The Mugen Fighters Guild

I.K.E.M.E.N. Central => IKEMEN Releases => Ikemen General Discussion and Help => Topic started by: DR119 on January 30, 2017, 12:19:09 am

Title: "Mix" IKEMEN/MUGEN
Post by: DR119 on January 30, 2017, 12:19:09 am
Sorry if this is placed in the wrong category, I don't know where I should place this.

MUGEN has a decent variety of local modes (Arcade,Survival...) but lacks online features. IKEMEN has an Online Mode, but lacks interesting local modes. Could it be possible to "copy" the coding of some modes from one engine and "insert" them into the other to create an engine with an Online and Arcade, Survival, Co-Op? I know that won't be this easy, but IKEMEN is only a modification of MUGEN, so it should be possible somehow...
Title: Re: "Mix" IKEMEN/MUGEN
Post by: TheFclass97 on January 30, 2017, 12:30:47 am
Sorry if this is placed in the wrong category, I don't know where I should place this.

MUGEN has a decent variety of local modes (Arcade,Survival...) but lacks online features. IKEMEN has an Online Mode, but lacks interesting local modes. Could it be possible to "copy" the coding of some modes from one engine and "insert" them into the other to create an engine with an Online and Arcade, Survival, Co-Op? I know that won't be this easy, but IKEMEN is only a modification of MUGEN, so it should be possible somehow...

Your post would perfectly fit right here: http://mugenguild.com/forum/ikemen-general-discussion-and-help.427

Any ways, to add modes to IKEMEN you would have to learn the language and code it in yourself. now, there are a few good factors to this:

- Since the engine is "open source", that means you could look through the whole thing from top to bottom and edit the code as you please, so on the surface, it is definitly possible.

- However, it might take some time depending on your experience and how you want it to function.

- Myself and swit are 2 guys who've been playing around with it and with some success (I was able to code in a functioning Training Mode with the Training dummy by stupa, along with a movelist mode and a few other possible modes in the future), while swit has accomplished very similar traits, and a bit more that include the modes you mentioned (and in my opinion, a lot better coded, lol, but gotta wait cause he hasn't released anything yet...).

IKEMEN has a lot of functions that make it (in my eyes, at least) much better and looser than mugen, but it does require some things to consider. But it still gets updated, and again, it's open source...

tl:dr

- Yes, it is possible, but you gotta work with it and code it in.
Title: Re: "Mix" IKEMEN/MUGEN
Post by: -Ash- on January 30, 2017, 01:04:47 am
I think that IKEMEN is an awesome engine itself, but right now, its only appealing because of the online mode, the engine has so much potential but the lack of modes(and coders messing with it) makes MUGEN more appealing for people who plays fighting games casually, I will glorify the day that swit release the new modes because it will bring content creators attention to the engine and hopefully rise some "competitive scene" on MUGEN community.
Title: Re: "Mix" IKEMEN/MUGEN
Post by: TheFclass97 on January 30, 2017, 01:06:26 am
I think that IKEMEN is an awesome engine itself, but right now, its only appealing because of the online mode, the engine has so much potential but the lack of modes(and coders messing with it) makes MUGEN more appealing for people who plays fighting games casually, I will glorify the day that swit release the new modes because it will bring content creators attention to the engine and hopefully rise some "competitive scene" on MUGEN community.

I would just try to stay "competitive" with the full games that are out (and the ones with online function since... well, it's kinda there).

Didn't want to go off topic, but i felt like I needed to answer that.
Title: Re: "Mix" IKEMEN/MUGEN
Post by: -Ash- on January 30, 2017, 01:11:16 am
I think that MUGEN characters nowadays are balanced enough to be played competitively, don't you think so?
Title: Re: "Mix" IKEMEN/MUGEN
Post by: TheFclass97 on January 30, 2017, 01:17:34 am
I think that MUGEN characters nowadays are balanced enough to be played competitively, don't you think so?

I also use to believe in competitive compilations... Then I realized that I was trying to make a fighting game engine competitive, rather than trying to make the "games" made on it competitive. It just made more sense later on when I thought about it (to me, at least...).
Title: Re: "Mix" IKEMEN/MUGEN
Post by: DR119 on January 30, 2017, 01:56:02 am
Sorry if this is placed in the wrong category, I don't know where I should place this.

MUGEN has a decent variety of local modes (Arcade,Survival...) but lacks online features. IKEMEN has an Online Mode, but lacks interesting local modes. Could it be possible to "copy" the coding of some modes from one engine and "insert" them into the other to create an engine with an Online and Arcade, Survival, Co-Op? I know that won't be this easy, but IKEMEN is only a modification of MUGEN, so it should be possible somehow...

Your post would perfectly fit right here: http://mugenguild.com/forum/ikemen-general-discussion-and-help.427

Any ways, to add modes to IKEMEN you would have to learn the language and code it in yourself. now, there are a few good factors to this:

- Since the engine is "open source", that means you could look through the whole thing from top to bottom and edit the code as you please, so on the surface, it is definitly possible.

- However, it might take some time depending on your experience and how you want it to function.

- Myself and swit are 2 guys who've been playing around with it and with some success (I was able to code in a functioning Training Mode with the Training dummy by stupa, along with a movelist mode and a few other possible modes in the future), while swit has accomplished very similar traits, and a bit more that include the modes you mentioned (and in my opinion, a lot better coded, lol, but gotta wait cause he hasn't released anything yet...).

IKEMEN has a lot of functions that make it (in my eyes, at least) much better and looser than mugen, but it does require some things to consider. But it still gets updated, and again, it's open source...

tl:dr

- Yes, it is possible, but you gotta work with it and code it in.

In which language are MUGEN and/or IKEMEN written?
Title: Re: "Mix" IKEMEN/MUGEN
Post by: TheFclass97 on January 30, 2017, 11:57:55 am
idk about mugen, but ikemen uses some c-basic/c++ stuff. It's mostly in .lua and .ssz.
Title: Re: "Mix" IKEMEN/MUGEN
Post by: Jesuszilla on January 30, 2017, 11:59:18 pm
.ssz files are in some weird language the guy came up with and wrote a compiler for himself. The last time I looked at it, there was absolutely no documentation on the language and you have to figure it out yourself based on the syntax, which is a pain in the ass.
Title: Re: "Mix" IKEMEN/MUGEN
Post by: DR119 on January 31, 2017, 12:03:30 am
.ssz files are in some weird language the guy came up with and wrote a compiler for himself. The last time I looked at it, there was absolutely no documentation on the language and you have to figure it out yourself based on the syntax, which is a pain in the ass.
Do you mean sff files? Idk what ssz files are.
Title: Re: "Mix" IKEMEN/MUGEN
Post by: Jesuszilla on January 31, 2017, 12:28:32 am
No, .ssz. They're what's used in the majority of the IKEMEN engine.
Title: Re: "Mix" IKEMEN/MUGEN
Post by: TheFclass97 on January 31, 2017, 01:06:05 am
No, .ssz. They're what's used in the majority of the IKEMEN engine.

Yeah, your right. But the lua does have some roles to fill in tho, which is why I included it.
Title: Re: "Mix" IKEMEN/MUGEN
Post by: PeXXeR on January 31, 2017, 10:38:14 pm
Ikemen has a long way to go, its optimization is pretty much shit, and its based on an old winmugen hack. It does have the potential though.
Title: Re: "Mix" IKEMEN/MUGEN
Post by: TheFclass97 on January 31, 2017, 11:59:25 pm
Ikemen has a long way to go, its optimization is pretty much shit, and its based on an old winmugen hack. It does have the potential though.

I wouldn't say too long... but I do agree it could be better optimized (at least the ssz files are still getting updated... sort of). We work with what we have, really.
Title: Re: "Mix" IKEMEN/MUGEN
Post by: -Ash- on February 01, 2017, 12:16:51 am
Does the guy who created IKEMEN plan to update it again? It's been over a year since the last update.
Title: Re: "Mix" IKEMEN/MUGEN
Post by: TheFclass97 on February 01, 2017, 12:31:12 am
Does the guy who created IKEMEN plan to update it again? It's been over a year since the last update.

Actually, I looked back at the page, and I JUST noticed that he updates the ssz files every day... Gotta experiment with them, cause he fixed some shit (I think). I've been busy with college, so I couldn't test them out yet...
Title: Re: "Mix" IKEMEN/MUGEN
Post by: Jesuszilla on February 01, 2017, 12:43:45 am
Yeah, the Google Code page is an archive, not the latest (latest is on sourceforge).

Speaking of which, make a big stickied thread with a fucking link to that page, because I should not have had to dig to find it in a thread that deals specifically with netplay if I were to go off the title.
Title: Re: "Mix" IKEMEN/MUGEN
Post by: TheFclass97 on February 01, 2017, 01:45:52 am
What am I, retarded? I can't believe I never linked it in the Table of Contents... My b.
Title: Re: "Mix" IKEMEN/MUGEN
Post by: Black Shroud on February 01, 2017, 10:36:01 am
Not sure if that's what the OP asked, but I saw projects which include both Mugen and Ikemen exe files, and the chars, stages and other folders are shared between those. To my knowledge Mortal Kombat vs Street Fighter is one such project. But of course it would be better to have extra modes coded inside Ikemen.
Title: Re: "Mix" IKEMEN/MUGEN
Post by: Jesuszilla on February 03, 2017, 04:53:09 pm
Has IKEMEN implemented a button config yet? If not it shouldn't be hard for me to do; I've done similar things at work.
Title: Re: "Mix" IKEMEN/MUGEN
Post by: TheFclass97 on February 03, 2017, 09:07:12 pm
Has IKEMEN implemented a button config yet? If not it shouldn't be hard for me to do; I've done similar things at work.

Well, swit said he had something like that to work (although the way it did he said might be a lot different than your normal button config), but I honestly haven't seen him in a while. If you want to make one, that would be cool.