Also, didn't expect my Roy to get into the voting - after Yumetaro (V2) and Relek got close (only 1 vote was missing for 'em), Roy got there! Though I'm updating Roy with some new additions, including some revamped stuff. Not quite finished yet though, but still, I'm glad a char of mine got into the voting.
Even if it doesn't get that many votes, I consider it a W - first time in a CotM voting!
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.
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
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)
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
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.