Tetchi wrote: ↑Sun Jan 07, 2024 7:55 am
In effect, TQH 0 is using the base of common1.cns (in its entirety) from add004 to function, although it is the last version available for MUGEN 1.1 that was released, I do not rule out that there may be incompatibilities in chars that have a custom common , but in theory it should be functional without having to "edit" the char code to be inserted, except in the AIR file to establish the portrait faces on the VERSUS and LIFEBAR screen.
But all characters designed for the standard mugen seem to have problems with the lifebar during my tests. While the example characters from the "add004" package downloadable from "The Mugen Fighters Guild -> M.U.G.E.N Central -> Your Releases, 1.0+ -> add004basic" forum topic on the mugenguild website work fine in TQH 0. So the game is effectively running on top of a somewhat non-standard modified "mugen+add004" platform and the normal "mugen" characters can't be easily added to it. This isn't necessarily a bad thing, but people need to be warned about this. So that they don't waste their time unsuccessfully trying to use TQH 0 as a general purpose mugen engine for adding extra characters. The game is already fine as-is with a fixed roster.
Yes, I have analyzed launching a version for Ikemen Go, but it would be something "lighter" with fewer characters (the most representative or most liked) although although it is just an idea in general
Is this related to the higher resources usage? I wouldn't worry about that too much unless real users encounter problems when using all characters.
I have not analyzed in depth the functions that Ikemen can provide, but yes I am aware of all the news and things that can be implemented and that would be very beneficial in various sections of the game, rest assured that I will analyze it in depth and if I will release a version for Ikemen.
My understanding is that Ikemen has better support for various tag team modes (essentially can probably replace the functionality of the "add004" plugin). It also has the network play feature, which I admittedly haven't tried. 3D stages support in the latest Ikemen nightly builds looks like an interesting feature. I also see that Ikemen supports a new ZSS format instead of CNS, which is much more readable (at the expense of losing compatibility with the original old mugen 1.0 and 1.1 engines).
What you tell me raises some questions, I hope you can be kind enough to provide feedback.
Sure!
1. What system are you using for Ikemen Go?
64-bit Linux on a normal PC with an Intel processor. But trying it on a Raspberry Pi with an ARM processor would be an interesting test too.
2. Can you share screenshots to see what TQH 0 looks like?
They are basically the same as the screenshots already posted in this forum thread. I was initially worried about not seeing the character names under (or above) the lifebars, but now I see that this is normal. As for the glitches, Ikemen can't load mp3 files with the cover art pictures. Such as the "sound/10.mp3" background music for the Rainbow Mika's scenery. I also see the following messages in the log:
Code: Select all
random.move.snd.cancel: Incorrect data type (number expected, got table): 100
2024/01/07 20:04:38 failed to load 7 (screenpack font): File not found
They seem to be harmless though.
3. What would you add (aside from a more detailed CMD/command list for each character) to TQH 0?
4. Any suggestions for a future version for MUGEN 1.1?
To be honest, I haven't spent much time playing this game yet. Maybe I'll post more suggestions later. So far my only opinion is that the command list is a very important feature if the game is to be played as a proper fighting game (rather than some random buttons mashing just to see the hentai scenes).
5. Which characters do you like from TQH 0 for a version in Ikemen GO and which others for the Roster?
I'm currently playing with Karin as my main character. I like how she is occasionally flashing her blonde bush from under the skirt during fights
Various variants of Karin from the mugenarchive, HCM and your game also behave slightly differently when it comes to the supported moves. I'm trying to compare them with the "Street Fighter Alpha 3 - Karin Move List" video from youtube right now. I'm not expecting your game to perfectly match the original moves from Street Fighter Alpha 3, but at least accurately documenting the supported moves as they are implemented in your game would be great. I haven't played the original Street Fighter Alpha 3 anyway, so I'm not picky
