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IKEMEN Disscussion Thread (Read 661055 times)

Started by 2Dee4ever, July 01, 2015, 09:10:17 pm
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Re: IKEMEN Disscussion Thread
#141  September 09, 2016, 01:10:43 am
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Now that sounds promising! I'll see if I can cross program if it's so similar.

If you'd like you can go through MUGEN class and make sure what all is the same in Ikemen. It'd be nice if we could make the class notate stuff about Ikemen.
Re: IKEMEN Disscussion Thread
#142  September 09, 2016, 06:34:57 pm
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Now that sounds promising! I'll see if I can cross program if it's so similar.

If you'd like you can go through MUGEN class and make sure what all is the same in Ikemen. It'd be nice if we could make the class notate stuff about Ikemen.

I just checked the page... that's a lot of stuff.
Re: IKEMEN Disscussion Thread
#143  September 21, 2016, 03:24:22 pm
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I found a neat little trick that I'm going to show soon for Revival 2's Beta thingy...


Spoiler, click to toggle visibilty
Last Edit: September 21, 2016, 03:29:26 pm by TheFclass97
Re: IKEMEN Disscussion Thread
#144  November 14, 2016, 11:27:35 pm
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I was hoping that in my absence these other projects would get some shine, but damn it's more dead than ever.
Not to mention living in lower class no one ever sees these things so not entirely your fault.

I'm going to start playing the games on my channel, it's not very big yet, but it's on the rise. Don't mind plugging for the community so just let me know if you want me to feature your game. Keep up the good work, I know you guys have been working hard almost to the point of no avail, but progress is progress.
Re: IKEMEN Disscussion Thread
#145  December 30, 2016, 12:37:01 am
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  • MUGEN MK creator & Samurai Shodown player
I apologize if this was asked before, but when it comes to managing images in IKEMEN screenpack (namely main.lua file), suppose that I have three images:

Img0 = animNew(sysSff, [[500,0, 0,0, -1]])
Img1 = animNew(sysSff, [[500,1, 0,0, -1]])
Img2 = animNew(sysSff, [[500,2, 0,0, -1]])

and then I want to display a random one out of three with animDraw, what is the correct way to write this?

Wouldn't it be something like animDraw(Img+random%2) ?
Re: IKEMEN Disscussion Thread
#146  December 30, 2016, 09:54:06 pm
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I apologize if this was asked before, but when it comes to managing images in IKEMEN screenpack (namely main.lua file), suppose that I have three images:

Img0 = animNew(sysSff, [[500,0, 0,0, -1]])
Img1 = animNew(sysSff, [[500,1, 0,0, -1]])
Img2 = animNew(sysSff, [[500,2, 0,0, -1]])

and then I want to display a random one out of three with animDraw, what is the correct way to write this?

Wouldn't it be something like animDraw(Img+random%2) ?

Honestly, I'm not quite sure (mostly cause I never tried it). A theory I just came up with in my head would be making some kind of variable which can randomly play a specific image/animation. That's just an idea I just came up with tho, you would have to mess with it and see whats up. Good luck with it tho, and don't be afraid to post some stuff on your progress ^_~
Re: IKEMEN Disscussion Thread
#147  December 31, 2016, 01:48:58 pm
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I apologize if this was asked before, but when it comes to managing images in IKEMEN screenpack (namely main.lua file), suppose that I have three images:

Img0 = animNew(sysSff, [[500,0, 0,0, -1]])
Img1 = animNew(sysSff, [[500,1, 0,0, -1]])
Img2 = animNew(sysSff, [[500,2, 0,0, -1]])

and then I want to display a random one out of three with animDraw, what is the correct way to write this?

Wouldn't it be something like animDraw(Img+random%2) ?
Learn the basics of LUA syntax. Tons of tutorials around and it will make working on the project much easier. As for the question here is example solution:
Code:
local rand = math.random(0,2)
if rand == 0 then
  animDraw(Img0)
elseif rand == 1 then
  animDraw(Img1)
else
  animDraw(Img2)
end
Last Edit: December 31, 2016, 02:08:11 pm by K4thos
Re: IKEMEN Disscussion Thread
#148  January 01, 2017, 12:05:07 am
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Learn the basics of LUA syntax. Tons of tutorials around and it will make working on the project much easier. As for the question here is example solution:
Code:
local rand = math.random(0,2)
if rand == 0 then
  animDraw(Img0)
elseif rand == 1 then
  animDraw(Img1)
else
  animDraw(Img2)
end

Welp, he got the idea (lel). I was thinking something like that too (although I might have not worded it well cause I'm still learning myself). Nice though.

Re: IKEMEN Disscussion Thread
#149  January 02, 2017, 11:33:52 pm
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  • MUGEN MK creator & Samurai Shodown player
Yeah, the approach seems to be essentially same as C, just a bit different syntax (and me not yet knowing the complete list of functions already available in Ikemen). Is there any quick way for enabling Ikemen window resize function?
Re: IKEMEN Disscussion Thread
#150  January 03, 2017, 01:32:59 am
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Yeah, the approach seems to be essentially same as C, just a bit different syntax (and me not yet knowing the complete list of functions already available in Ikemen). Is there any quick way for enabling Ikemen window resize function?

The only way to do so (until someone finishes or releases a window size in IKEMEN, which I know is possible if you code it in) is in the config.ssz file in the ssz folder. Just change the width and height there and save it.
Re: IKEMEN Disscussion Thread
#151  February 22, 2017, 03:07:30 pm
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  • 2D Fighting games forever!
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Lasagna
Re: IKEMEN Disscussion Thread
#152  February 22, 2017, 06:41:05 pm
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New version released https://pt.osdn.net/users/supersuehiro/pf/ikemen/wiki/FrontPage

Yooooo! Good look out!

Patch Note (from the ikemen.txt file):

- Original Japanese

Spoiler, click to toggle visibilty

- Broken English translation (I don't know the language :/ )

Spoiler, click to toggle visibilty
Last Edit: February 22, 2017, 06:50:41 pm by TheFclass97
Re: IKEMEN Disscussion Thread
#153  February 22, 2017, 07:40:43 pm
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  • Every night fucks every day up
  • Every day patches the night up
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Re: IKEMEN Disscussion Thread
#154  February 22, 2017, 10:44:30 pm
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Did he add arcade mode?
Re: IKEMEN Disscussion Thread
#155  February 22, 2017, 11:17:30 pm
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  • Hoping for the best, prepared for the worst.
  • 2D Fighting games forever!
    • Brazil
No new modes, the guy working on this is swit, god knows when he will release it to the public.
Lasagna
Re: IKEMEN Disscussion Thread
#156  February 22, 2017, 11:18:56 pm
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Did he add arcade mode?

No, but technically you code one in if you want to. Again, he mostly just fixed glitches from the engine and fixed things to make chars and such more compatible.
Re: IKEMEN Disscussion Thread
#157  February 22, 2017, 11:47:58 pm
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Boo on no arcade mode, so mugen chars are more compatible?
We need a translator I want to see all that's been updated
Re: IKEMEN Disscussion Thread
#158  February 22, 2017, 11:51:34 pm
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Boo on no arcade mode, so mugen chars are more compatible?
We need a translator I want to see all that's been updated

I mean, do you really need an arcade mode? Lel, jk (Again, you COULD if you know how to). As for translation, you could always use Google (although it would be the most broken Engrish you could possibly imagine). I just wanted to make sure that there IS a list of changes and not just a vague "more compatible" label. You could also test it out and check out the tutorials of it so far if you're interested... ^_~
Last Edit: February 22, 2017, 11:58:52 pm by TheFclass97
Re: IKEMEN Disscussion Thread
#159  February 23, 2017, 12:53:36 am
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I wouldn't even know how to code a arcade mode, I haven't seen anybody
have one either, its like a fable ill believe it when I see it.
And yes arcade is very important in a fighting game.
Re: IKEMEN Disscussion Thread
#160  February 23, 2017, 01:02:21 am
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I wouldn't even know how to code a arcade mode, I haven't seen anybody
have one either, its like a fable ill believe it when I see it.
And yes arcade is very important in a fighting game.

Dude... the engine is open source, meaning if you know how to code, it's possible. And even though there isn't an arcade mode (yet...), there are still other features that have been implemented and done that Mugen can't do atm. Things like Move list mode, Palette selector on the character select screen (along with Assist type selectors for those clever things Like MvC Extended ^_~), separating character portraits for things like Simul or turns or whatever, animated portraits, character select specific sounds (like when you select Ryu, the announcer would actually say "Ryu"), online and replay functionality, and even more. You just gotta find your way around things... And the pro's really out-weigh the cons when it comes to the engine (at least imo).