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Mugen Fighters Guild Vs Mode (KOF)!! (Ikemen)  (Read 77839 times)

Started by 2Dee4ever, September 18, 2014, 10:26:01 pm
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Re: Mugen Fighters Guild Vs Mode (KOF)!! (Ikemen)
#81  April 18, 2019, 06:50:55 pm
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starting to mess around with ikemen now! i need my kof and cvs mugen port to ikemen. lots of people asking to play with me online. parsec to laggy man. ikemen seems more stable. so i looking for some help now to port my screenpacks to ikemen
Re: Mugen Fighters Guild Vs Mode (KOF)!! (Ikemen)
#82  April 18, 2019, 09:30:00 pm
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Parsec like Ikemen will depend on your connection. At least with Parsec, desync is less likely. No one has openly posted about using Go online. Who can really say if it’s improved at this point.

There is nothing to porting, you drag and drop the necessary files. When it comes to SP, you’ll have to read the latest threads to see what people are doing. If it’s a non 1.1 thing, you can already get started.(guides on this forum as well as YouTube videos explaining this in detail) If you don’t care about non indexing, there are no setbacks to using Ikemen right now, especially as you could always go back and work on it when it becomes available.

As far as compatibility goes, here are a few tips..

-Build a fresh common1, if you are making a game, you should already be on this(This prevents many errors one would assume “bad compatibility” with Ikemen, when it is in fact your states overriding one another or clashing, especially if you use a tag system.

-You need enough variables for both your characters and system. An example would be, errors people assume are from bad coding. If you use add004 for example var(15),var(16) are already used, pots style characters use those same vars for juggle points, hence the infinite juggles”bug”. “If” anyone uses add004 understand that it is an entire system. Has its own unique states etc that will cause conflict with your characters if you don’t organize it. If you ever have issues with any specific characters, check your vars etc.

If you aren’t using a tag system etc, you have less work to do. Once you actually try it, you’ll see for yourself that it’s no different than customizing your mugen. The new camera stuff alone will remove that mugen status for you. (Mugen status = This is obviously mugen)

Re: Mugen Fighters Guild Vs Mode (KOF)!! (Ikemen)
#83  April 21, 2019, 05:00:50 pm
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ok thanks for the tips!
Re: Mugen Fighters Guild Vs Mode (KOF)!! (Ikemen)
#84  May 04, 2019, 03:04:35 am
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King of Fighters Ikemen.. I put quite a bit of time putting this together. Fixed all the characters. There may still be a few bugs. Balanced for competitive play.

Features
4 button, dodge & knock-back
Hold start before fight for alternate version(Some have more than one and some can change during)
Safe Fall
Super/Max/Dream Cancel

Setting up online! Follow these instructions.
http://mugenguild.com/forum/topics/tunngle-ids-169289.0.html
Or
You can also use hamachi, evolve, or direct ip forwarding.

Patches Must apply!


Controls!
Spoiler, click to toggle visibilty

Download!(10/3/2015)
https://onedrive.live.com/redir?resid=F93CE1C755B47A24!8318&authkey=!AAr4XfUlsQJd0Xs&ithint=folder%2c

Roster!
[youtube]https://www.youtube.com/watch?v=-y6JLX16LKA&feature=youtu.be[/youtube]


Videos!
Spoiler, click to toggle visibilty


Tag system guide(Read Type-R)
http://mugenguild.com/forum/topics/uno-tag-system-ver-3-0-uno-tag-team-patcher-v1-0-166239.0.html

Download link is off!
Spoiler: Not Safe For Work (click to see content)
Re: Mugen Fighters Guild Vs Mode (KOF)!! (Ikemen)
#85  August 12, 2019, 07:51:48 pm
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