The Mugen Fighters Guild

I.K.E.M.E.N. Central => IKEMEN Releases => Ikemen General Discussion and Help => Topic started by: 2Dee4ever on July 01, 2015, 09:10:17 pm

Title: IKEMEN Disscussion Thread
Post by: 2Dee4ever on July 01, 2015, 09:10:17 pm
(In progress) Will finish later lol
So you'd like to try IKEMEN out would you? It's too complicated you say? No benefits to using it? Pulling your hair out trying to get it working? It's really not at all as difficult as it seems, though it may take a bit getting used to. Alright shall we get started? First we need to download the engine first right?

A quick google search will bring you here.. https://code.google.com/p/ikemen/downloads/list as you can see the last build was made "2013" This is a misconception here is the true wiki. https://osdn.jp/users/supersuehiro/pf/ikemen/wiki/FrontPage Here you'll find the newest 2015 build as well as the author's change-log(In Japanese though :/) Though he still visits this page(rarely) you can see updates made.(They have since moved to a new forum/wiki)

Let's take an in depth look.. When you first open your zip the main files you should see are as listed "I will go over each vaguely, enough to give you an idea of what it does"

"Data" This one should be familiar.. This is where you will place your life-bar files as per usual
"Replay" Whenever you play an online match IKEMEN will automatically record each fight so no need to record before hand :)
"Script" Here is where we will do most of our work. Within this folder lies the "main.lua", "select.lua", and your "system.sff"(More details later)
"Sound" Works exactly the same as before. Where you put all your music for stages.
"Stages" Same as above. You'll put your stages here.
"SSZ" This is where you can edit most of everything within the engine it self. Here you'll find the "config.ssz" which is essentially the true "options"


Frequently asked questions
Spoiler, click to toggle visibilty
Title: Re: IKEMEN Disscussion Thread
Post by: TheFclass97 on July 01, 2015, 09:41:06 pm
I suppose... I wonder who else has gone far with the engine...
Title: Re: IKEMEN Disscussion Thread
Post by: kamirosou on July 04, 2015, 06:38:14 pm
I made a JOJO'S IKEMEN for me and my cousin, it's still online, but i don't know if people would be interested on it...
Title: Re: IKEMEN Disscussion Thread
Post by: 2Dee4ever on July 05, 2015, 05:56:42 am
I made a JOJO'S IKEMEN for me and my cousin, it's still online, but i don't know if people would be interested on it...

Go ahead and post it. I'm sure there are those that would be. You are welcome to do whatever you please. If you have any other questions feel free to ask me personally via pm. I'd be happy to help.
Title: Re: IKEMEN Disscussion Thread
Post by: 2Dee4ever on July 22, 2015, 09:52:14 am
This light source code is really fun to use, although I need to get it working in combination with tatsu's code.
Title: Re: IKEMEN Disscussion Thread
Post by: 2Dee4ever on August 02, 2015, 02:38:56 pm
Alright so It's finally time I get around to it. I'm more so asking for someone else with better creative expertise to help us come up with a concept idea for what I have now deemed "Capcom Vs. Snk Universe". Generic yes, but if anyone has any better ideas I'd like to discuss them haha.

TheFclass97 has done much more in terms of editing the screenpack so I'd advise looking at their game for reference. As it covers much of what you need in the files. You can also pretty much just copy & paste code apparently. So in short it's not as complicated as we first thought.
Spoiler, click to toggle visibilty
Spoiler, click to toggle visibilty

There is also this tutorial Electro made for me.
Spoiler, click to toggle visibilty

Just trying to put some ideas on the table & so you can get a general idea of what is possible. Also hope to possibly inspire others to use this engine in it's greatness. Even if you don't use either of our projects we both in our own ways have expanded upon ikemen in general. A great deal of work has gone into both our works. Be sure to check out the projects in this thread though & if anyone hopes to start using this themselves feel free to ask any questions etc. One by one I've been eliminating issues we once thought were unavoidable. Screenpack & portrait makers this is where I need your help! lol
Title: Re: IKEMEN Disscussion Thread
Post by: TheFclass97 on August 02, 2015, 03:59:05 pm
Alright so It's finally time I get around to it. I'm more so asking for someone else with better creative expertise to help us come up with a concept idea for what I have now deemed "Capcom Vs. Snk Universe". Generic yes, but if anyone has any better ideas I'd like to discuss them haha.

TheFclass97 has done much more in terms of editing the screenpack so I'd advise looking at their game for reference. As it covers much of what you need in the files. You can also pretty much just copy & paste code apparently. So in short it's not as complicated as we first thought.
Spoiler, click to toggle visibilty
Spoiler, click to toggle visibilty

There is also this tutorial Electro made for me.
Spoiler, click to toggle visibilty

Just trying to put some ideas on the table & so you can get a general idea of what is possible. Also hope to possibly inspire others to use this engine in it's greatness. Even if you don't use either of our projects we both in our own ways have expanded upon ikemen in general. A great deal of work has gone into both our works. Be sure to check out the projects in this thread though & if anyone hopes to start using this themselves feel free to ask any questions etc. One by one I've been eliminating issues we once thought were unavoidable. Screenpack & portrait makers this is where I need your help! lol


So damn, it's like that? You could just idk, ask for the help of a screenpack rather than "copy paste." When I said that, I meant that the codes I put and did myself on the ikemen engine could work for future builds, and what I did was "copy and paste" some of the codes from my revival project screenpack to see if it was compatible (as well as the sprites cause you can't have a screenpack without sprites)... and it was. If you wanted, I could assist you in a screenpack and even other stuff (since I also do balancing/editing on chars and stuff like that)...

However, I do agree on expanding Ikemen's engine, since I myself thought stuff was impossible, and I never even knew jack shit on anything (I taught myself everything)... It's just a engine with tons of exploration in it, you just gotta work with it...

I'm just saying, I did a little bit more than just "editing" screenpacks, since I kinda made them (although with some done assets of some of the sprites of course).
Title: Re: IKEMEN Disscussion Thread
Post by: HUNGRY WOLF on August 02, 2015, 05:45:19 pm
Let me ask you a few things Shinrei.. Is the IKEMAN pretty much like mugen 1.0 and only uses pcx sprites
or are png sprites compatible like in 1.1??
I ask this because have mad skills  :sunny: in the SP/Portrait department lol
Is the coding part any different from coding a screenpack in mugen??
I'll send you a beta of my WIP SP later today via PM once I upload a copy for you here are a few videos the videos are old but makes a point.
Like I mentioned to you over in Youtube I planned on converting my SP into a full game with characters that have the pots style and new art for the select/VS/Victory/ and Continue Screen. Enough talk.

Spoiler, click to toggle visibilty
Title: Re: IKEMEN Disscussion Thread
Post by: TheFclass97 on August 02, 2015, 05:53:44 pm
Let me ask you a few things Shinrei.. Is the IKEMAN pretty much like mugen 1.0 and only uses pcx sprites
or are png sprites compatible like in 1.1??
I ask this because have mad skills  :sunny: in the SP/Portrait department lol
Is the coding part any different from coding a screenpack in mugen??
I'll send you a beta of my WIP SP later today via PM once I upload a copy for you here are a few videos the videos are old but makes a point.
Like I mentioned to you over in Youtube I planned on converting my SP into a full game with characters that have the pots style and new art for the select/VS/Victory/ and Continue Screen. Enough talk.

[youtube]1ezQMhXGCPU[/youtube]

updated option screen
[youtube]zt8VEyZ4u0k[/youtube]


Ikemen is a winmugen mod with the ability to use 1.0 and 1.1 assets. Also, PNG, BMP and PCX are usable.
Title: Re: IKEMEN Disscussion Thread
Post by: HUNGRY WOLF on August 02, 2015, 06:02:25 pm
Let me ask you a few things Shinrei.. Is the IKEMAN pretty much like mugen 1.0 and only uses pcx sprites
or are png sprites compatible like in 1.1??
I ask this because have mad skills  :sunny: in the SP/Portrait department lol
Is the coding part any different from coding a screenpack in mugen??
I'll send you a beta of my WIP SP later today via PM once I upload a copy for you here are a few videos the videos are old but makes a point.
Like I mentioned to you over in Youtube I planned on converting my SP into a full game with characters that have the pots style and new art for the select/VS/Victory/ and Continue Screen. Enough talk.

[youtube]1ezQMhXGCPU[/youtube]

updated option screen
[youtube]zt8VEyZ4u0k[/youtube]


Ikemen is a winmugen mod with the ability to use 1.0 and 1.1 assets. Also, PNG, BMP and PCX are usable.

Interesting.. I'm going to start messing with it.
Thanks  TheFclass97
Title: Re: IKEMEN Disscussion Thread
Post by: TheFclass97 on August 02, 2015, 06:19:32 pm
Let me ask you a few things Shinrei.. Is the IKEMAN pretty much like mugen 1.0 and only uses pcx sprites
or are png sprites compatible like in 1.1??
I ask this because have mad skills  :sunny: in the SP/Portrait department lol
Is the coding part any different from coding a screenpack in mugen??
I'll send you a beta of my WIP SP later today via PM once I upload a copy for you here are a few videos the videos are old but makes a point.
Like I mentioned to you over in Youtube I planned on converting my SP into a full game with characters that have the pots style and new art for the select/VS/Victory/ and Continue Screen. Enough talk.

[youtube]1ezQMhXGCPU[/youtube]

updated option screen
[youtube]zt8VEyZ4u0k[/youtube]


Ikemen is a winmugen mod with the ability to use 1.0 and 1.1 assets. Also, PNG, BMP and PCX are usable.

Interesting.. I'm going to start messing with it.
Thanks  TheFclass97

No prob....
Title: Re: IKEMEN Disscussion Thread
Post by: 2Dee4ever on August 02, 2015, 09:02:57 pm
Alright so It's finally time I get around to it. I'm more so asking for someone else with better creative expertise to help us come up with a concept idea for what I have now deemed "Capcom Vs. Snk Universe". Generic yes, but if anyone has any better ideas I'd like to discuss them haha.

TheFclass97 has done much more in terms of editing the screenpack so I'd advise looking at their game for reference. As it covers much of what you need in the files. You can also pretty much just copy & paste code apparently. So in short it's not as complicated as we first thought.
Spoiler, click to toggle visibilty
Spoiler, click to toggle visibilty

There is also this tutorial Electro made for me.
Spoiler, click to toggle visibilty

Just trying to put some ideas on the table & so you can get a general idea of what is possible. Also hope to possibly inspire others to use this engine in it's greatness. Even if you don't use either of our projects we both in our own ways have expanded upon ikemen in general. A great deal of work has gone into both our works. Be sure to check out the projects in this thread though & if anyone hopes to start using this themselves feel free to ask any questions etc. One by one I've been eliminating issues we once thought were unavoidable. Screenpack & portrait makers this is where I need your help! lol


So damn, it's like that? You could just idk, ask for the help of a screenpack rather than "copy paste." When I said that, I meant that the codes I put and did myself on the ikemen engine could work for future builds, and what I did was "copy and paste" some of the codes from my revival project screenpack to see if it was compatible (as well as the sprites cause you can't have a screenpack without sprites)... and it was. If you wanted, I could assist you in a screenpack and even other stuff (since I also do balancing/editing on chars and stuff like that)...

However, I do agree on expanding Ikemen's engine, since I myself thought stuff was impossible, and I never even knew jack shit on anything (I taught myself everything)... It's just a engine with tons of exploration in it, you just gotta work with it...

I'm just saying, I did a little bit more than just "editing" screenpacks, since I kinda made them (although with some done assets of some of the sprites of course).

That is what I was referring to... The code. You should have read that thoroughly. Doesn't mean that was "all" you did simply meant you went the extra mile with in. That was all in a positive context. 
Title: Re: IKEMEN Disscussion Thread
Post by: TheFclass97 on August 02, 2015, 10:59:55 pm
Alright so It's finally time I get around to it. I'm more so asking for someone else with better creative expertise to help us come up with a concept idea for what I have now deemed "Capcom Vs. Snk Universe". Generic yes, but if anyone has any better ideas I'd like to discuss them haha.

TheFclass97 has done much more in terms of editing the screenpack so I'd advise looking at their game for reference. As it covers much of what you need in the files. You can also pretty much just copy & paste code apparently. So in short it's not as complicated as we first thought.
Spoiler, click to toggle visibilty
Spoiler, click to toggle visibilty

There is also this tutorial Electro made for me.
Spoiler, click to toggle visibilty

Just trying to put some ideas on the table & so you can get a general idea of what is possible. Also hope to possibly inspire others to use this engine in it's greatness. Even if you don't use either of our projects we both in our own ways have expanded upon ikemen in general. A great deal of work has gone into both our works. Be sure to check out the projects in this thread though & if anyone hopes to start using this themselves feel free to ask any questions etc. One by one I've been eliminating issues we once thought were unavoidable. Screenpack & portrait makers this is where I need your help! lol


So damn, it's like that? You could just idk, ask for the help of a screenpack rather than "copy paste." When I said that, I meant that the codes I put and did myself on the ikemen engine could work for future builds, and what I did was "copy and paste" some of the codes from my revival project screenpack to see if it was compatible (as well as the sprites cause you can't have a screenpack without sprites)... and it was. If you wanted, I could assist you in a screenpack and even other stuff (since I also do balancing/editing on chars and stuff like that)...

However, I do agree on expanding Ikemen's engine, since I myself thought stuff was impossible, and I never even knew jack shit on anything (I taught myself everything)... It's just a engine with tons of exploration in it, you just gotta work with it...

I'm just saying, I did a little bit more than just "editing" screenpacks, since I kinda made them (although with some done assets of some of the sprites of course).

That is what I was referring to... The code. You should have read that thoroughly. Doesn't mean that was "all" you did simply meant you went the extra mile with in. That was all in a positive context. 

My b
Title: Re: IKEMEN Disscussion Thread
Post by: 2Dee4ever on August 17, 2015, 03:36:47 pm
So here is some progress.. Really been looking into "modes". Just been experimenting. Each mode has it's individual bgm which is cool. I've also made some minor adjustments to tatsu's tag system. Oh yeah, I must mention online tag is 1000% working no more debug keys. You can get a small taste of the roster which isn't final, but I'm content with it at the moment.

So I'm finally ready to start making a screen-pack for this. Main menu, Select screen, Network Mode screen etc, etc. Message me "ONLY" if you are serious & would like to help.

P.S
Spoiler, click to toggle visibilty


Title: Re: IKEMEN Disscussion Thread
Post by: Beta158 on August 17, 2015, 04:15:32 pm
Well done mate. Just take your time.
Title: Re: IKEMEN Disscussion Thread
Post by: R565 on August 17, 2015, 04:49:41 pm
The roster looks complete man! Anything else would be considered DLC at this point.
Title: Re: IKEMEN Disscussion Thread
Post by: Beta158 on August 17, 2015, 04:55:22 pm
The roster looks complete man! Anything else would be considered DLC at this point.

Dude you got brains or something because that's a great idea!
Title: Re: IKEMEN Disscussion Thread
Post by: TheFclass97 on August 17, 2015, 05:12:28 pm
So here is some progress.. Really been looking into "modes". Just been experimenting. Each mode has it's individual bgm which is cool. I've also made some minor adjustments to tatsu's tag system. Oh yeah, I must mention online tag is 1000% working no more debug keys. You can get a small taste of the roster which isn't final, but I'm content with it at the moment.
[youtube]https://www.youtube.com/watch?v=t6nSwah-70M&feature=youtu.be[/youtube]
So I'm finally ready to start making a screen-pack for this. Main menu, Select screen, Network Mode screen etc, etc. Message me "ONLY" if you are serious & would like to help.

P.S
Spoiler, click to toggle visibilty




Not bad I suppose...I see that you've kinda cleaned up the look in a few spots. Also, as for the suggestions part, I was messing with a few things on varo_hades birdie (which I have seen in the select) and if you want, I can pm you what I did and maybe show a vid on what exactly I did messing with him, see if you're interested in it...
Title: Re: IKEMEN Disscussion Thread
Post by: 2Dee4ever on August 17, 2015, 05:34:50 pm
The roster looks complete man! Anything else would be considered DLC at this point.
You basically are looking at your DLC lol.

The roster looks complete man! Anything else would be considered DLC at this point.
 

Dude you got brains or something because that's a great idea!
We def need to have a test session.  Trying to make everyone viable rather it be increasing their speed, startup, etc. I've been learning a lot as well so a lot of my older stuff have seen a lot of improvements.  Also guys.. How cool would it be to have... Tag-Team Supers? Exclusive.. Capcom Vs. Snk Universe... Let's go! LOL 

So here is some progress.. Really been looking into "modes". Just been experimenting. Each mode has it's individual bgm which is cool. I've also made some minor adjustments to tatsu's tag system. Oh yeah, I must mention online tag is 1000% working no more debug keys. You can get a small taste of the roster which isn't final, but I'm content with it at the moment.
[youtube]https://www.youtube.com/watch?v=t6nSwah-70M&feature=youtu.be[/youtube]
So I'm finally ready to start making a screen-pack for this. Main menu, Select screen, Network Mode screen etc, etc. Message me "ONLY" if you are serious & would like to help.

P.S
Spoiler, click to toggle visibilty




Not bad I suppose...I see that you've kinda cleaned up the look in a few spots. Also, as for the suggestions part, I was messing with a few things on varo_hades birdie (which I have seen in the select) and if you want, I can pm you what I did and maybe show a vid on what exactly I did messing with him, see if you're interested in it...

Let me tell ya. Making a screenpack has been that last thing on my mind, but it's the presentation :/. I'm more so into working on the characters & gameplay than cosmetics. In that sense I haven't changed much of anything I just added more music. Now I can really start coming up with concepts now that my roster size is closer to finalizing *cough* You can help me if you want in that department expert. Birdie huh.. Not a character I care for, but open to anything I suppose.
Title: Re: IKEMEN Disscussion Thread
Post by: TheFclass97 on August 18, 2015, 06:26:03 pm
The roster looks complete man! Anything else would be considered DLC at this point.
You basically are looking at your DLC lol.

The roster looks complete man! Anything else would be considered DLC at this point.
 

Dude you got brains or something because that's a great idea!
We def need to have a test session.  Trying to make everyone viable rather it be increasing their speed, startup, etc. I've been learning a lot as well so a lot of my older stuff have seen a lot of improvements.  Also guys.. How cool would it be to have... Tag-Team Supers? Exclusive.. Capcom Vs. Snk Universe... Let's go! LOL 

So here is some progress.. Really been looking into "modes". Just been experimenting. Each mode has it's individual bgm which is cool. I've also made some minor adjustments to tatsu's tag system. Oh yeah, I must mention online tag is 1000% working no more debug keys. You can get a small taste of the roster which isn't final, but I'm content with it at the moment.
[youtube]https://www.youtube.com/watch?v=t6nSwah-70M&feature=youtu.be[/youtube]
So I'm finally ready to start making a screen-pack for this. Main menu, Select screen, Network Mode screen etc, etc. Message me "ONLY" if you are serious & would like to help.

P.S
Spoiler, click to toggle visibilty




Not bad I suppose...I see that you've kinda cleaned up the look in a few spots. Also, as for the suggestions part, I was messing with a few things on varo_hades birdie (which I have seen in the select) and if you want, I can pm you what I did and maybe show a vid on what exactly I did messing with him, see if you're interested in it...

Let me tell ya. Making a screenpack has been that last thing on my mind, but it's the presentation :/. I'm more so into working on the characters & gameplay than cosmetics. In that sense I haven't changed much of anything I just added more music. Now I can really start coming up with concepts now that my roster size is closer to finalizing *cough* You can help me if you want in that department expert. Birdie huh.. Not a character I care for, but open to anything I suppose.

So have I in fact lol.... there's more I have been doing than just screenplays myself, just haven't had a chance to show changes due to my net issues... no need to be defensive there... jk but in all seriousness, sure. Just pm me on what you would like or whatever, and I'll try to get to it. As for birdie, I was just assuming since he's in the roster anyways, if you wanted some help or something... demonstrate also changes I made to the char that can make him more "interesting..." I'll tell you soon, since my net is giving me problems to the point uploading is a bitch.
Title: Re: IKEMEN Disscussion Thread
Post by: 2Dee4ever on August 19, 2015, 01:12:11 am
The roster looks complete man! Anything else would be considered DLC at this point.
You basically are looking at your DLC lol.

The roster looks complete man! Anything else would be considered DLC at this point.
 

Dude you got brains or something because that's a great idea!
We def need to have a test session.  Trying to make everyone viable rather it be increasing their speed, startup, etc. I've been learning a lot as well so a lot of my older stuff have seen a lot of improvements.  Also guys.. How cool would it be to have... Tag-Team Supers? Exclusive.. Capcom Vs. Snk Universe... Let's go! LOL 

So here is some progress.. Really been looking into "modes". Just been experimenting. Each mode has it's individual bgm which is cool. I've also made some minor adjustments to tatsu's tag system. Oh yeah, I must mention online tag is 1000% working no more debug keys. You can get a small taste of the roster which isn't final, but I'm content with it at the moment.
[youtube]https://www.youtube.com/watch?v=t6nSwah-70M&feature=youtu.be[/youtube]
So I'm finally ready to start making a screen-pack for this. Main menu, Select screen, Network Mode screen etc, etc. Message me "ONLY" if you are serious & would like to help.

P.S
Spoiler, click to toggle visibilty




Not bad I suppose...I see that you've kinda cleaned up the look in a few spots. Also, as for the suggestions part, I was messing with a few things on varo_hades birdie (which I have seen in the select) and if you want, I can pm you what I did and maybe show a vid on what exactly I did messing with him, see if you're interested in it...

Let me tell ya. Making a screenpack has been that last thing on my mind, but it's the presentation :/. I'm more so into working on the characters & gameplay than cosmetics. In that sense I haven't changed much of anything I just added more music. Now I can really start coming up with concepts now that my roster size is closer to finalizing *cough* You can help me if you want in that department expert. Birdie huh.. Not a character I care for, but open to anything I suppose.

So have I in fact lol.... there's more I have been doing than just screenplays myself, just haven't had a chance to show changes due to my net issues... no need to be defensive there... jk but in all seriousness, sure. Just pm me on what you would like or whatever, and I'll try to get to it. As for birdie, I was just assuming since he's in the roster anyways, if you wanted some help or something... demonstrate also changes I made to the char that can make him more "interesting..." I'll tell you soon, since my net is giving me problems to the point uploading is a bitch.

Not sarcasm, but praise you do great work that often goes unnoticed. I appreciate all & any help, no matter how small you consider it. For sure just let me know.
Title: Re: IKEMEN Disscussion Thread
Post by: TheFclass97 on August 19, 2015, 02:59:54 pm
The roster looks complete man! Anything else would be considered DLC at this point.
You basically are looking at your DLC lol.

The roster looks complete man! Anything else would be considered DLC at this point.
 

Dude you got brains or something because that's a great idea!
We def need to have a test session.  Trying to make everyone viable rather it be increasing their speed, startup, etc. I've been learning a lot as well so a lot of my older stuff have seen a lot of improvements.  Also guys.. How cool would it be to have... Tag-Team Supers? Exclusive.. Capcom Vs. Snk Universe... Let's go! LOL 

So here is some progress.. Really been looking into "modes". Just been experimenting. Each mode has it's individual bgm which is cool. I've also made some minor adjustments to tatsu's tag system. Oh yeah, I must mention online tag is 1000% working no more debug keys. You can get a small taste of the roster which isn't final, but I'm content with it at the moment.
[youtube]https://www.youtube.com/watch?v=t6nSwah-70M&feature=youtu.be[/youtube]
So I'm finally ready to start making a screen-pack for this. Main menu, Select screen, Network Mode screen etc, etc. Message me "ONLY" if you are serious & would like to help.

P.S
Spoiler, click to toggle visibilty




Not bad I suppose...I see that you've kinda cleaned up the look in a few spots. Also, as for the suggestions part, I was messing with a few things on varo_hades birdie (which I have seen in the select) and if you want, I can pm you what I did and maybe show a vid on what exactly I did messing with him, see if you're interested in it...

Let me tell ya. Making a screenpack has been that last thing on my mind, but it's the presentation :/. I'm more so into working on the characters & gameplay than cosmetics. In that sense I haven't changed much of anything I just added more music. Now I can really start coming up with concepts now that my roster size is closer to finalizing *cough* You can help me if you want in that department expert. Birdie huh.. Not a character I care for, but open to anything I suppose.

So have I in fact lol.... there's more I have been doing than just screenplays myself, just haven't had a chance to show changes due to my net issues... no need to be defensive there... jk but in all seriousness, sure. Just pm me on what you would like or whatever, and I'll try to get to it. As for birdie, I was just assuming since he's in the roster anyways, if you wanted some help or something... demonstrate also changes I made to the char that can make him more "interesting..." I'll tell you soon, since my net is giving me problems to the point uploading is a bitch.

Not sarcasm, but praise you do great work that often goes unnoticed. I appreciate all & any help, no matter how small you consider it. For sure just let me know.


Great! Much appreciated dude, I'll show you what's up when I get the chance to access some net ^_~ (not too long I believe)
Title: Re: IKEMEN Disscussion Thread
Post by: TheFclass97 on August 27, 2015, 07:23:02 pm
Welp, I'll leave it here then...
Some editing of mine to display real quick when I didn't have net

Title: Re: IKEMEN Disscussion Thread
Post by: 2Dee4ever on August 28, 2015, 05:20:52 am
Welp, I'll leave it here then...
Some editing of mine to display real quick when I didn't have net

[Youtube]https://www.youtube.com/watch?v=ujosv1D96Qs[/YouTube]

You should post this in the edits & addon's if you ever decide to release.
Title: Re: IKEMEN Disscussion Thread
Post by: TheFclass97 on August 28, 2015, 09:14:26 pm
Welp, I'll leave it here then...
Some editing of mine to display real quick when I didn't have net

[Youtube]https://www.youtube.com/watch?v=ujosv1D96Qs[/YouTube]

You should post this in the edits & addon's if you ever decide to release.
Hope thats a good thing... If I do decide to release it, it's gonna need plenty of balance tweaks to it... Just wanted to show ya and get your opinion on the changes shown.
Title: Re: IKEMEN Disscussion Thread
Post by: 2Dee4ever on August 29, 2015, 04:06:06 am
Welp, I'll leave it here then...
Some editing of mine to display real quick when I didn't have net

[Youtube]https://www.youtube.com/watch?v=ujosv1D96Qs[/YouTube]

You should post this in the edits & addon's if you ever decide to release.
Hope thats a good thing... If I do decide to release it, it's gonna need plenty of balance tweaks to it... Just wanted to show ya and get your opinion on the changes shown.


Me specifically? Well not my cup of tea I'm afraid. I see what you've done, but some of which was unnecessary. Kinda changes characters play-style completely when you add chains(SFXT Vs. SF4 essentially). Don't take this as a negative it can be further improved as I'm sure you are already doing. I'm not against chain combos, but I never add them to characters. They'd have to already have had them, or simply implement them in the form of "target combos". There are a group of lads on here though that would welcome that with welcome arms which is why I recommended it.
Title: Re: IKEMEN Disscussion Thread
Post by: TheFclass97 on August 29, 2015, 05:10:37 pm
Welp, I'll leave it here then...
Some editing of mine to display real quick when I didn't have net

[Youtube]https://www.youtube.com/watch?v=ujosv1D96Qs[/YouTube]

You should post this in the edits & addon's if you ever decide to release.
Hope thats a good thing... If I do decide to release it, it's gonna need plenty of balance tweaks to it... Just wanted to show ya and get your opinion on the changes shown.


Me specifically? Well not my cup of tea I'm afraid. I see what you've done, but some of which was unnecessary. Kinda changes characters play-style completely when you add chains(SFXT Vs. SF4 essentially). Don't take this as a negative it can be further improved as I'm sure you are already doing. I'm not against chain combos, but I never add them to characters. They'd have to already have had them, or simply implement them in the form of "target combos". There are a group of lads on here though that would welcome that with welcome arms which is why I recommended it.

I see what you mean. I just preffer characters with chain combo, imo its a bit more fun, and still can add a level of competitive depth. And I've been messing around wih mugen a lot since I can't make my own characters due to sprite issues, so I might as well atleast edit the shit out of characters...


Title: Re: IKEMEN Disscussion Thread
Post by: 2Dee4ever on August 29, 2015, 05:14:55 pm
Welp, I'll leave it here then...
Some editing of mine to display real quick when I didn't have net

[Youtube]https://www.youtube.com/watch?v=ujosv1D96Qs[/YouTube]

You should post this in the edits & addon's if you ever decide to release.
Hope thats a good thing... If I do decide to release it, it's gonna need plenty of balance tweaks to it... Just wanted to show ya and get your opinion on the changes shown.


Me specifically? Well not my cup of tea I'm afraid. I see what you've done, but some of which was unnecessary. Kinda changes characters play-style completely when you add chains(SFXT Vs. SF4 essentially). Don't take this as a negative it can be further improved as I'm sure you are already doing. I'm not against chain combos, but I never add them to characters. They'd have to already have had them, or simply implement them in the form of "target combos". There are a group of lads on here though that would welcome that with welcome arms which is why I recommended it.

I see what you mean. I just preffer characters with chain combo, imo its a bit more fun, and still can add a level of competitive depth. And I've been messing around wih mugen a lot since I can't make my own characters due to sprite issues, so I might as well atleast edit the shit out of characters...




That's exactly what you should do! Take my opinion with a grain of salt. I am just a hardcore SF whore.
Title: Re: IKEMEN Disscussion Thread
Post by: TheFclass97 on August 29, 2015, 06:58:15 pm
Welp, I'll leave it here then...
Some editing of mine to display real quick when I didn't have net

[Youtube]https://www.youtube.com/watch?v=ujosv1D96Qs[/YouTube]

You should post this in the edits & addon's if you ever decide to release.
Hope thats a good thing... If I do decide to release it, it's gonna need plenty of balance tweaks to it... Just wanted to show ya and get your opinion on the changes shown.


Me specifically? Well not my cup of tea I'm afraid. I see what you've done, but some of which was unnecessary. Kinda changes characters play-style completely when you add chains(SFXT Vs. SF4 essentially). Don't take this as a negative it can be further improved as I'm sure you are already doing. I'm not against chain combos, but I never add them to characters. They'd have to already have had them, or simply implement them in the form of "target combos". There are a group of lads on here though that would welcome that with welcome arms which is why I recommended it.

I see what you mean. I just preffer characters with chain combo, imo its a bit more fun, and still can add a level of competitive depth. And I've been messing around wih mugen a lot since I can't make my own characters due to sprite issues, so I might as well atleast edit the shit out of characters...




That's exactly what you should do! Take my opinion with a grain of salt. I am just a hardcore SF whore.

Lol, I got ya
Title: Re: IKEMEN Disscussion Thread
Post by: 2Dee4ever on August 29, 2015, 07:17:01 pm
Yes, please ultimately do what "you" want to do. I'd love to see the creativity that only you possess. Keep up the good work!
Title: Re: IKEMEN Disscussion Thread
Post by: 2Dee4ever on September 03, 2015, 12:36:41 am
I have a job for anyone that would like to help on the project. You can help me with the pre-fight dialogue. The template is below. For any character of your choosing. Notice how I used official script, but you are free to be creative! You only have to create the text, etc. I will implement it into the characters myself.
Spoiler, click to toggle visibilty
Title: Re: IKEMEN Disscussion Thread
Post by: Looney Tooney on September 04, 2015, 12:22:38 am
this just gets better and better... i'll see what I can do!
Title: Re: IKEMEN Disscussion Thread
Post by: 2Dee4ever on September 04, 2015, 03:35:28 am
this just gets better and better... i'll see what I can do!

Sounds good! If everyone can contribute it'll greatly reduce the workload. Also for characters that have no interaction record as I said be creative(in a reasonable that's what they would probably say way lol)
Title: Re: IKEMEN Disscussion Thread
Post by: R@CE AKIR@ on September 04, 2015, 03:38:10 am
Shinrei....you win. I'm convinced....Nightmare Geese coming soon....
Title: Re: IKEMEN Disscussion Thread
Post by: 2Dee4ever on September 04, 2015, 03:57:33 am
Shinrei....you win. I'm convinced....Nightmare Geese coming soon....
Finally gave in huh.. Ha nice! Looking forward to it. Hopefully you have more surprises *wink* *wink*


Also here are some resources for you guys http://www.kaine.mugenimperiolatino.com/Portraits.html
These contain the SVC portraits I used in the video as well as some other high quality ports from other games. Hopefully this helps some!
If you have more resources to contribute don't be afraid to share them here!

Here is an example from SVC itself how the intros would look.
Spoiler, click to toggle visibilty

Final product. (Example)
Spoiler, click to toggle visibilty

So if you "do" some post here so we can know which we don't need to do. If you guys are following my drift, you don't need to do quotes both ways; ex Evil ryu's is triggered by Oni so Evil ryu wouldn't need to have one for him.
Title: Re: IKEMEN Disscussion Thread
Post by: 2Dee4ever on September 05, 2015, 05:06:38 am
A work in progress, but this guy does amazing work as always. ELECTR0 brings interactive stages to IKEMEN!! Check out our online bout!
Title: Re: IKEMEN Disscussion Thread
Post by: ELECTR0 on September 05, 2015, 05:13:37 am
LoL yea other than a few bugs that may or may not be fixable on Ikemen, but I think for the most part 90% of it is going to work out. By the way those are some smooth screenpack Fonts. Probably the best I've seen in how they float around the screen. It would be easier for me if they were all in one folder. I see like 4 or 5 folders that may or not be them LoL.
Title: Re: IKEMEN Disscussion Thread
Post by: 2Dee4ever on September 05, 2015, 05:48:22 am
LoL yea other than a few bugs that may or may not be fixable on Ikemen, but I think for the most part 90% of it is going to work out. By the way those are some smooth screenpack Fonts. Probably the best I've seen in how they float around the screen. It would be easier for me if they were all in one folder. I see like 4 or 5 folders that may or not be them LoL.

It is amazing! Adds so much more flare. Hope to see you continue making stages in this way. Props. As for the fonts, they are separated by life bar. I'm using a different one now idk if you've seen any of my recent videos, but I've fixed all previous issues I had with the bars & they are working with IKEMEN 100%(After a long ass trail & error period lol). Here is a lil update for everyone whom has not been following. Main fixes & changes include..
Spoiler, click to toggle visibilty
Title: Re: IKEMEN Disscussion Thread
Post by: 2Dee4ever on September 06, 2015, 06:46:16 pm
So what do you guys think? I've always wanted a filter for this, but it has never worked before now & I hadn't really thought of it. If we could come up with a decent present it could be that much better. Especially with zoom in the mix. Just messed with it for like two seconds & it does indeed work. Though of course this is optional, but it'll be in there for you to mess with. Interested in experimenting this though.
 
OG
(http://i.imgur.com/G9honB2.jpg)

HDR
(http://i.imgur.com/wiRrp9x.jpg)

CRT
Title: Re: IKEMEN Disscussion Thread
Post by: TheFclass97 on September 06, 2015, 10:51:33 pm
Are these filters over the game itself, or is it editing of the sprites/editing of the vids you recorded. If so, they are nice. My personal favorite would be the CRT look (reminds me of the GGPO Capcom remake games when they have the arcade and scan lines to it look). The HDR imo looks like the sharpness and exposure ate the sprites when I look at squall (jk), but overall it's a nice touch.
Title: Re: IKEMEN Disscussion Thread
Post by: 2Dee4ever on September 07, 2015, 05:11:43 am
Are these filters over the game itself, or is it editing of the sprites/editing of the vids you recorded. If so, they are nice. My personal favorite would be the CRT look (reminds me of the GGPO Capcom remake games when they have the arcade and scan lines to it look). The HDR imo looks like the sharpness and exposure ate the sprites when I look at squall (jk), but overall it's a nice touch.

It's over the game itself. It works Online as well, but its not something that is mandatory; a personal preference for those who want to spice up their game. I released a video of showing the CRT better. It looks really nice on big displays.
Title: Re: IKEMEN Disscussion Thread
Post by: TheFclass97 on September 08, 2015, 10:17:03 pm
Are these filters over the game itself, or is it editing of the sprites/editing of the vids you recorded. If so, they are nice. My personal favorite would be the CRT look (reminds me of the GGPO Capcom remake games when they have the arcade and scan lines to it look). The HDR imo looks like the sharpness and exposure ate the sprites when I look at squall (jk), but overall it's a nice touch.

It's over the game itself. It works Online as well, but its not something that is mandatory; a personal preference for those who want to spice up their game. I released a video of showing the CRT better. It looks really nice on big displays.

Well, it all looks nice... Just hope it won't desync online
Title: Re: IKEMEN Disscussion Thread
Post by: 2Dee4ever on September 09, 2015, 01:25:37 am
Are these filters over the game itself, or is it editing of the sprites/editing of the vids you recorded. If so, they are nice. My personal favorite would be the CRT look (reminds me of the GGPO Capcom remake games when they have the arcade and scan lines to it look). The HDR imo looks like the sharpness and exposure ate the sprites when I look at squall (jk), but overall it's a nice touch.

It's over the game itself. It works Online as well, but its not something that is mandatory; a personal preference for those who want to spice up their game. I released a video of showing the CRT better. It looks really nice on big displays.
]
Well, it all looks nice... Just hope it won't desync online

Here is a better video for it. It's not mandatory, is toggle-able, & doesn't effect performance, already tested. I usually play on my TV so this gets rid of all the pixel issues. I increased the overall zoom so it helps a lot. Also gives it that arcade vibe.
Title: Re: IKEMEN Disscussion Thread
Post by: 2Dee4ever on September 20, 2015, 08:34:28 pm
I love making ports and messing with photoshop and re-vamping my SP to look even better! But the reason why I got into Mugen was for the love & obsession with fighting games, specially to play against ppl, my cousins and friends would come over and we would have a tournament and kick each others asses and drink beers & bbq but everybody's busy, that and their waiting on me to have my SP all loaded with characters/stages/art lol

A few weeks ago I went with my girlfriend to her sisters house and her nephew was playing Marvel VS Capcom and I was like give me a controller I'll play with you, then his dad and his brother were like I'll woop your ass lol It was hilarious the ass beating I gave them, I'm like 10 years older than them, I was like shit I grew up on fighting games come get your asses kicked. Playing against ppl is what fighting games are all about with me and a good story line from characters I'm a sucker for intros/ending.  This all might be totally off topic lol

Heck no it isn't! I moved the conversation here though so there isn't any confusion on the main game page. Its the same way with me though! haha I am like a super ultimate omega fan of SF/2D & fighting games in general. I spent so much time playing cvs2 to the point where the a.i was like someone playing the game for the first time.. I seriously made full colors in the color editor for every single character. I just went ham haha. When I learned of mugen & "pots style" I immediately fell in love because essentially its the same f'n thing. Though I learned about it late as of now things are falling off. Those creators either got bored, cyber bullied, found other hobbies, or the main reason, stopped playing mugen. I ultimately did this for myself at first until I discovered that something like Ikemen existed. That sparked what we have today. I wanted to do this not only to inspire people to get back into playing it, but to find an opponent worthy of my time muahaha. I mean normal mugen is fun & all, but honestly as with any game it can get old fast. Especially with a fighter. None of my friends like to play against me in fighters though... Because they say I'm too good. Mind you, I've never sat down & just went into practice mode ever. I actually never practice in anything I do. I've always just been naturally good at anything & I catch on super fast. I love my next gen games, but those are a separate thing all together. I could never dedicate my life to playing a video-game, though I'm confident enough to know if I wanted to I could. I've played some pros at E3 I already know I'm not far behind. I just always wished there was a sequel to Cvs, but that shit is never going to happen & if it does not sure if it'll be 2D or not. I love my retro sprites & with CS we breath new life into them. I just want to do so much now that I'm learning. Just imagine if everyone chipped in. We could finally make it a reality. Even if I am alone though.. I won't stop. Because I love this shit.
Title: Re: IKEMEN Disscussion Thread
Post by: 2Dee4ever on September 22, 2015, 04:40:25 am
Is there anyone free to test some things with me? It's about improving online. I want to test a theory.
Title: Re: IKEMEN Disscussion Thread
Post by: Poizon3600 on September 22, 2015, 10:24:00 pm
Just stopping in to say hello Rei. Believe you answered some of my noob questions on the youtube page a couple days ago. This game is getting addicting, so figured I'd make an account here and get some matches in with you guys sometime. Again, great work dude(s).
Title: Re: IKEMEN Disscussion Thread
Post by: 2Dee4ever on September 22, 2015, 10:35:10 pm
Just stopping in to say hello Rei. Believe you answered some of my noob questions on the youtube page a couple days ago. This game is getting addicting, so figured I'd make an account here and get some matches in with you guys sometime. Again, great work dude(s).
Welcome! Glad you could make it & thank you. Be sure to check the main post & let me know if you need any assistance setting things up.
When you are finished go ahead & add your ID in the thread. http://mugenguild.com/forum/topics/tunngle-ids-169289.0.html
You can let others know when you are online using this. http://mugenguild.com/forum/topics/time-and-day-play-163711.0.html
Things are really just getting started, but I hope to expand & encourage more people to play.
Title: Re: IKEMEN Disscussion Thread
Post by: emcevo on September 23, 2015, 10:00:54 am
Why wolverine seems not attack me as ai? :( anyone have an AI for him?
Title: Re: IKEMEN Disscussion Thread
Post by: 2Dee4ever on September 23, 2015, 10:04:36 am
Why wolverine seems not attack me as ai? :( anyone have an AI for him?

Nope. Not that I am aware of. If you find something let me know & I'll add it.
Title: Re: IKEMEN Disscussion Thread
Post by: kaczor787 on September 24, 2015, 10:44:04 pm
Shinrei....you win. I'm convinced....Nightmare Geese coming soon....

i wonder how's the progress going?
Title: Re: IKEMEN Disscussion Thread
Post by: 2Dee4ever on September 25, 2015, 01:00:56 am
Shinrei....you win. I'm convinced....Nightmare Geese coming soon....

i wonder how's the progress going?

Thirsty
Title: Re: IKEMEN Disscussion Thread
Post by: kaczor787 on September 25, 2015, 07:29:37 pm
Shinrei....you win. I'm convinced....Nightmare Geese coming soon....

i wonder how's the progress going?

Thirsty

Yeah me too ;)
Title: Re: IKEMEN Disscussion Thread
Post by: 2Dee4ever on September 25, 2015, 08:57:28 pm
Shinrei....you win. I'm convinced....Nightmare Geese coming soon....

i wonder how's the progress going?

Thirsty

Yeah me too ;)

lol I was talking about you.

Anywho.. This is a question for anyone..
So I'm just curious.. What Marvel Vs. Capcom 2 character would you like to see in this?
Title: Re: IKEMEN Disscussion Thread
Post by: Stone-Wolf on September 25, 2015, 09:13:42 pm
Quote
Anywho.. This is a question for anyone..
So I'm just curious.. What Marvel Vs. Capcom 2 character would you like to see in this?

hummm hard to pick one but, SonSon will be fun, or if I can be exotic maybe Black Heart
Title: Re: IKEMEN Disscussion Thread
Post by: 2Dee4ever on September 25, 2015, 09:28:58 pm
Quote
Anywho.. This is a question for anyone..
So I'm just curious.. What Marvel Vs. Capcom 2 character would you like to see in this?

hummm hard to pick one but, SonSon will be fun, or if I can be exotic maybe Black Heart
Wellllllll... I actually do want to do some marvel characters so it's not far from it. I'll make a poll, though I can tell you that SonSon has already been started on. I think I just need high-res fx for her giant ape breath.
Title: Re: IKEMEN Disscussion Thread
Post by: TheFclass97 on September 25, 2015, 09:43:12 pm
Shinrei....you win. I'm convinced....Nightmare Geese coming soon....

i wonder how's the progress going?

Thirsty

Yeah me too ;)

lol I was talking about you.

Anywho.. This is a question for anyone..
So I'm just curious.. What Marvel Vs. Capcom 2 character would you like to see in this?

I interesting choice??

Amingo, Sabertooth or Magneto.
Title: Re: IKEMEN Disscussion Thread
Post by: K4thos on October 03, 2015, 08:44:33 am
I've finally given IKEMEN a try and to my surprise every single character and stage that I've tested worked correctly with it. From what I see this engine is not really popular here, which is unfortunate. It's been years since the last official mugen update, so we can assume that Elecbyte is once again dead. So why IKEMEN is not viewed as a viable alternative for the mugen 1.1? Let's see which features are missing, compared to official engine:
- Options screen (very important for casual players, configuring for example keys or difficulty via config.ssz is not very intuitive for those who never used IKEMEN)
- Screenpack and lifebar support (another crucial thing for mugen players. It's highly unlikely that people will start to create screenpacks in lua or whatever language it uses)
- normal Arcade mode (this probably can be coded, although I can’t find any tutorials, either way it should be available by default from the start screen)
- Survival mode
Anything I’ve missed?

From what I've read IKEMEN is not really a mugen clone but a hack of the official engine, so all these features technically should be already present in the executable, but for some reason were disabled.
Is the author of IKEMEN active on mugenguild? Can he speak English? I'd like to ask him/her if above mentioned features are planned to be added at some point. I think that with features parity with original engine and with all the extra stuff that it introduced, IKEMEN could become very popular among mugen players, especially if we stop calling it a mugen clone and move it away from the "Beyond M.U.G.E.N" section. Winmugen hack was always considered a mugen, so why we treat IKEMEN differently?


edit: Ikemen is actually a new engine written from scratch, not mugen hack.
Title: Re: IKEMEN Disscussion Thread
Post by: 2Dee4ever on October 03, 2015, 09:57:53 am
Wellllll.. No one has been interested because the community that actually uses either engine is dwindling. People aren't really playing mugen as much as they are creating things, or well just gossiping on the forums. In my opinion it is better than mugen in every way. I've managed to find workarounds to almost every issue that once plagued it. I advise you check out my channel. Every video is made using ikemen(besides the obvious cvs3 stuff).

The modes of course are obvious differences, but everything else works the way it should. The only real issue is that ikemen doesn't read states above a certain value(custom) & I've worked around it by simply lowering it, or using another preexisting state that closely resembles it.

Some of which you've said though is in fact possible. I've gotten lifebars to be fully functional. I have the guard system, dizzy, elemental codes everything working 100%. Myself & TheFclass97 have more recently discovered the issue with tag systems & eliminated the use of debug keys. We are this board lol. The two of us. We are the only ones whom have been working to improve it/experiment with it. If you check out his video you can see he has taken greater strides than I even have.

He created a main menu screen, a character select, a stage select, a custom loading screen with tips & tricks, etc. Dude gets no credit. A big big step.
Spoiler, click to toggle visibilty

Options Menu & Extra modes
Spoiler, click to toggle visibilty

Channel
Spoiler, click to toggle visibilty

I've even used various types of characters & have had no issues whatsoever besides the custom states & occasional dampener not working, but manual fixes are the way to go.

CVS
Spoiler, click to toggle visibilty

KOF
Spoiler, click to toggle visibilty

Capcom Vs.Style
Spoiler, click to toggle visibilty

I've done all this to "try" & help motivate the community into actually using the engine "LOL" as well as show them that each of these works. So in short more so than it is a problem with mugen, or ikemen itself its more of an interest in even playing. If I had to guesstimate.. About 35% of users on this forum actively play mugen.
Title: Re: IKEMEN Disscussion Thread
Post by: GaziraAgain on October 10, 2015, 10:29:16 am
And if Ikemen it´s open source and mugen it´s dead for the moment why not have more updates with a more easy configuration? I think if more people are involved in the engine it can be much better no?
Title: Re: IKEMEN Disscussion Thread
Post by: 2Dee4ever on October 10, 2015, 11:25:48 am
Trail & error. This entire year has been nothing, but that for me. Same thing anyone else will have to do if they plan to use it. We've already discovered so much to get people started, so its already accessible. I've honestly lost the motivation to do anything for any community. The things I do now are as originally, for my own personal use & those that contribute. My "hobby". Can't make anyone be interested in anything nor would I even try to. Only some of us are actually hardcore fighting game fans, thus we are the only ones whom are still using the engine. There are full games you can wait for, until they burn out within the usual time-span. Learn while there are still people around to help you. The only advice I can give. We all had/have to start somewhere. No one wants to get involved, or feel as though they lack the means to. Have to stop relying on someone else to do something when each individual is capable. All you have to do is try. All these people on the forum lurking, yet choose to do nothing. 100k+ downloads I know they are there, but it is what you make of it. I'll most likely continue my works, but I'll no longer be posting on any forum. So if you want something from me best ask for it now. Otherwise as I said, learn, tutorials, ask questions. If it means that much to you then learn. Otherwise wait for someone else to do it as usual.
Title: Re: IKEMEN Disscussion Thread
Post by: GaziraAgain on October 10, 2015, 03:59:12 pm
Thanks for the explanation, is now clear. Then there would be nice to open a post for which people started to contribute to the engine? I think there are many fans of fighting games around here and could provide many important things in development but there is no way for everyone to hear? I would also like to create things for ikemen but I think lack information on how to start. The truth is that we need a new engine and ikemen it´s the better option!
Title: Re: IKEMEN Disscussion Thread
Post by: Luis on October 10, 2015, 10:49:37 pm
So I download Ikemen and found out I can't do one of my character's supers because the buttons are different and there's no option menu to change it. Also the damage is too big. Is there anyway set the health to 150%? That's how I have it in my mugen. I was too lazy to read the whole thread so I don't know if this was already answered. Shannon was so big in Ikemen and her portrait too.
Title: Re: IKEMEN Disscussion Thread
Post by: 2Dee4ever on October 11, 2015, 01:18:29 am
I suggest you guys watch these. It basically explains everything here. You could also download the games I've released & just edit them from there.

Spoiler, click to toggle visibilty
Title: Re: IKEMEN Disscussion Thread
Post by: 2Dee4ever on December 24, 2015, 12:57:59 am
No CS for any of these characters exist right?
Also does anyone care about these characters enough to make FX for them? Or have you ever? Also, if you'd like to let me know.
Spoiler, click to toggle visibilty

Spoiler, click to toggle visibilty

I actually need to know of this one asap..
Spoiler, click to toggle visibilty
Title: Re: IKEMEN Disscussion Thread
Post by: WatsonGrim69 on December 24, 2015, 02:56:59 am
@Rei
Good to see your still doing the ikemen thing. Seriously got to update my shit & be a part of the moment. I hope your working cuz My rosters small XD. 
Title: Re: IKEMEN Disscussion Thread
Post by: 2Dee4ever on December 28, 2015, 05:41:29 pm
Alright soooooooooooooooo. I'm currently updating the main post with questions & concerns for this as well as explanations for anything unmentioned. If you'd like to know anything specific I strongly suggest you type it here so I can add it for anyone wanting to venture into unknown territory.
Title: Re: IKEMEN Disscussion Thread
Post by: -Ash- on December 28, 2015, 06:07:41 pm
About the 3vs3 tag system that you have mentioned about in another thread, is this really a thing? who is working on it?

Is there any place where can i download stuff for ikemen? (lifebar, backgrounds, fonts, etc.)
Title: Re: IKEMEN Disscussion Thread
Post by: 2Dee4ever on December 28, 2015, 06:27:59 pm
About the 3vs3 tag system that you have mentioned about in another thread, is this really a thing? who is working on it?

Is there any place where can i download stuff for ikemen? (lifebar, backgrounds, fonts, etc.)
This is the vid I always show because it's on youtube. The rest of their stuff is on Nico


Ikemen is basically winmugen with mugen 1.1 features
You can use anything from either of those, though for the latter expect to have to edit things.
IKEMEN has a unique feature where is you change the (localcord) to say 1920x1080p it'll completely resize everything.(You can play around with it to get it to your personal preference)

Here are a few examples.. You can easily tell the difference. You can also adjust the zoom indepth as well as exact stage bounds etc.
Spoiler, click to toggle visibilty

Looking at these videos damn! We've come a longgggg way! LOL
Title: Re: IKEMEN Disscussion Thread
Post by: Koopa901 on December 29, 2015, 08:47:26 am
Legit 3v3?!!.......YES LAWD!
Title: Re: IKEMEN Disscussion Thread
Post by: -Ash- on December 29, 2015, 10:25:28 am
About the 3vs3 tag system that you have mentioned about in another thread, is this really a thing? who is working on it?

Is there any place where can i download stuff for ikemen? (lifebar, backgrounds, fonts, etc.)
This is the vid I always show because it's on youtube. The rest of their stuff is on Nico
[youtube]https://www.youtube.com/watch?v=I196MDOvsUI[/youtube]

Ikemen is basically winmugen with mugen 1.1 features
You can use anything from either of those, though for the latter expect to have to edit things.
IKEMEN has a unique feature where is you change the (localcord) to say 1920x1080p it'll completely resize everything.(You can play around with it to get it to your personal preference)

Here are a few examples.. You can easily tell the difference. You can also adjust the zoom indepth as well as exact stage bounds etc.
Spoiler, click to toggle visibilty

Looking at these videos damn! We've come a longgggg way! LOL

Whoa! that's some real shit going on!

Also, i've been struggling with lifebars, most of them doesn't works with ikemen, care to get depth into that resize feature? the more i see, more i get curious about, just waiting for the day that some blessed soul will do a big ass tutorial about all ikemen features, lol.
Title: Re: IKEMEN Disscussion Thread
Post by: Koopa901 on December 29, 2015, 04:14:36 pm


...!!!!
Title: Re: IKEMEN Disscussion Thread
Post by: TheFclass97 on December 29, 2015, 11:31:28 pm
I JUST FOUND A WAY TO CODE INTROS TO IKEMEN!!!!


You know, like a normal video game has the whole "press start" thingy? Welp, I got it to work!
Title: Re: IKEMEN Disscussion Thread
Post by: OldGamer on December 30, 2015, 09:35:33 am
I JUST FOUND A WAY TO CODE INTROS TO IKEMEN!!!!


You know, like a normal video game has the whole "press start" thingy? Welp, I got it to work!
sweet. love to see how that look :D

Title: Re: IKEMEN Disscussion Thread
Post by: TheFclass97 on December 30, 2015, 04:49:31 pm

You know, like a normal video game has the whole "press start" thingy? Welp, I got it to work!
sweet. love to see how that look :D


[/quote]

Yeah... I'm gonna test it out and make one for revival (as a demo). It's gonna be super weird to explain it tho...
Title: Re: IKEMEN Disscussion Thread
Post by: 2Dee4ever on December 30, 2015, 07:28:53 pm

You know, like a normal video game has the whole "press start" thingy? Welp, I got it to work!
sweet. love to see how that look :D



Yeah... I'm gonna test it out and make one for revival (as a demo). It's gonna be super weird to explain it tho...

[/quote]
This guy... lol Tryna show us up ehhhhhhh.
I'm geeked to see XDDD. Man I haven't done anything for my screen-pack as of late I need to get on you guys level haha
Title: Re: IKEMEN Disscussion Thread
Post by: Koopa901 on December 30, 2015, 08:57:59 pm
So like with IKEMEN, does unoshe works properly like add004?
Title: Re: IKEMEN Disscussion Thread
Post by: 2Dee4ever on December 30, 2015, 09:06:28 pm
So like with IKEMEN, does unoshe works properly like add004?
The Kof game on this board. I just updated the link. Check it out. It uses that system. IKEMEN isn't as limited as some may think you just have to do a few workarounds, but in the end it is truly worth it. Never has something inspired me so wholeheartedly. The only true drawback as of now is the lack of modes, though with online capabilities I could care less.
Title: Re: IKEMEN Disscussion Thread
Post by: Koopa901 on December 30, 2015, 09:10:29 pm
Truuuuue, after watching that video you posted about the 3v3 tag I almost cried lol, the i saw a couple vidz of it on youtube. It looks great, can't wait for a tutorial on it.....It inspired me on a project i've secretly been working on off and on......so Rei with your CvS-U is there a storyline/storyboard?
Title: Re: IKEMEN Disscussion Thread
Post by: 2Dee4ever on December 30, 2015, 09:27:30 pm
Truuuuue, after watching that video you posted about the 3v3 tag I almost cried lol, the i saw a couple vidz of it on youtube. It looks great, can't wait for a tutorial on it.....It inspired me on a project i've secretly been working on off and on......so Rei with your CvS-U is there a storyline/storyboard?
There is a way to do it now. I'm pretty sure they edited some tag system to work with it. IKEMEN could do the 4v4 or 3v3 before mugen could. There hasn't been anyone interested in it enough to mess with it though. As for the other question.. It's like this.. CvS-U is my fantasy crossover. I have another "Shin" full game in the works. In which I'll combine the two together the latter being for online. You know the Ex mode thing? That's one of the core mechanics I've been working with basically turning that into a system similar to V-Skill. This shin one will have a storyboard as well as all the intros & stuff in here & I may change it to be consistent with an actual plot. I've done some stuff for certain characters like Karin/Sakura, but still writing a novel lol(metaphor). This all is really just a big experiment & dream match that will never happen. All of your favorite 2d fighters in one game, with one system, with online. Also putting in that work to show IKEMEN's superiority haha 
Title: Re: IKEMEN Disscussion Thread
Post by: -Ash- on December 30, 2015, 09:34:40 pm
Dayum Rei, you're like a machine, never ceases to amaze, I'm curious to see what you have up your sleeve.
Title: Re: IKEMEN Disscussion Thread
Post by: TheFclass97 on December 30, 2015, 11:36:54 pm
This guy... lol Tryna show us up ehhhhhhh.
I'm geeked to see XDDD. Man I haven't done anything for my screen-pack as of late I need to get on you guys level haha

...huh...

Title: Re: IKEMEN Disscussion Thread
Post by: Koopa901 on January 02, 2016, 07:53:17 am
Rei in your demo videos (Ikari vs Shadow Detectives) what tag system where you using?
Title: Re: IKEMEN Disscussion Thread
Post by: 2Dee4ever on January 02, 2016, 07:55:44 am
Rei in your demo videos (Ikari vs Shadow Detectives) what tag system where you using?


U Know
Title: Re: IKEMEN Disscussion Thread
Post by: Koopa901 on January 02, 2016, 07:57:50 am
i know you prefer add004 but it kinda looked like unoshe.....
Title: Re: IKEMEN Disscussion Thread
Post by: 2Dee4ever on January 02, 2016, 08:08:42 am
i know you prefer add004 but it kinda looked like unoshe.....

U know = Uno
Title: Re: IKEMEN Disscussion Thread
Post by: Koopa901 on January 02, 2016, 08:10:03 am
oh....(face palm)....how did you get it to work with ikemen, i tried but the AI patch thingy wouldnt load with ikemen
Title: Re: IKEMEN Disscussion Thread
Post by: 2Dee4ever on January 02, 2016, 09:00:25 am
You have to be more specific. It's no different from mugen as it works the same way. I didn't have any issues. Though if that specific character uses the same variable he has set for his tag system then you have to change it.
Title: Re: IKEMEN Disscussion Thread
Post by: TheFclass97 on January 02, 2016, 03:32:31 pm
^_~
Title: Re: IKEMEN Disscussion Thread
Post by: Zero800 on January 05, 2016, 10:54:32 pm
Is possible port the Ubuntu version of IKEMEN for Android?
Imagine play IKEMEN on Wifi local network in Android devices :)

Ikemen for Ubuntu:
https://pt.osdn.jp/users/supersuehiro/pf/ikemen/files/
Title: Re: IKEMEN Disscussion Thread
Post by: -Ash- on January 07, 2016, 06:11:44 pm
Just asking here if somebody knows what's new in the latest ikemen release
Title: Re: IKEMEN Disscussion Thread
Post by: TheFclass97 on January 07, 2016, 09:18:45 pm
Just asking here if somebody knows what's new in the latest ikemen release

Taken from what I believe is from a readme it says  "hitdefのsnapやmaxdistなどを修正。"

Using the powers of Google translate, it appears he just simply adjusted the hitdef code, snap, specifically the "snap" and "maxdist" part, so it could be more closer to the normal mugen engine. To test the snap part, all i did was take my Dudley from Revival and put him in the IKEMEN, then did Machine Gun Blow in the corner. No real big, eye seeing difference, but I can assume that the placement could be less glitchy for some chars. Normally, when he updates an IKEMEN it's to simply make the engine feel closer to mugen while fixing some glitches that IKEMEN can have on specific chars and whatnot. Nothing too crazy, haven't dig-in deep into the changes in this version. If I do, I might be able to pull up something. You can also check the previous changes in the IKEMEN readme if you're curious.
Title: Re: IKEMEN Disscussion Thread
Post by: -Ash- on January 07, 2016, 09:53:13 pm
Thanks, i'll check out
Title: Re: IKEMEN Disscussion Thread
Post by: PeXXeR on January 09, 2016, 07:10:59 am
What API does IKEMEN use ? Open GL or Direct X or both ?
Title: Re: IKEMEN Disscussion Thread
Post by: TheFclass97 on January 09, 2016, 07:46:16 pm
What API does IKEMEN use ? Open GL or Direct X or both ?

I THINK it's both, but it's been known not to have the total Open GL thing going on (what with the stretching the window and everything since I'm not sure if winmugen plus had that back in the day), but I could be mistaken. It does tend to have a little bit of both in it from my experience.
Title: Re: IKEMEN Disscussion Thread
Post by: PeXXeR on January 10, 2016, 07:29:48 am
What API does IKEMEN use ? Open GL or Direct X or both ?

I THINK it's both, but it's been known not to have the total Open GL thing going on (what with the stretching the window and everything since I'm not sure if winmugen plus had that back in the day), but I could be mistaken. It does tend to have a little bit of both in it from my experience.

Thing is I found a sweetfx direct x version witih guassian blur and more custom stuff, if someone wants to test it out PM me.
Or maybe I can upload it here ? also its bound to run better on Direct X.
Title: Re: IKEMEN Disscussion Thread
Post by: -Ash- on January 10, 2016, 08:30:56 am
Oh please, upload it.
Title: Re: IKEMEN Disscussion Thread
Post by: PeXXeR on January 10, 2016, 02:31:12 pm
https://sfx.thelazy.net/static/media/downloads/Boulotaur2024.Injector_CeeJay.dks.1.5.1.ChromaticAberration.7z
Here, enjoy, please share you results.
Title: Re: IKEMEN Disscussion Thread
Post by: -Ash- on January 10, 2016, 03:26:01 pm
Didn't work for me, i think its because i use a notebook with IntelHD
Title: Re: IKEMEN Disscussion Thread
Post by: 2Dee4ever on January 10, 2016, 09:23:14 pm
Can you show what it looks it?
Title: Re: IKEMEN Disscussion Thread
Post by: PeXXeR on January 11, 2016, 04:59:46 pm
I can't try it right now I'am away from my PC for 1 week or more.
But I guess it needs a d3d9x file like the Opengl32 file in the opengl version.
Title: Re: IKEMEN Disscussion Thread
Post by: 2Dee4ever on January 13, 2016, 01:05:51 am
Progress on 3v3 & 4v4, but guess whaaaa.. Only on add004. XD Yes!
Title: Re: IKEMEN Disscussion Thread
Post by: TheFclass97 on January 13, 2016, 12:05:08 pm
Progress on 3v3 & 4v4, but guess whaaaa.. Only on add004. XD Yes!
[youtube]https://www.youtube.com/watch?v=E1oflfe2hsU[/youtube]

The lag is top tier. It's a step forward though (I guess).
Title: Re: IKEMEN Disscussion Thread
Post by: -Ash- on January 13, 2016, 01:01:03 pm
I thought the lag and the potato quality were due to the recording, no?
Title: Re: IKEMEN Disscussion Thread
Post by: 2Dee4ever on January 13, 2016, 10:31:04 pm
Possibly his pc & yes
Title: Re: IKEMEN Disscussion Thread
Post by: -Ash- on January 14, 2016, 07:33:43 am
Oh man, this is soooo hype!
Title: Re: IKEMEN Disscussion Thread
Post by: 2Dee4ever on January 20, 2016, 01:43:10 am
https://www.facebook.com/CapVsSnkU/?ref=aymt_homepage_panel
Attention! For CVS-U

Now recruiting people to be on the actual team! PM & let me know what you can help with. Concept ideas(stage etc),music, Design for the fb page, Logo for the game, whatever your artistic mind can come up with.

Things are slowly beginning to pick up so it's about time we get serious with this. Most of which has been done behind the scenes, but now kicking it into overdrive. This won't be a long 5 year wait. I'm actually trying to get stuff done sooner than later while the iron is hot, that being the case.. If you can contribute, you are free to join, but if you already have things going on I don't suggest you even offer your services.

So far we have 3 character coders & one adviser/Sp designer who is kinda unofficial unless he says otherwise lol
I really want to make this a thing ya'll so if we can put our differences aside & stay true to our love for the series we shall prosper.

Also... Mugen version confirmed. Within the Mugen version will be the ikemen variant, akin to an online expansion. The characters of course will be identical so you'll only have to swap between them. The ikemen version however will be the only version with the old school stages etc, while I plan to have some new ones made specifically for the mugen version. We'll be able to have our Arcade mode, story mode etc. We all win.
That's what I'm going with for right now. Open to ideas. I'd like to here some input from those whom actually plan to contribute. Hopefully these will get some of you lurkers attention.

Also here is my Skype "Deangelo2009" if you'd like to reach me to again discuss anything.
Title: Re: IKEMEN Disscussion Thread
Post by: -Ash- on January 20, 2016, 08:04:56 am
Shit just got real huh?! sad that the only thing this hue pleb right here can do is wish you the best luck. :D
Title: Re: IKEMEN Disscussion Thread
Post by: GaziraAgain on January 20, 2016, 06:19:58 pm
I see in the author´s page some new updates of the engine and now supports openGL 2.0 for .png images I supose, but when I descompress the file the antivirus delete the .exe file like a trojan. I close the antivirus but when I start the engine this board appears, any idea that what´s happen? Thank you very much!
(http://i.imgur.com/3OWYBX3.png)
Title: Re: IKEMEN Disscussion Thread
Post by: TheFclass97 on January 20, 2016, 09:40:17 pm
What was your anti-virus program? It might have tampered with the .exe (and I can't read Japanese, since errors usually say the root of the problem). If anything, try re-downloading or just re-extract IKEMEN if you still have the download.
Title: Re: IKEMEN Disscussion Thread
Post by: -Ash- on January 24, 2016, 07:51:28 am
Somebody knows how to make 3x3/4x4 tag add004 work with ikemen?
Title: Re: IKEMEN Disscussion Thread
Post by: TheFclass97 on January 24, 2016, 02:13:55 pm
Somebody knows how to make 3x3/4x4 tag add004 work with ikemen?

Well, you can allow 3/4 ikemen if you fiddle the area in the main.lua which allows you to mess with the amount of chars in simul, and add controls for players 3-8. All of which is possible and super easy, but I never used add004, so that part idk. Bit that's (what I believe) is the idea.
Title: Re: IKEMEN Disscussion Thread
Post by: Koopa901 on January 30, 2016, 05:27:48 pm
hey yo Rei that 3v3 and 4v4 looks amazing! us there a patch for it? Will it work in mugen? and is there A tut on it?..........also is there a way of using it without the additional strikers
Title: Re: IKEMEN Disscussion Thread
Post by: 2Dee4ever on February 04, 2016, 06:26:24 am
For anyone that has ever tried my game & experienced lag. I just finally switched over to the newest rev & can confirm opengl is now supported.(Thanks to HW) for confirming this.
So for anyone else using IKEMEN let it be known. Currently testing for other things as well.

Also most of the issues that plagued the early version seem to be long gone.
Title: Re: IKEMEN Disscussion Thread
Post by: TheFclass97 on February 04, 2016, 12:23:13 pm
That's cool. I'll mess with it when I can.
Title: Re: IKEMEN Disscussion Thread
Post by: -Ash- on February 04, 2016, 12:29:16 pm
OpenGL didn't work on my notebook, just got a black screen :(
Title: Re: IKEMEN Disscussion Thread
Post by: icare26 on February 09, 2016, 12:35:13 am
I can not read opengl, my pc is not terrible...^^

I opened a topic saint seiya ultimate cosmo, if the moderator can delete it because I do not want to pollute the forum.

I have a simple question for novice ikemen
Do I like Mugen delete modes???it's possible,if yes, how?

watchMode = createTextImg (jgFnt, 0, 1, 'Watch Mode', 100, 80)
p1VsComTxt = createTextImg (jgFnt, 0, 1, '1P vs. Com', 100, 100) ------------------->I would like to remove this mode
p1VsP2 = createTextImg
netplay = createTextImg
portChange = createTextImg
comVsP1 = createTextImg ------------------->I would like to remove this mode
replay = createTextImg
autoRandomTest = createTextImg



Title: Re: IKEMEN Disscussion Thread
Post by: TheFclass97 on February 09, 2016, 02:21:38 am
I can not read opengl, my pc is not terrible...^^

I opened a topic saint seiya ultimate cosmo, if the moderator can delete it because I do not want to pollute the forum.

I have a simple question for novice ikemen
Do I like Mugen delete modes???it's possible,if yes, how?

watchMode = createTextImg (jgFnt, 0, 1, 'Watch Mode', 100, 80)
p1VsComTxt = createTextImg (jgFnt, 0, 1, '1P vs. Com', 100, 100) ------------------->I would like to remove this mode
p1VsP2 = createTextImg
netplay = createTextImg
portChange = createTextImg
comVsP1 = createTextImg ------------------->I would like to remove this mode
replay = createTextImg
autoRandomTest = createTextImg






simply remove this section:

      textImgDraw(comVsP1)

But be careful, since you might have to replace certain gamemodes,. Best way to do this is by not having them accessible and then deleting them. To do this, just make the cursor so that when it reaches the SPECIFIC gamemode limit, not to go past it. Example:

        gameMode = 8
      elseif gameMode > 8 then
        gameMode = 1

Change it to:

        gameMode = 5
      elseif gameMode > 5 then
        gameMode = 0

So that the cursor cannot select the game modes below the replay mode. Once you do that, you can do the whole deleting "textimdDraw" thing... In addition, you might have to edit one of the gamemodes to use the replay function (simply copy the replay part to another gamemode say "gameMode5", so you don't mess up/delete the replay mode as well)(if needed).

Also, if you want, I can simply lock your previous topic (since I'm not sure where I can "delete" an entire topic...)

hope this helps... (explaining this in text is kinda hard, especially for people new to the engine... A video or something would be a much better way of explaining it, but hope this helps you anyways...)
Title: Re: IKEMEN Disscussion Thread
Post by: icare26 on February 09, 2016, 02:49:28 am
I know what you do takes time to help people.
I try to familiarize me searching by myself the lines of code, to avoid too much bother if you work on other projects.

Thank you, if I ask questions I understand that you do not always have time for it answers.No problem.

I would try to create a tutorial in French on my side, my I work a lot on my game and many things to manage ...

I will follow your advice, what interests me "only" mode is the launch (netplay) for the community of Saint Seiya is happy to finally play between members. ^^

sorry for my english.^^
Title: Re: IKEMEN Disscussion Thread
Post by: CoopNPB on February 15, 2016, 03:18:53 pm
How would I get Ikeman to run smooth?
Title: Re: IKEMEN Disscussion Thread
Post by: -Ash- on February 15, 2016, 04:22:50 pm
Closing background aplications?
Title: Re: IKEMEN Disscussion Thread
Post by: TheFclass97 on February 15, 2016, 04:42:58 pm
How would I get Ikeman to run smooth?

It's really not a "powerhouse" program that you need alienware to run... It usually runs smooth on computers that didn't come out around 2003. But a better answer to this question without sounding like an ass (sorry if I did, I just thought it was funny) would be the following:

1) Like what Ash said above, if you have a lot of background applications (aka, if you're still running a lot of programs while playing IKEMEN), its best to shut them off if you're not using them.

2) Check your PC. Vanilla IKEMEN isn't a big program, so plenty of computers should play it without frame issues. However, it's always best to check your PC specs and just the PC in general (like maybe your PC is old and the parts aren't that great, or something is slowing it down and you should clean it).

3) If it's online we are talking about, you should check the following:

a) make sure you're not running things that use a lot of your internet. this is something not just for IKEMEN, but online gaming in general.
b) some programs play matches matches better than others (like Evolve plays better than hamachi for some, and vice versa for others). Just experiment with programs and/r port forwarding.
c) make sure you and your opponent have decent connection. it all varies, some connections are better than others...


Hope this helps... If you have any other questions with IKEMEN, please don't be shy, feel free to ask them and we can do the best possible to help ya. Whether it's still this question or another, feel free to ask... Thank you...

Title: Re: IKEMEN Disscussion Thread
Post by: CoopNPB on February 15, 2016, 06:18:29 pm
Yeah that helps. thanks man. I don't think my Laptop isn't all that great anyway
Title: Re: IKEMEN Disscussion Thread
Post by: TheFclass97 on February 16, 2016, 02:28:33 am
Yeah that helps. thanks man. I don't think my Laptop isn't all that great anyway

What kind is it? It shouldn't be THAT bad... What are you trying to run btw? Regular (vanilla) IKEMEN? Revival? Capcom vs SNK Universe?
Title: Re: IKEMEN Disscussion Thread
Post by: CoopNPB on February 16, 2016, 03:54:39 am
I downloaded Rei's Capcom Vs. SNK Universe. I run

Processor AMD E1-1200 APU with Redeon 1.40 GHz
Ram 4.00
64-bit operating system
AMD Radeon HD 7310 Graphics
GB 297
Title: Re: IKEMEN Disscussion Thread
Post by: TheFclass97 on February 16, 2016, 04:56:47 am
I downloaded Rei's Capcom Vs. SNK Universe. I run

Processor AMD E1-1200 APU with Redeon 1.40 GHz
Ram 4.00
64-bit operating system
AMD Radeon HD 7310 Graphics
GB 297

That shouldn't have an issue with IKEMEN... If you already did what Ash posted to you earlier

ssz>config.ssz>scroll down and change OpenGL = True to False.


Then that should make less lag... If anything, it could be a PC thing, but don't let this discourage you with IKEMEN in general, it could just be the game specifically and your PC,and not IKEMEN in general, but I could be wrong...
Title: Re: IKEMEN Disscussion Thread
Post by: Scrub Chronicles on February 16, 2016, 03:47:28 pm
Hiya Everyone! I had a request from a couple people including Rei to make a topic on where CVS-U online matches are happening. Let me be the one to give you all the link to this thread here:  http://mugenguild.com/forum/topics/how-do-you-even-evolve-capcom-vs-snk-universe-172263.0.html (http://mugenguild.com/forum/topics/how-do-you-even-evolve-capcom-vs-snk-universe-172263.0.html) It's a little tutorial for those who don't know their way through the Evolve Client. All questions you guys and gals may have will be answered there for those who are interested!

Spread the word. I'll be checking that thread very frequently so there should be no worries about joining too late!
Title: Re: IKEMEN Disscussion Thread
Post by: TheFclass97 on April 23, 2016, 02:34:35 am
Quick update on the engine and news and shit:

I forgot about posting this here (thanks college), but I almost forgot something swag! I got in contact with a higher up with IKEMEN (NotFound, a IKEMEN Tester/Bug Reporter), and we had a good time talking about the engine and some cool stuff made for it (surprisingly enough, they have heard of my work with NETMugen TE Revival and loved it, especially the tag patch). So, soon enough, I'm going to cover some quick things he showed me with IKEMEN and some pretty sick ass creations from other "higher ups" from the Japanese side of the IKEMEN community. So hold on to your butts, cause this engine just surprises me with some of the extra shit it can do..

Title: Re: IKEMEN Disscussion Thread
Post by: 2Dee4ever on July 09, 2016, 05:54:43 pm
So did you ever discuss this yet? Or nah? What else has been discovered, I'm trying to save time researching.
Title: Re: IKEMEN Disscussion Thread
Post by: TheFclass97 on July 10, 2016, 02:11:59 am
So did you ever discuss this yet? Or nah? What else has been discovered, I'm trying to save time researching.


I was working with it, trying to create different ways and methods from mimikuso's work and the stuff NotFound sent me. I think I have enough info and stuff (thanks to tinkering it and re-creating some of the swag stuff they did on my REVival 2 project). I'll be sure to make a vid on it soon. Just wanted to perfect both their and my own methods.
Title: Re: IKEMEN Disscussion Thread
Post by: lui on July 10, 2016, 02:17:43 am
So hold on to your butts, cause this engine just surprises me


Great, now im afraid that ikemen will surprise assrape me when i boot it up
Title: Re: IKEMEN Disscussion Thread
Post by: TheFclass97 on July 10, 2016, 02:24:31 am
So hold on to your butts, cause this engine just surprises me


Great, now im afraid that ikemen will surprise assrape me when i boot it up

That isn't the case. I swear, what kinda PC are you even running, man?
Title: Re: IKEMEN Disscussion Thread
Post by: lui on July 10, 2016, 02:31:24 am
A pretty shitty budget pc where it can run 1.1 fine but not 1.0 or ikemen past 25fps lol
Title: Re: IKEMEN Disscussion Thread
Post by: TheFclass97 on July 10, 2016, 02:35:51 am
A pretty shitty budget pc where it can run 1.1 fine but not 1.0 or ikemen past 25fps lol

You might be a special case. You might need to try OpenGL. Either that, or you haven't turned OpenGL off.
Title: Re: IKEMEN Disscussion Thread
Post by: lui on July 10, 2016, 02:52:26 am
you can't turn opengl off easily can you? ive never heard of that since opengl is an essential part of pc's
Title: Re: IKEMEN Disscussion Thread
Post by: -Ash- on July 10, 2016, 04:33:57 am
He is talking about OpenGL's option on IKEMEN, lol.

You need to go to config.ssz, scroll down and change opengl true to false.
Title: Re: IKEMEN Disscussion Thread
Post by: TheFclass97 on July 10, 2016, 06:30:26 pm
He is talking about OpenGL's option on IKEMEN, lol.

You need to go to config.ssz, scroll down and change opengl true to false.

pretty much. thanks fam.
Title: Re: IKEMEN Disscussion Thread
Post by: JustNoPoint on September 09, 2016, 12:50:50 am
How different is character development in this compared to MUGEN? Pros, cons, differences in coding in general?
Title: Re: IKEMEN Disscussion Thread
Post by: TheFclass97 on September 09, 2016, 12:53:35 am
How different is character development in this compared to MUGEN? Pros, cons, differences in coding in general?

It all depends, really... Some can be perfect fit, others might need work arounds. It's all the same (using Fighter Factory), but there are a few cases where IKEMEN needs some special things to their chars (like that one 3v3 tag code Mimikuso made which is pretty sick, or like I stated above, when fixing a certain glitch from a char that isn't present in normal mugen). What REALLY makes IKEMEN unique is the coding on the engine itself (which is open source). But for the most part, character coding is the same.
Title: Re: IKEMEN Disscussion Thread
Post by: JustNoPoint on September 09, 2016, 12:57:28 am
I don't care about tag or multi player. But the online interests me and I'm considering if this may be a good platform to build my game on. Preferably both platforms but I'm learning Mugen and don't really want to learn 2 totally different engines. So it's pretty much a Mugen clone with all the SCTRLs, triggers, and cns?
Title: Re: IKEMEN Disscussion Thread
Post by: TheFclass97 on September 09, 2016, 12:58:42 am
Yes... but it also has more capabilities if you know how to add shit to the code (and with some lua and C++/C Basic knowledge), making games more fleshed out and unique and shit, but thats on the engine itself. Character coding is the same.
Title: Re: IKEMEN Disscussion Thread
Post by: JustNoPoint on September 09, 2016, 01:10:43 am
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.
Title: Re: IKEMEN Disscussion Thread
Post by: TheFclass97 on September 09, 2016, 06:34:57 pm
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.
Title: Re: IKEMEN Disscussion Thread
Post by: TheFclass97 on September 21, 2016, 03:24:22 pm
I found a neat little trick that I'm going to show soon for Revival 2's Beta thingy...


Spoiler, click to toggle visibilty
Title: Re: IKEMEN Disscussion Thread
Post by: 2Dee4ever on November 14, 2016, 11:27:35 pm
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.
Title: Re: IKEMEN Disscussion Thread
Post by: Black Shroud on December 30, 2016, 12:37:01 am
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) ?
Title: Re: IKEMEN Disscussion Thread
Post by: TheFclass97 on December 30, 2016, 09:54:06 pm
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 ^_~
Title: Re: IKEMEN Disscussion Thread
Post by: K4thos on December 31, 2016, 01:48:58 pm
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
Title: Re: IKEMEN Disscussion Thread
Post by: TheFclass97 on January 01, 2017, 12:05:07 am
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.

Title: Re: IKEMEN Disscussion Thread
Post by: Black Shroud on January 02, 2017, 11:33:52 pm
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?
Title: Re: IKEMEN Disscussion Thread
Post by: TheFclass97 on January 03, 2017, 01:32:59 am
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.
Title: Re: IKEMEN Disscussion Thread
Post by: -Ash- on February 22, 2017, 03:07:30 pm
New version released https://pt.osdn.net/users/supersuehiro/pf/ikemen/wiki/FrontPage (https://pt.osdn.net/users/supersuehiro/pf/ikemen/wiki/FrontPage)
Title: Re: IKEMEN Disscussion Thread
Post by: TheFclass97 on February 22, 2017, 06:41:05 pm
New version released https://pt.osdn.net/users/supersuehiro/pf/ikemen/wiki/FrontPage (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
Title: Re: IKEMEN Disscussion Thread
Post by: TheFclass97 on February 22, 2017, 07:40:43 pm
Sorry for the bump, but it's kinda needed. I compiled a list of (hopefully) all changes in the engine. Just to let you know, it's untranslated and fully in Japanese, but if you want to translate it you can (I know nothing on the language) but just to show everything (link included to the site as well).

PDF File of the list - http://www.mediafire.com/file/wak1f4bwg4vyoiq/The_%28Un%29Official_IKEMEN_2017_Change_List.pdf
Title: Re: IKEMEN Disscussion Thread
Post by: Memo on February 22, 2017, 10:44:30 pm
Did he add arcade mode?
Title: Re: IKEMEN Disscussion Thread
Post by: -Ash- on February 22, 2017, 11:17:30 pm
No new modes, the guy working on this is swit, god knows when he will release it to the public.
Title: Re: IKEMEN Disscussion Thread
Post by: TheFclass97 on February 22, 2017, 11:18:56 pm
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.
Title: Re: IKEMEN Disscussion Thread
Post by: Memo on February 22, 2017, 11:47:58 pm
Boo on no arcade mode, so mugen chars are more compatible?
We need a translator I want to see all that's been updated
Title: Re: IKEMEN Disscussion Thread
Post by: TheFclass97 on February 22, 2017, 11:51:34 pm
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... ^_~
Title: Re: IKEMEN Disscussion Thread
Post by: Memo on February 23, 2017, 12:53:36 am
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.
Title: Re: IKEMEN Disscussion Thread
Post by: TheFclass97 on February 23, 2017, 01:02:21 am
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).

Title: Re: IKEMEN Disscussion Thread
Post by: R565 on February 23, 2017, 04:26:28 am
^^^^
Stuff like this makes me want to learn so I can get my hands dirty. At least the creator is updating this compared to Mugen.
Title: Re: IKEMEN Disscussion Thread
Post by: TheFclass97 on March 20, 2017, 05:38:49 pm
IKEMEN GOT UPDATED! Newest version: ikemen_2017-03.7z

http://mugenguild.com/forum/topics/ikemen-table-contents-please-read-first-175520.0.html

or

https://osdn.jp/users/supersuehiro/pf/ikemen/wiki/FrontPage

What got fixed? (in Japanese)

Spoiler, click to toggle visibilty


What got fixed? (Bad Google Translate being bad)

Spoiler, click to toggle visibilty

Title: Re: IKEMEN Disscussion Thread
Post by: -Ash- on March 20, 2017, 06:20:18 pm
Good to see him updating the engine frequently.
Title: Re: IKEMEN Disscussion Thread
Post by: Ricepigeon on March 24, 2017, 08:00:39 pm
Fix not hit by priority of reversaldef
Fixed the rotation reversed when angledraw is negative display scale
Fixed that ctrl is forced to 0 when KO is done
Fixed that command entry of keyctrl helper command is not independent
Fix unhittable of superpause
Corner push does not work unless it is perfect for the screen edge
Fixed that bindtoroot etc. becomes invalid during hit pause

Not sure how I feel about the rest, but finally happy that they fixed superpause's unhittable parameter being ignored. Also the command entry for helpers was fixed, which means Jesuszilla & Vans's buffer codes finally work properly.
Title: Re: IKEMEN Disscussion Thread
Post by: TheFclass97 on May 14, 2017, 04:56:55 pm
IKEMEN has been updated (Ver. ikemen_2017-05)
https://osdn.net/users/supersuehiro/pf/ikemen/wiki/FrontPage

Changes (Original text)

Spoiler, click to toggle visibilty

Changes (somewhat translated)

Spoiler, click to toggle visibilty
Title: Re: IKEMEN Disscussion Thread
Post by: Black Shroud on August 21, 2017, 10:55:04 pm
Any word of command line/Quick Versus functionality? Like a direct-to-battle thing with predetermined characters/stages and other parameters from -h . As well as Debug mode, logs, and other miscellanneous Mugen stuff.
Title: Re: IKEMEN Disscussion Thread
Post by: TheFclass97 on August 21, 2017, 11:44:45 pm
All that is already in the engine (thoudk Idk what you mean by quick versus, when I see that I usually just think about a versus mode vs cpu or something).
Title: Re: IKEMEN Disscussion Thread
Post by: Black Shroud on August 21, 2017, 11:53:17 pm
Well, why I'm asking is because I tried the   .../ikemen.exe" -p1 <charname> -p2 <charname> -s<stagename> syntax for command line and it didn't work, so some examples or documentation in case of Ikemen would be welcome. In other words, a way of starting "1P vs COM" instantly from loading screen (without menu and select), predetermined characters/stage, and a log of fight's outcome. The latter was something which got axed from Mugen 1.1 for reasons unknown.
Title: Re: IKEMEN Disscussion Thread
Post by: TheFclass97 on August 22, 2017, 12:07:58 am
Oh, well thats possible but done differently. I dont know why you would use ikemen for just 1p vs com at the start, but you basically use code similar to what I used in revival 2 when I coded in the training mode. There's probably a better method out there but this is the method I found and did. I would be more specific in code, but I'm not on my computer and I wnt back to college to focus on my studies more. So you can see how I did the training mode in revival 2 (located in main.lua) or wait for me to eventually have time and better explain it ocer5 discord or something.
Title: Re: IKEMEN Disscussion Thread
Post by: Black Shroud on August 22, 2017, 11:01:39 am
I dont know why you would use ikemen for just 1p vs com at the start

I'll try to explain the basic logic.

Quick Versus (http://justnopoint.com/Dev/index22.php.htm) (running Mugen for single-fight only) in its default form works both on Mugen 1.0 and 1.1.
Tools like Mugen Story Mode (http://mugen.wikia.com/wiki/Mugen_Story_Mode) (third-party applications) took advantage of this functionality for launching fights in a fashion they saw fit (required parameters are sent in through command line, and postfight parameters are sent out through a log).

But as you can see in comments here (http://mugenguild.com/forum/topics/develop-mugen-story-mode-3-0-156077.20.html), while this application used to work with Mugen 1.0, it fails to do so with 1.1. The reason: postfight logs (something Elecbyte does not consider to be the part of Quick Versus options) are no longer working on Mugen 1.1, no info gets out, and there is no way for a third-party app to determine the winner. The syntax is still mentioned in "-h" (help), but attempting to use "-log <logname>" on 1.1 will cause engine to search for character named "logname" instead.

It is also a common knowledge that Mugen 1.0, while supporting the postfight logs, does not support zoom. If Ikemen (which has zoom) also supported whole aforementioned functionality, it would become a good solution. But yeah, for this we would need some examples which show that we can send stuff in and out of Ikemen without having to manually navigate to anything in-engine.
Title: Re: IKEMEN Disscussion Thread
Post by: TheFclass97 on August 22, 2017, 12:20:48 pm
Oh, so you want to use those programs with ikemen as well. Honestly, I never used those so Idk if they work (but I know its possible if you code it in yourself).
Title: Re: IKEMEN Disscussion Thread
Post by: Black Shroud on August 22, 2017, 01:26:18 pm
Well, that program was an example, a new one of that kind can be always created in case of incompatibility.
Here is other example of using Quick Versus:

Everything aside of fight itself was coded in a separate app (not Mugen Story Mode, just a new one created by game's author). But as you can see, there is no zoom (since Mugen 1.0 is used), and creator still wanted to show whole stage at once, this resulted in characters being somewhat tiny by comparison.

Suppose another kind of similar software is created for launching standalone fights in Ikemen, for that we need a way for it to inform Ikemen about which characters and stages should be loaded, and that we are launching Ikemen.exe in sort of special mode. Sending parameters through command line like Mugen 1.0  is just one of ways it could be done - we could also use an extra file Ikemen would check before the launch for any extra parameters. The information that the window should be closed after such fights needs also to be delivered somehow - and last required thing is a way for Ikemen to inform third-party application about fight's outcome (again, a post-fight log seems to be the best idea).

So a communication between two applications in a most simple way would be:
1)Application writes some lines/variables into file and launches Ikemen.exe
2)Ikemen reads these lines/variables from file and gets affected by them (if there's nothing of the sort in that file, starts as usual)
3)Ikemen skips menus and goes directly to the fight (special behavior based on variables)
4)Ikemen at some point writes some lines/variables on its own (but into a different file), and closes own window
5)Application monitors this file and once required stuff is written to it, reads it and gets affected by it

I suppose this is easier than teaching Ikemen how to react to command line parameters?

And if done, this would save much time for everyone since you could just "outsource" the arcade mode and all extra menus to the app of your liking you yourself would create, Ikemen would only be used to launch separate fights, and for netplay. Bringing extra variables/instructions from outside into Ikemen's own environment (for launching these fights) would also be much more comprehensive than Mugen's limited amount of command line parameters. For example, if you'd like a practice mode fight, you would launch a standalone fight while also setting some variable which would inform Ikemen of that, and based on that variable you would be able to code different rules of behavior which would match Practice mode.
Title: Re: IKEMEN Disscussion Thread
Post by: Demitri on September 03, 2017, 11:41:02 am
Can IKEMEN handle 32-bit support? on characters and screenpacks?
Title: Re: IKEMEN Disscussion Thread
Post by: TheFclass97 on September 03, 2017, 02:24:35 pm
Can IKEMEN handle 32-bit support? on characters and screenpacks?

Sadly no. But someone did say that one of the older builds (I don't remember which) did give it a shot but had some trouble with transparency.
Title: Re: IKEMEN Disscussion Thread
Post by: HUNGRY WOLF on September 04, 2017, 07:50:05 am
Can IKEMEN handle 32-bit support? on characters and screenpacks?

@Demitri: Yo Gen! Ikemen SP can handle 32bit to a degree, I coded a menu and part of a select screen in 32bit, the only issues I would get was with Fighters factory when working with Ikemen. My SFF would get corrupted and I'd lose all the work. This doesn't occur in mugen at all, or atlest it hasn't, only Ikemen for some weird reason on multiple occasions. 

I was working on this for Rei a while back but like I mentioned above it kept on taking a shit on me. Ignore the fonts I was removing stuff from his build as I progresses, and yes I even tried a new SFF just in case the one I was using was corrupted to begin with.
Spoiler, click to toggle visibilty
Title: Re: IKEMEN Disscussion Thread
Post by: TheFclass97 on September 04, 2017, 03:05:32 pm
Oh shit. Well then... Let me semi-retract my statement... Mind telling me which version of IKEMEN is that? The best way to tell is to go into the ikemen.txt file and scroll all the way down till you see some dates. Then find the most recent looking date on that list. Thanks if you can find some time to do that.
Title: Re: IKEMEN Disscussion Thread
Post by: BurningSoul on September 04, 2017, 03:14:45 pm
I'm also interested
Title: Re: IKEMEN Disscussion Thread
Post by: HUNGRY WOLF on September 05, 2017, 12:55:39 am
I used Ikemen 2017/05. If there is new versions I have yet to test them out, might look at see if new ones are out. Also the fact that I got the menu and part of the select screen doesn't been it's gonna be able to handle it fully. But it's worth a shot. I have made more progress but one: I'm still noobish at Ikemen coding and two: The SFF getting corrupted.
Title: Re: IKEMEN Disscussion Thread
Post by: TheFclass97 on September 05, 2017, 01:32:36 am
Oh shit, that is the latest version (for now) of the engine... Welp, time to mess around with it when I can. Thanks in advanced : )
Title: Re: IKEMEN Disscussion Thread
Post by: HUNGRY WOLF on September 05, 2017, 01:54:25 am
Oh shit, that is the latest version (for now) of the engine... Welp, time to mess around with it when I can. Thanks in advanced : )

No worries, let me know if you find anything interesting.
Title: Re: IKEMEN Disscussion Thread
Post by: Demitri on September 05, 2017, 02:08:32 am
Thank you for the info yall
Title: Re: IKEMEN Disscussion Thread
Post by: TheFclass97 on September 17, 2017, 04:06:33 am
https://streamable.com/4twc3

When IKEMEN may have better input handling than MUGEN or some shit idk, you figure it out.
Title: Re: IKEMEN Disscussion Thread
Post by: 2Dee4ever on May 26, 2018, 04:28:15 am
@Melcore: Interested in making more of these? I tried to do the scar ha
(https://i.imgur.com/dnGuPYe.png)(https://i.imgur.com/kQhTS32.png)(https://i.imgur.com/LTq72s8.png)(https://i.imgur.com/qhhOi11.png)

@MGMURROW: This is what I was referring to btw. I also redid the CS and well just organized a complete sff if anyone is interested let me know as I did use some of you alls FX.
Spoiler, click to toggle visibilty

We've kinda just been raising awareness of Ikemen, small world, I'm sure you've seen this in your recommended. Posting here always gets those dislikes :P, but at least I am trying to do something here... Things are dead af all over its a shame, but I'm interested in helping K4thos as well as anyone else out there with genuine interest to create something. I mainly wanted to see, if anyone would be interested in donating towards the development of this engine. Directly to those involved. Really expand on the possibilities of this & flat-line the setup so that this may become the new standard. I see alot of wants, needs, do this, do that, give give give, but its a lot of work involved that is taken for granted and is being done for free. I'm sure he will likely try to decline this, but it's the least we can do. With more motivation, people involved , more possibilities are likely to appear. We've already started a campaign(of awareness) of sorts, not that I care for the FGC, but its a start. Then everyone could just easily port all of their stuff over. I don't see anything else coming along as far as this & of course this would only entice those that still have drive to make stuff.

Second is a legit question.
So right now.. I am manually generating a victory screen per character, doing it the screen-pack way, is it possible to have the screen activate in a similar manner? Not blacking out etc. Think Garou, where is still shows the animated background, without the transition of course. This may be a dumb question, but I have no SP experience so idk.

Spoiler, click to toggle visibilty
Title: Re: IKEMEN Disscussion Thread
Post by: Melcore on May 26, 2018, 08:54:46 pm
Sheeeit, had so much going on in real life I haven't worked on portraits very much...
Title: Re: IKEMEN Disscussion Thread
Post by: crowspaceboy on December 29, 2023, 07:42:30 am
Are there known issues with the %p Ikemen feature in the combo counter section for fight.def? I've found a situation where it doesn't correctly report data. I have a chain-cancelable c.LP attack and if I do 3 of them quickly, it displays the correct percentage of damage (3%) but if I slightly delay the last c.LP it says the combo does 1% damage, despite the combo... still comboing and showing that it hit three times..