I've returned, long time no see huh Im returning to normal sized stages before moving back to jus stages
Starting off we have "Building a Utopia" from Fire Emblem Heroes for Mugen 1.1 Ive tried to make this stage as advanced as possible, advanced parallax, advanced lighting, etc.
Still quite a bit left for this stage but I hope you can look forward to it
I guess everyone has different philosophies on how to share.
As a teacher, I know that when people is exposed to something they are bound to ask questions. The more you force them to read some stuff FIRST, the less unnecessary repetitive work you will have later answering stuff.
I prefer people going to our server because it helps centralize feedback and have some more control over interactions. And the YT vid is an honest showcase of what to expect and says a ton stuff that's been asked and answered already ("What IKGo version is this for?", "How many stages are there?", "Is this for MUGEN?", "Does this demand editing characters?").
So... It's not like these are adfly links, they have useful info. I'd rather users be faced with that first, so I don't have to answer the same thing a ton times.
Any feedback on the stages themselves? Some bugs were reported already.
Awesome work with these ones ! And impressive precision with the parallax and all the deltas.
A word : one can see this on your images, but the size of all these is very small compared with chars. I personally added "localcoord = 250,240" in order to get a good fit on my Ikemen in 16:9.
This said, keep up the good work, Vegaz ! Can't wait to discover the next game you're working on.
Thanks! The stage size has been a common point made. I should've said this before, but these are the SNES sprites. Ans I think every character from this game converts to mugen uses arcade sprites. So the characters look bigger by comparison. I did increase the scale of the sprites in the 1.1 versions. That's an interesting resolution.
Re: Sprite Sheet Request Cyberbots Lightning & Jakal, Punisher Pretty Boy and etc
Awesome work with these ones ! And impressive precision with the parallax and all the deltas.
A word : one can see this on your images, but the size of all these is very small compared with chars. I personally added "localcoord = 250,240" in order to get a good fit on my Ikemen in 16:9.
This said, keep up the good work, Vegaz ! Can't wait to discover the next game you're working on.
While I don't like the idea of forcing people to go to the description of a youtube video, and even then, forcing them to join a discord server just to get a download, at least make it easier.
You only need the sff, and you can export all images from the sff using fighter factory. There is a button in the sprites tab that exports any range of sprites into png. Each sprite will be a separated image file, not a spritesheet.
When I taunt with Sakura it makes me unable to do anything after she finishes. That's the only major thing I've found so far, I havent done that much with it yet so I can't really comment on anything else here right now
; -=====================================================- ; Configuration file for Ikemen GO ; -=====================================================- ; ------------------------------------------------------------------------------- ; Common data running on characters, affecting match globally. ; Common parameters support arrays with comma-separated values. ; Multiple categories can be specified by appending a unique numeric suffix to ; their names (e.g., States0 = ..., States2 = ...). [Common] ; Common animations using character's local sprites Air = data/common.air ; Common commands Cmd = data/common.cmd ; Common constant variables Const = data/common.const ; Common states (CNS or ZSS) States = data/functions.zss, data/action.zss, data/dizzy.zss, data/guardbreak.zss, data/score.zss, data/system.zss, data/activetag.zss, data/training.zss ; Common packs of graphic and/or sound effects called during the match by using ; a specific prefix before animation and sound numbers (like lifebar fightfx) Fx = ; External modules (no need to add modules placed in external/mods directory) Modules = ; Pure Lua code executed on each frame during match Lua = loop()
Re: RETRO BLAST GO & RETRO BLAST MUGEN 1.1 NEW UPDATE 1-27-2025
I got some more suggrestions to add to the list: -Most_Mysterious' stuff -Rare Akuma by POTS -DJHANNIBALROYCE's stuff -Watafak by O Ilusionista -Nokia 3310 by Synck
Main updated parts rulue02 : Corrected animation of bouncing breasts in neutral pose Canceled Nomal Move on the ground to allow jumping. rulue02 & volk : Extended stagger time when an aerial attack hits a grounded opponent To prevent permanent combos, aerial attacks now strike out if the damage scaling exceeds a certain amount. Other : Unify file character encoding with UTF-8
OK, going back to work on my ClayFighter projects since a few vacations with my son. I got Slyck advanced until now (all basics without punches and kicks) and of course HoboCop and Klaymen advanced too (last one hidden in IC beta 3 BTW). And well, Ickybod Clay won so I'll start both versions ASAP...
But, I have the doubt about which one would you like to see next in MUGEN, so I made this little poll in case you want to answer it also was made in my X but without the fifth option (since there it's max 4) so you can vote in any of them