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Ikemen GO (Read 1222216 times)

Started by K4thos, May 26, 2018, 03:04:27 am
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Re: Ikemen GO Plus
#1161  August 17, 2019, 10:41:00 pm
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Adnan is referring to the Mugen 1.0/1.1 combo counter compatibility.
Amidweiz is talking about a bug were pauses do not pause the combo counter timer.

This can be seen on Mugen with charters with "time stop" skills, when they hit while in pause the combo counter stacks even when the time between the hits high.
In Ikemen this does not happens (Hence is a bug)
But wait!! We haven't made the Suave Dude character yet!!
Re: Ikemen GO Plus
#1162  August 18, 2019, 11:28:53 am
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Idk if i  already reported it.Gm's gill doesnt get ressurrected after defeat in Ikemen.He does in mugen tho.
Re: Ikemen GO Plus
#1163  August 20, 2019, 07:57:45 pm
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script/main.lua:1076: table index is nil
stack traceback:
   script/main.lua:1076: in function 'f_addChar'
   script/main.lua:1135: in main chunk
   [G]: ?
uhm facing this
Re: Ikemen GO Plus
#1164  August 20, 2019, 07:59:11 pm
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Is this happening when you're playing with a certain character? Because if so, try removing the storyboards in the DEF file of the character.
Re: Ikemen GO Plus
#1165  August 20, 2019, 08:03:22 pm
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nah it happens when I try to run ikemen with default screenpack
Re: Ikemen GO Plus
#1166  August 20, 2019, 08:06:41 pm
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Ah okay, I'm not sure then, pretty sure Gacel would know though.
Re: Ikemen GO Plus
#1167  August 20, 2019, 08:13:35 pm
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search select.def you must have a character named wrong or a , placed wrong.
Re: Ikemen GO Plus
#1168  August 20, 2019, 08:27:52 pm
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I bet
;---------------------------------------------------------------------
Code:
[Characters]

 ;Insert your characters below.
Ryu\NormalRyu.def,stages\Suzaku2014.def,music=sound\Suzaku2014.mp3
Ken\SFIIIKen.def,,includestage=0
C:\Users\METEHAN\Desktop\Ikemen\ThirdStrikeYo\Sean\NormalSean.def
EvilRyu\ShinEvilRyu.def
Ken\ViolentKen.def,includestage=0
Akuma\ShinAkuma.def,includestage=0
Dhalsim,,includestage=0
R. Mika,stages\iwashi2014.def, music=sound\R.Mika.mp3,includestage=1
Guy,includestage=0
Maki,includestage=0, order=0
CharlieNash\Nash.def,, includestage=1
Guile,includestage=0
Chun-Li,stages\rushhour2014.def
Sakura,stages\home2014.def,includestage=1
Karin,includestage=0
Honda,includestage=0
Rolento,,includestage=0
Eagle,includestage=0
Balrog
Sagat\DivineSagat.def,stages\ayutaya2014.def,music=sound\ShiyoBGM\ayutaya2014.mp3,includestage=1,order=5
Adon,,includestage=0
DivineBlair\DivineBlair.def,includestage=0, order=0
DivineSkullo
FinalBison\Vega.def,stages\drive-remains2014.def
C:\Users\USER\Desktop\Mugen\mugen-1.1b1\ThirdStrikeYo\Urien\Urien.def
C:\Users\USER\Desktop\Mugen\mugen-1.1b1\ThirdStrikeYo\Gill\Gill.def
Ingrid,includestage=0
Blanka
Demitri\Demitri.def,stages\demitri.def,music=sound\Lord Demitri.mp3
Lei-Lei\Lei-Lei\Lei-Lei.def
DivineLilith,includestage=0, order=0
DivineMorrigan
Kyo\NormalKyo.def,includestage=0
Iori\NormalIori.def,includestage=0
Iori\OrochiIori.def
Ash Crimson
Benimaru
Kim\Kim.def
Joe,includestage=0
Clark,includestage=0, order=0
Ralf
Raiden\Raiden.def
Takuma\Takuma.def,, includestage=0
Ryo\Ryo.def, stages\Kyokugenryu2014WS.def, music=sound\KOFXIII Sakazaki Dojo.mp3
DivineRobert,, includestage=0, order=0
MrKarate\MrKarate.def, stages\Kyokugenryu2014WS.def
DivineRock,, includestage=0, order=0
cvsxTerry\cvsxTerry.def,, includestage=0
Haohmaru\Haohmaru.def,, includestage=0
Rugal\Rugal.def, stages\skynoah2014.def
Geese\Geese.def, stages\tower2014.def
Nakoruru
DivineAthena\DivineAthena.def
Vice\Vice.def,stages\Mukai_Orochi_mix.def
Shermie\Shermie.def,includestage=0, order=0
King\King.def,includestage=0
DivineKula\DivineKula.def,, includestage=0, order=0
Tiffany,includestage=0, order=0
DivineTia,includestage=0, order=0
Rouga\Rouga.def
Jotaro
Mike Haggar\Mike Haggar.def,includestage=0, order=0
DivineJill\DivineJill.def,includestage=0, order=0
Psylocke\DivinePsy.def
Wolverine\Wolverine.def,includestage=0, order=0
Yoko,includestage=0,order=0
C:\Users\METEHAN\Desktop\Ikemen\MeltyBlood\Arcueid\Arcueid.def
C:\Users\METEHAN\Desktop\Ikemen\MeltyBlood\Hisui_Infinite_SE\Hisui_Infinite_SE.def

;--------------
[ExtraStages]
stages\Electro\Ultimate_Port_Town_FF3_Hon_Fu.def
stages\Electro\Ultimate_AoDK_Korea_Lee.def
stages\Electro\Ultimate_AoF3_Wyler_Mansion.def
stages\Electro\Ultimate_LB2_Forest_of_Forgetfulness.def
stages\Electro\Ultimate_LB2_Legendary_Resurrection_Musashi.def
stages\Electro\Ultimate_RBFFS_Hong_Kong.def
stages\Electro\Ultimate_UCop_Energy_Beach.def
stages\Electro\Ultimate_WHP_Genesis.def
stages\ff5b2014.def
stages\JailBreak.def
stages\cave2014.def
stages\saloon2014.def
stages\wall2014.def
stages\dated2014.def
stages\syuri2014.def
stages\ganga2014.def
stages\ayutaya2014.def
stages\ayutaya-blue2014.def
stages\bamboo2014.def
stages\bar2014.def
stages\bay2014.def
stages\bay-night2014.def
stages\neogeoland2014.def
stages\beach2014.def
stages\golddust2014.def
stages\golddust2014_v2.def
stages\hawk2014.def
stages\jet2014.def
stages\jet-night2014.def
stages\kiri2014.def
stages\kiri-blue2014.def
stages\lane2014.def
stages\liner2014.def
stages\liner-sunset2014.def
stages\lotus2014.def
stages\lotus-morn2014.def
stages\KoreanDock.def
stages\KoreaMarket2014.def
stages\Kyokugenryu2014WS.def
stages\plain2014.def
stages\plain-a2014.def
stages\thirst2014.def
stages\tower2014.def
stages\west2014.def
stages\water2014.def
stages\waterfall2016.def
stages\mount2014.def
stages\iwashi2014.def
stages\ring2014.def
stages\ring-rain2014.def
stages\sakura2014.def
stages\home2014.def
stages\snow2014.def
stages\snow-aurora2014.def
stages\cloud2014.def
stages\willow2014.def
stages\street2014.def
stages\street-night2014.def
stages\suzaku2014.def
stages\SuzakuNight2014.def
stages\SuzakuSunset2014.def
stages\Suzaku2015.def
stages\drive2014.def
stages\skynoah2014.def
stages\skynoah2014alt.def
stages\skynoah-red2014.def
stages\sanctuary2016.def
stages\ShrineChonshu2014.def
stages\GoNight2014.def
stages\osaka-cloudy2014.def
stages\rushhour2014.def
stages\cammy2014.def
stages\Heaven2014.def
stages\southkorea2014.def
stages\Tiger2014.def
stages\Columns.def
stages\Columns_2.def
stages\Columns_3.def
stages\Columns_4.def
stages\Columns_snow.def
stages\Columns_Urien.def
stages\Columns_Gill.def
stages\DarminorOutside.def
stages\rasslemania-ws.def
stages\rooftop-neo.def
stages\rolentoturf_1.1.def
stages\Ken-SNK.def
stages\XX'SPACE'LIFT'XX.def
stages\XX'AIRPORT'XX.def
stages\XX'LIGHTS'XX.def
stages\XX'ALPHA'BASE'XX.def
stages\XX'XDRENALINE'XX.def
stages\KOF2000_Korea_Street_1.1.def
stages\KOF94_Japan_Stage_1.1.def
stages\KoF95_Garou.def
stages\BloodDome.def
stages\SF2_EvilKen.def
stages\aof2geese.def
stages\yuki.def
stages\GOW_SHENLONGBG.def
stages\scbridge.def
stages\crypt.def
stages\The_Waterfall.def
stages\YDA_Forest-of_Desolation.def
stages\svc_sanctua.def
stages\Kofxi_Shion_Stage.def
stages\Reppu2.def
stages\Mexico 2k2 ~ Nighttime - Addition FX (M.U.G.E.N. 1.1B1).def
stages\CentralGeo.def
stages\CentralGeo2.def
stages\Burning_Osaka_CVS2.def

[Options]
;--------------------------------------------------
;Set up the order of battles here for Arcade mode!
;--------------------------------------------------

arcade.maxmatches = 6,1,1,5,0,0,0,0,0,0

;-------------------------------------------------------
;Set up the order of battles here for Team Arcade mode!
;-------------------------------------------------------

team.maxmatches = 6,1,1,5,0,0,0,0,0,0
Re: Ikemen GO Plus
#1169  August 20, 2019, 08:44:55 pm
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This question is more for advanced users. The issues you have, can they be solved using workarounds? For example, for the longest time, I couldn't get poison to work etc. I mean to say that many of these characters you use may just use very old code. There are some things mentioned that are actual engine errors like screenbound etc. We need to find a solution for widescreen as well if anyone decides to use a different resolution.

On that note, I know you can make it so the changing the resolution in options doesn't change the local cord as well right? If you get what I mean, changing the resolution in mugen doesn't alter the stages as well etc.

Honestly, I haven't been following this since @k4thos: left as we were more so on the same page about things, but seeing this so stagnant is kinda discouraging. I figured, I'd just leave it to you all, but we need to get the ball rolling on this. You may not acknowledge me, but I've been integral on this front.. If you can help me with this, we can continue to push this further. I will help you get the resources you need etc.

Now.. I have a few suggestions..

1. We need a comprehensive list of whats been done, what needs to be done(Ikemen/IkemenPlus/Ikemen Go). I already know some core differences, but if I could have a more complete detailed list of differences from mugen as well, that would be great. I realize that things are scattered among these pages and it would help if things were more unified. It's harder for someone to just jump into this without knowing where to start. Same thing for devs. I know about the repos, but there are too many, more than one imo. This is the centralized point of information, but everything is as I said, scattered.

2. What is the most stable version currently? What is the core focus? Can we strive for a stable build and work from there?

Development seems kinda all over the place, there is no central hub, or is there? A lot of the focus seems to be going towards "extras" by this I mean things that aren't necessary right now. Should the core not be the essentials first? The menus/font/combo counter etc stuff like that, over a tag system imo.

Also... When it comes to bugs, feel as though this could help you out.
Bug reports
Similar approach is preferred when it comes to bug reports. "X doesn't work" is not good enough report. Test cases (KFM with code that showcases the issue) and repro steps are appreciated (in most cases required).

@K4thos: Why you blue balls me bro? lol Hey.. Message me on discord when you see this, I'd really appreciate it.

I could be wrong, I heard you guys had a discord specifically for devs, is that still open? I use everything.. I create using only this engine. I can test everything. A lot of the things that were planned, I can actually implement so this isn't just anyone blabbing on about it, I will actually do it. Are we, or aren't we going to push this to the absolute limit.. Let me know.
Re: Ikemen GO Plus
#1170  August 20, 2019, 09:03:10 pm
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2dee4ever the build is updated very often so there isnt any standard version to use right now.I suggest you try the latest version which is at the Neat's repo.
Re: Ikemen GO Plus
#1171  August 20, 2019, 09:19:21 pm
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Are you familiar with emulators and the like? They usually have a stable version aside from the ongoing dev builds. That's what I was suggesting. This way things can continue to go forward without huge gaps of lost time.

Also, prebuilt. So people can experiment easily.
Last Edit: August 20, 2019, 09:35:40 pm by 2Dee4ever
Re: Ikemen GO Plus
#1172  August 20, 2019, 10:43:27 pm
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script/main.lua:1076: table index is nil
stack traceback:
   script/main.lua:1076: in function 'f_addChar'
   script/main.lua:1135: in main chunk
   [G]: ?
uhm facing this

Fixed! (I hope) Download it again and tell me if the fix works.

Are you familiar with emulators and the like? They usually have a stable version aside from the ongoing dev builds. That's what I was suggesting. This way things can continue to go forward without huge gaps of lost time.

Also, prebuilt. So people can experiment easily.

Ikemen is still not ready for a stable release, we have prebuilt builds at appveyor.
https://ci.appveyor.com/project/Windblade-GR01/ikemen-go/build/artifacts <<= Prebuilt executables here.

The Mugen screenpack files are in a separate download (Legal reasons)
https://drive.google.com/file/d/1YCp5LYq-v1LSCFiq7a4RxLmJHdwZ4b0s/view

Spoiler, click to toggle visibilty
1)
About resolution well widescreen... when you change the resolution to widescreen on mugen the aspect ratio does too, so Ikemen is the same :sweatdrop:
You need to use a 4:3 resolution for the game display at 4:3.

About the list of what have been doing:
https://github.com/Windblade-GR01/Ikemen_GO/blob/master/Readme_Features.md
Is in the github readme.
If you are referring to a changelog (Bug fixes and stuff) compared to K4thos version I can make one too if you think is a good idea.

2)
There is not stable version right now I could not call any version (The suherio one, the current one and the K4thos one) stable.
There is so much stuff that differs from mugen and causes compatibility problems.

My focus is bug fixing, compatibility stuff and finishing some things inside the engine.

The only new features (Thing that muges does not have) that I added is the "TeamMode = TAG" , TagIn and TagOut.
Is the only thing that I added and did only did take a 2 days, I did added because the legacy tag was just glorified simul and did not support a independent lifebar.
I even added the option that you could disable it if you don't like it.

Most of the added features are added by Neatunsou and he also makes changes that contribute a lot to compatibility and bug fixing.

The development
For me the core focus is getting the engine to a state that could load all the mugen content that 1.1 can out of the box. (Except chars that use supernull and other bugs)
The main repos are Mine and Neatunsou we merge the changes of eachother constantly so most of the time the 2 repos are the same.
Also other people (Like kidcy and Mike77154) also contribute once in while and that gets merged with the main repo.

About builds you can find them on:
https://ci.appveyor.com/project/Windblade-GR01/ikemen-go/build/artifacts
As I said the project is not ready for a stable release. There know compatibility bugs (And a input bug)

I know that development can sometimes seems stagnant but we are a very small group of people that does this on our when we have some free time. It has been only 5 months since I started working on Ikemen.

P.S. One new update the changes are:
- Neatunsou changed how palette textures are read.
- I fixed the bug that Mark85 reported.

The builds can be found on AppVeyor (The link is above)
But wait!! We haven't made the Suave Dude character yet!!
Last Edit: August 20, 2019, 11:06:32 pm by Gacel
Re: Ikemen GO Plus
#1173  August 20, 2019, 11:55:14 pm
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So how was k4thos able to do it the first time? He had it working without the mugen files? It avoided all of the, having to download those. By prebuilt I mean just like this, as you would download mugen with everything ready to go out the box. http://www.mediafire.com/file/qkgj3a484omv64z/DarkStalkers_IkemenGO.rar/file Yes, definitely need that change log etc.

Ikemen Plus is currently the most stable as far as Ikemen goes. As of now, I don't see any real reason to use Go. Originally plus was scrapped in favor of this new thing, but seeing as it stopped, Plus is still viable. The main thing I've seen people go on and on about is not having to index. What other game breaking feature is preventing others from using it? The whole goal behind this was really to add things, K4thos already did everything else. As is, right now, with a lil bit of extra work one could already create a something using Ikemen Plus. All of this work is really to make it so, no one has to get their hands dirty, lets be real here.

When you change the resolution on ikemen it also upscales the sprites. Does it also do this on mugen? It's more apparent on stages with more explods, so this is probably a bad example. If its the same on mugen, nvm.

640


1280


My goal is to get help, I never complain. I know the work that goes into everything. I'm just ready to make things happen.
Re: Ikemen GO Plus
#1174  August 21, 2019, 12:05:15 am
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Completely agree with the stable release, still I see this too hard to achieve because it seems there is only two people working on this and they speak two pretty different languages and the time zone.

BTW, I fixed my 236x2 not being detected properly by doing this.
 

Spoiler, click to toggle visibilty

Gacel any idea why Stage zoom commands are causing problems only on Arcade mode?

Spoiler, click to toggle visibilty

Re: Ikemen GO Plus
#1175  August 21, 2019, 12:32:31 am
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People are still working on Plus, little by little. Just recently, audio normalisation was disabled and in-game volume controls were implemented.

Oh, I want a diagram. I fucking love diagrams.
Re: Ikemen GO Plus
#1176  August 21, 2019, 12:52:47 am
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Plus or Go Plus? All these names lol like SF

Has anyone been messing with things like Online etc? I feel like its not a selling point anymore with Parsec etc.

People just need to be able to download and add their screenpacks, not that its complicated now.

I suppose I was really getting at, why couldn't these things be implemented to plus instead? It is more of a personal disinterest in mugen 1.1 optimization. scrtls work just fine, but of course its always case specific. I assume you all already knew. You know its interesting that my fight.sff works fine saved as 1.1, but the system does not.

I'm interested in adding a few simple things right now. Does anyone know how to, specifically make it so you can control what the characters do on the select screen?
Re: Ikemen GO Plus
#1177  August 21, 2019, 01:04:22 am
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...As of now, I don't see any real reason to use Go. Originally plus was scrapped in favor of this new thing, but seeing as it stopped, Plus is still viable. The main thing I've seen people go on and on about is not having to index. What other game breaking feature is preventing others from using it? The whole goal behind this was really to add things, K4thos already did everything else. As is, right now, with a lil bit of extra work one could already create a something using Ikemen Plus. All of this work is really to make it so, no one has to get their hands dirty, lets be real here.

My list of responses to this

  • The original author of Ikemen scrapped the regular version of it for GO. Ikemen GO can be compiled for pretty much any unix (this includes mac, linux, android) or windows system as opposed to plus which is windows only.
  • Plus still relies on the ssz language which is undocumented? as opposed to the GO language which is a C like language and is very well documented
  • A lot of the K4thos stuff isn't commented in plus which makes it hard to understand as well as said stuff using copyrighted material in it's base (E.G. the SFA continue text and countdown)
  • K4thos code was implemented within LUA rather than the base code of the engine itself
Re: Ikemen GO Plus
#1178  August 21, 2019, 01:06:11 am
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Plus got an update, Yeah, like one change per year. 

The reason behind Im using GO, it is I see it someone working on it, and Im glad I could help in development.

Many people are using D9VK the fork that tries to use Vulcan over DX9, instead of the much more stable Wine DX9 implementation. Why people would do this, you know using something buggy and unstable as hell instead of the stable one? Because they want to contribute. Who knows if D9VK will become something big(actually it was already included in the last Steamplay version) as Ikemen GO in the future.

Im agree in the stable release, but if it cant be done, it cant be done, not gonna get mad about it.

And the reason GO exist is pretty much what Amidweiz, it is being done in  a way more friendly code than PLUS, a code that can be pretty much compatible with many systems, not only Windows.
Re: Ikemen GO Plus
#1179  August 21, 2019, 01:24:01 am
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Hmm. Well all in all having a visible roadmap/checklist can only do good. In this way, people can know whats going on. Couldn't hurt for things to be more concise. Did he ever give access to the thread?

Not Maximilian, but I'm building my platform for this specific reason, the more people that know about it, the higher chance of solving these issues/getting more people on board, expansion. I know no one is losing sleep over it, definitely not complaining, but I would never undermine our interest, we care, those of us that plan to use it, so yes it does merit some resolve. I just want to help. If I have all the info then I can start a campaign on it.

It may not seem like much, but when you guys join in on the conversation it kinda raises the morale, for me anyway. I get everyone is kinda doing their own thing, but its great to see the interest and we can share thoughts.

The biggest thing for me? I've only been learning about things I'm trying to do. Only once I start looking into it do I realize something is amiss. As everyone is doing their own experimenting it could save a lot of time. I'm going to have to set some time aside and try to port my things over.
Last Edit: August 21, 2019, 01:28:23 am by 2Dee4ever
Re: Ikemen GO Plus
#1180  August 21, 2019, 07:19:29 am
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Gacel any idea why Stage zoom commands are causing problems only on Arcade mode?
Spoiler, click to toggle visibilty

The bug is because the lua code lacks Null checks. &gt;_&gt; This bug and the last one (The screen select one) are that.
I uploaded the code changes and AppVeyor would compile it, tell me if it works, I did write this blind (Without your select.def) so I'm not sure if it works.

If it does not please send me your select.def (Writing it in a post works)

Spoiler, click to toggle visibilty

I maybe did not explain it well appveyor host the prebuilt exes you only need to extract the 2 zip files in one folder.
The one in appveyor: https://ci.appveyor.com/project/Windblade-GR01/ikemen-go/build/artifacts
And the mugen screenpack: https://drive.google.com/file/d/1YCp5LYq-v1LSCFiq7a4RxLmJHdwZ4b0s/view
I do this because I automated the builds and uploading copyrighted material is against the TOS.
Once we hit a stable release we can publish it in a file upload site (Mega, Mediafire, etc) in 1 zip file.

K4thos did include the Mugen files (And some street fighter characters) inside the repo, that was not legal (Copyright) if the project someday for some reason get looked by Github and we host these copyrighted files on it Github can remove it from the site.

About widescreen
The new versions of Ikemen Go have the bug posted above fixed.
The fix is not what you think because Well in mugen the charters also scale up in widescreen.
I'm planning to implement a alternative scaling mode that just expands the visible are without making "zoom-in"

Also there is no problem complaining as long you are civil about it.
I mean I hate the way that Mugen manages widescreen scaling because it cut's info.
Some people did want to keep the old tag mode when I changed it and it's the reason why it's a option. etc.

Hmm. Well all in all having a visible roadmap/checklist can only do good. In this way, people can know whats going on. Couldn't hurt for things to be more concise. Did he ever give access to the thread?

Not Maximilian, but I'm building my platform for this specific reason, the more people that know about it, the higher chance of solving these issues/getting more people on board, expansion. I know no one is losing sleep over it, definitely not complaining, but I would never undermine our interest, we care, those of us that plan to use it, so yes it does merit some resolve. I just want to help. If I have all the info then I can start a campaign on it.

It may not seem like much, but when you guys join in on the conversation it kinda raises the morale, for me anyway. I get everyone is kinda doing their own thing, but its great to see the interest and we can share thoughts.

The biggest thing for me? I've only been learning about things I'm trying to do. Only once I start looking into it do I realize something is amiss. As everyone is doing their own experimenting it could save a lot of time. I'm going to have to set some time aside and try to port my things over.

I have a roadmap and now that I see it...
Quote
- Implement localcoord on screenpacks and lifeabars [Done]
- Fix MP3 audio loading (This was one of the first ones) [Done]
- Implement fntv2 on lifebars [Done by kidcy]
- Fix option menu and infobox scaling [Done]
- Hide the console terminal on windows [Done]
- Improve lifebar font loading. (So it search directories like mugen) [Done]
- Fix online mode reder clean [Done]
- Add alternative widescreen scaling
- Make localcoord values loadable from the screenpack files
- Edit UNO tag to the work on the new tag mode (So the Tag option does something)

Once finished all of that create a installer like Dan did before.
It will not take me much time to finish that. I think we can fix some of the know bugs (There are only 8) and we can launching a stable release.

So the bugs that I know are:
Spoiler, click to toggle visibilty

That was a wall of text.
OK so also I'm gonna make a changelog (Changes since the K4thos version)

EDIT:
Mugen widescreen scaling (Yeah I choose that aspect ratio to show it's flaws)

Ikemen GO works the exact same way.
I'm adding a alternative scaling to prevent cutoff.
But wait!! We haven't made the Suave Dude character yet!!
Last Edit: August 21, 2019, 10:32:49 am by Gacel