fighting Game Backgrounds

 September 30, 2022, 12:40:52 AM View in topic context
#12
 Posted by RagingRowen  in Stable Diffusion + Old School Fighting Game Backgrounds (Started by davismaximus September 29, 2022, 04:34:48 AM
 Board: M.U.G.E.N Discussion

Well, how about a 3D Rendered "Fetus of God" from Vampire Savior?
    

Re: Stable Diffusion + Old School Fighting Game Backgrounds

 September 30, 2022, 12:23:10 AM View in topic context
#13
avatar  Posted by The kof-e-boi250  in Stable Diffusion + Old School Fighting Game Backgrounds (Started by davismaximus September 29, 2022, 04:34:48 AM
 Board: M.U.G.E.N Discussion

don't know the choices but i guess HD or realistic
    

Re: How can I add damage scaling?

 September 30, 2022, 12:14:03 AM View in topic context
#14
avatar  Posted by Rabano  in How can I add damage scaling? (Started by Rabano September 29, 2022, 03:06:26 PM
 Board: M.U.G.E.N Development Help

Okay, but where I should add that, in the -2 state?
    

Re: Stable Diffusion + Old School Fighting Game Backgrounds

 September 30, 2022, 12:07:05 AM View in topic context
#15
 Posted by davismaximus  in Stable Diffusion + Old School Fighting Game Backgrounds (Started by davismaximus September 29, 2022, 04:34:48 AM
 Board: M.U.G.E.N Discussion

Indeed there are imperfections - partially due to the input image (most of which were low quality .jpg screenshots I found floating around), partially due to the generation method.  For this specific method, you feed it an image and give the program a text prompt.  You can then adjust to either adhere closer to the input image or the text prompt, and the further you get away from the input the more inconsistencies you'll get.  You'd definitely need to do some cleanup afterward.

While you can definitely upscale your images with this, I think the cooler thing is being able to completely change the style of a BG.  For instance, I fed it this pic of a stage:



Then I gave it a generic text prompt explaining the scene, something like "Rocky alien planet littered with giant bones".  Each generation, I adjusted it to move away from the input image, and closer to the text prompt.
Spoiler, click to toggle visibilty

Next, I added some more specific prompts to get a completely different art style for the following generations:
Spoiler, click to toggle visibilty

Ideally you could take the individual layers of the stage, run them through SD, clean them up, and slap them all back together.  Unfortunately it doesn't handle transparencies well, and will always generate a black or pink background color, which is why in the examples I've only used a full shot of the stages.

can you do

Sure thing, any particular style you want these in?
    

Re: How can I add damage scaling?

 September 29, 2022, 11:45:07 PM View in topic context
#16
 Posted by PauloHPBender  in How can I add damage scaling? (Started by Rabano September 29, 2022, 03:06:26 PM
 Board: M.U.G.E.N Development Help

you can use a simple "value = XX/HitCount" on your damage, where XX is the value you'd want for the attack. This is the simplest damage scaling system I could think of.
    

Re: IKEMEN Plus Ultra

 September 29, 2022, 11:28:28 PM View in topic context
#17
 Posted by OldGamer  in IKEMEN Plus Ultra (Started by CD2 February 18, 2022, 11:42:35 PM
 Board: IKEMEN Releases

It would be very cool if there was a fusion of the engines and the functions are expanded even more, I would like you to implement these below please, I believe it is not impossible.

1 - Color palette select and alt mode select on select screen
2 - TAG Mode with move assist and hyper assist linked with chain combo
3 - Stage select separated to select screen
4 - character voice on versus screen and winner screen
5 - the guide for cutscenes easier.
6 - score result on winner screen
7 - score result on lifebar like that : Score: 00/ time: 00 / life:00/ vital 00 not only color bars.


With that the engine becomes perfect for me because it will only depend on the author's creativity.
I agree with you on that one but you can ask the Ikemen go team and you can make a request on their github they always open for suggestion you know

    

Re: IKEMEN Plus Ultra

 September 29, 2022, 11:26:15 PM View in topic context
#18
 Posted by OldGamer  in IKEMEN Plus Ultra (Started by CD2 February 18, 2022, 11:42:35 PM
 Board: IKEMEN Releases

I don't think this is for everyone because this software is too advance of understanding and it's not mean for new user and not very friendly base code, the Ikemen go 98.2 that we all know and have now is way better and do more than this version, I would suggest that you can share these code and idea with the Ikemen go team show some the feature you included, but this software is not friendly for new users or for stander mugen fans or ikemen fans that don't know how to code in the LUA coding. that why the old ikemen go 0.97 was a ugly mess from the beginning and that why no one wanted to work with the software. And that reason why everyone is happy with the New and improved Ikemen go 98.2 and soon we be getting the new updates, don't get me wrong I know how to use your version but your forgot to include those that don't know how to program or code in the old ikemen ways. I still got the understanding of your engine but this not for everyone or go about it. is cool that you went out of your free time to improve the old version of ikemen plus 0.97 and name it plus ultra. but we satisfied with Ikemen go 98.2 and we don't really need this version at this time. also, you forgot to include the gamepad functionality most user use like xbox, PlayStation, Arcade stick controller, but instead you have Iit setup like the ways keyboard play function

I prefer IGO, but I'm also open to other possibilities.

yeah me too but question is are you willing to learn LUA scripting ? like I had too wit this version require that kind of skill

    

Re: Cammy Delta Red 2022 UPDATE

 September 29, 2022, 11:16:32 PM View in topic context
#19
 Posted by NateBoi  in Cammy Delta Red 2022 UPDATE (Started by Tiger-Boy February 09, 2022, 03:33:04 AM
 Board: Projects

its looking quite nice so far! I say, if you want to make a more authentic SSF2 stance, look at how the arms, legs and hair animate, and try to replicate that

    

Re: Ikemen GO

 September 29, 2022, 11:16:01 PM View in topic context
#20
 Posted by Mazemerald.  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

It would be wonderful if IKEMEN GO already had these functions or some of them that are more plausible, I'm a very hardworking creator and I research a lot even though I still don't know how to use LUA, and I always write down the functions that don't exist to suggest them.

1 - Color palette select and alt mode select on select screen
2 - TAG Mode with move assist and hyper assist linked with chain combo
3 - Stage select separated to select screen if you wish like that.
4 - character voice on versus screen and winner screen
5 - score result on winner screen
6 - score result on lifebar like that : Score: 00/ time: 00 / life:00/ vital 00 not only color bars.

With that the engine becomes perfect for me because it will only depend on the author's creativity.