ikemen-engine / Ikemen-GO

An open-source fighting game engine that supports MUGEN resources.
https://ikemen-engine.github.io
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IKEMEN GO handles afterimages differently from MUGEN #684

Open Resentone opened 2 years ago

Resentone commented 2 years ago

mugen003 MUGEN 1.1 ikemen018 IKEMEN GO

After Image code. [State 0, ] type = AfterImage trigger1 = time = 50 time = 999 length = 30 timegap = 1 framegap = 3 PalBright = 5, 5, 5 PalContrast = 150, 150, 150 PalAdd = -1,-1,-1 trans = add

NeatUnsou commented 1 year ago

This code should work the same as MUGEN, except the afterimage colors are slightly different due to the PalBright bug fix. However, Afterimage's length is obviously different, so I searched and found the cause.

;Astral Heat Background
[Statedef 7005]
type = S
physics = N
movetype = A
anim = 9999
ctrl = 0
velset = 0, 0
sprpriority = 4

[State 0, Explod]
type = Explod
trigger1 = !time
anim = 7015
ID = 7005
pos = 0,0
postype = left
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
supermovetime=99
pausemovetime=99
scale = 1,1
sprpriority = -2
ontop = 0
shadow = 0,0,0
ownpal = 1
removetime = -1

mugen021

;Astral Heat Background
[Statedef 7005]
type = S
physics = N
movetype = A
anim = 9999
ctrl = 0
velset = 0, 0
sprpriority = 4

[State 0, Explod]
type = Explod
trigger1 = !time
anim = 7015
ID = 7005
pos = 0,0
postype = right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
supermovetime=99
pausemovetime=99
scale = 1,1
sprpriority = -2
ontop = 0
shadow = 0,0,0
ownpal = 1
removetime = -1

mugen020

In MUGEN 1.1, It seems that the root's Afterimage length changes depending on the postype of Helper's Explode. I don't understand why this happens...it's clearly not what MUGEN originally intended.