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there is some palfx not working correctly when chars played at mugen and define palfx as black color it would be black but when chars add on IKEMEN the colors turn into white,, maybe that would be iss…
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### Describe the bug
Looks like the "under" parameter does nothing if the character is not "MajorVersion".
### To Reproduce
1. Place WinMugen KFM in Ikemen GO
2. Knock him down
3. The ground impa…
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The quasi-state fixation does not work when the player helper is in the 5150 state, for example, the player character turns in the direction of the player helper even if the player helper is in the 51…
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![480p](https://user-images.githubusercontent.com/77592586/137447502-aa61c86c-c470-4595-84d3-be378e03cf3d.png)
![720p](https://user-images.githubusercontent.com/77592586/137447504-86adc1c5-0ab0-4679-…
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Issue 1
Is Attackmulset still broken?
ignorehitpause if combocount > 0 && map(samemovement) > 0 {
AttackMulSet{value:.4}
}
This does not work.
ignorehitpause if combocount > 0 && map(same…
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### Describe the bug
Numbuh 3's F.R.A.P.P.E special and Kang's projectile specials cause a ton of debug flood and traps the opponent in their current animation against opponents without a freeze an…
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Hello. Work on this engine has been going well and it looks amazing. I play it a lot and really do enjoy it. I check almost daily for new builds and keep playing them to see new features and test thin…
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Being hardcoded, Dust and other char FX can be bothersome and it would be cool for us to be able to disable them via code.
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The quality of life can be greatly improved for new users if the game just could automatically detect the type of their joystick/controller and provide a reasonable configuration for it out of the box…
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**Describe the bug**
I tried adding my chars to the latest Ikemen but only got crashes
**To Reproduce**
Detailed steps to reproduce the behavior:
1. Use any character that has a ForceFeedback s…