# The Mugen Fighters Guild

## Beyond M.U.G.E.N => IKEMEN Releases => Topic started by: K4thos on May 26, 2018, 03:04:27 am

Title: Ikemen GO Plus
Post by: K4thos on May 26, 2018, 03:04:27 am
General Information
IKEMEN GO is a 2D fighting game engine written in Google's Programming Language "Go", that enables you to create commercial-quality fighting games. Almost everything can be customized, from individual characters to stages, as well as the look and feel of the game.

The same developer behind IKEMEN, suehiro, is developing IKEMEN GO.

What is Ikemen GO Plus?
Ikemen Go Plus is a label currently used to describe forks (https://en.wikipedia.org/wiki/Fork_(software_development)) of IKEMEN GO that aim to implement all remaining Mugen features still missing in the official IKEMEN GO engine.

System Requirements
- GPU with decent OpenGL support (pretty much anything from the last 10 years should work, some older graphic cards may require drivers update),
- 64-bit system (32-bit Go compiler is also available, so the separate 32-bit executable will be provided too).
Linux and Mac OS versions can be compiled from the source code (we're not using those systems to compile and test them ourselves)

Projects relevant to this topic
Original IKEMEN GO: https://osdn.net/users/supersuehiro/pf/ikemen_go/wiki/FrontPage (https://osdn.net/users/supersuehiro/pf/ikemen_go/wiki/FrontPage)
Neat Unsou (http://mugenguild.com/forum/profile/neat-unsou-39134)'s fork: https://osdn.net/users/neatunsou/pf/ikemen_go/wiki/FrontPage
My fork: currently on hold and outdated compared to others, so no point in linking to it

Public releases
Check out links to forks listed above.

Other Resources
Original IKEMEN Plus Release and Discussion Thread: http://mugenguild.com/forum/topics/ikemen-plus-181972.0.html (http://mugenguild.com/forum/topics/ikemen-plus-181972.0.html)
ZSS, Perhaps the Better CNS for IKEMEN GO: http://mugenguild.com/forum/topics/zss-ikemen-alternative-cns-scripts-182808.0.html (http://mugenguild.com/forum/topics/zss-ikemen-alternative-cns-scripts-182808.0.html)

Feature requests
If you want your request to have higher priority please consider designing how it could be implemented following mugen conventions. See the second part of this post (http://mugenguild.com/forum/msg.2410347) for links to example feature designs. Due to the engine's open source nature (which means everyone can add anything to it on their own) and our limited time, preferred features are those that are likely to be useful for mugen creators and players, not just yourself.

Bug reports
Similar approach is preferred when it comes to bug reports. "X doesn't work" is not good enough report. Test cases (KFM with code that showcases the issue) and repro steps are appreciated (in most cases required).
Title: Re: Ikemen GO Plus
Post by: 2Dee4ever on May 26, 2018, 03:17:16 am
Dayummm. I've been waiting for this. So I noticed, that the current coop online modes don't work. Also replay etc. Do you need anyone to help test that?
Title: Re: Ikemen GO Plus
Post by: K4thos on May 26, 2018, 03:29:35 am
Quote
Dayummm. I've been waiting for this. So I noticed, that the current coop online modes don't work. Also replay etc. Do you need anyone to help test that?
you're talking about that version on MA with brokenMugen screenpack included? I didn't upload it there. There is no point in testing build that is several months old (all of the stuff you mentioned have been fixed long time ago).

Testing will be needed once release candidate version is available (I will post a link here) - no point in uploading it now when it constantly changes.
Title: Re: Ikemen GO Plus
Post by: 2Dee4ever on May 26, 2018, 03:35:01 am
Well, that is exactly what I mean. Wouldn't you need someone to test the online capabilities with regardless? No, not the old one, its a general question, like how can I help you.
Title: Re: Ikemen GO Plus
Post by: Demitri on May 26, 2018, 06:39:29 am
I apologize in advance if I ask a dumb question. I haven't honestly played with Ikemen enough to know some of the things im asking, and I have been told some things are possible by people but since no one ever explains how and I don't see the option for it, I can't be certain. I guess another 'for reference' fact would be I've only used older ikemen builds vs friends, that first Ikemen Plus build, and I just tried the recent one.

I tried to search the thread to find my answers and I'm not getting anything 100% clear so this is my asking here.

Future fntv2 support
Not much of a question, but I'm excited for this. I'm just wondering how much can the engine handle? Me, and some others I know, like to really push the limits on graphics, and last I checked, regular Ikemen couldn't handle it too well.

Screenpack questions
-I'm not sure if its already possible, but can the character select scrolling be configurable with the option for it to be more like Mugen? I can see the benefit it has but it's also problematic when trying to create certain kinds of motifs

-Can Turns and Simul be made modifiable ? How can I word this.... I can see the situations where the way it currently is would be useful, but there are times where it'd be nicer to be able to have it selectable from maybe a screen prior or even just separated at the main menu? It's kind of variable I supposed based on person/full game needs. Like personally, I like turns and i like when you can have 4 weaker chars fight one "boss" char or something, but I also hate having to choose that right before I select my fighters at the select. I hope I'm being clear, but I'm willing to explain what I mean more if need be.

-Can systems be altered where the way localcoord affects characters and their portraits and stuff isnt so.....disjointed? It's been some times since I touched either engine, but if my memory serves me right, if a like HD character has its own localcoord thing going on, it became hard to properly adjust the portrait (different resolutions required different localcoords, and ports were always affected badly, especially on more experimental resolutions)
I feel like this would also affect animated portraits if it's done through the characters directly. but maybe im wrong idk

-I forgot my last question....

Dream Features (i don't expect these to ever happen but im curious if the possibility is there)
-Animated menu items? like an alternative to the font system it already uses?
-Live Updating when code is modified & saved? (chars,stages, motifs, etc)
-Profile/Progress Saving (arcade/story mode progress, record of battle wins/losses, survival tracking, etc)

I came to ask one thing and left with a bunch of stuff.....sorry. I guess a better question is what can't be done with the engine?
Ultimately, If I could get MUGEN features, IKEMEN AI and Online, and any other improvements to the engine, then I'm satisfied.
Title: Re: Ikemen GO Plus
Post by: 2Dee4ever on May 26, 2018, 10:01:31 am
Well, if you’ve tried to Go ver or whatever which was made to replicate mugen SP support, you’ll see that he converted several already including the broken mugen etc. The selling point of the scrolling was the inifinite space. Some of this was previously said, but the idea was to make both tag and simul both selectable as individual modes. Not too long ago I discovered that you can scale specific animations so there is that. Depending on how the ports are done. The main thing here that we all can agree upon would be the universal ranking system, which ties in to unlocking stuff etc as well as those other points you made.
Title: Re: Ikemen GO Plus
Post by: MangeX on May 26, 2018, 01:57:24 pm
If mugen has infinite possibilities then ikemen is beyond that because is opensource and can be adjusted or modidied from the core.

everytime some is added other one can broke or fix because all is interconected as a whole and when you do something, it has consequences, whether good or bad.

remember that can be implemented every imagined thing and ported to every made hardware but there are no instant things,the only magic button is the one that needs to be pressed over and over to form a functionable code.

Ikemen code can be divided in:

Input and output between hardware and software,keyboard,gamepad,video modes,how sprites are displayed/rendered,sound and network actions.
Main engine functions,variables,fonts,character and stage interact controll.
The mugen commands and files interpreters.
Allowed expansion via scription.

Planned new engine commands:
animated/static character and stage portraits; video/image/audio/sound streaming; snd file for stages; multiple Sff linked in def; File type id= Character/stage/storyboard;

Planned basics screens hard coded on main engine: logo,intro,start,demo,menu,options,select,versus,challenger,victory,rank,timer,continue,ending,credits,game over

Planed basic arcade functions hard coded on main engine:
coins/number of times presses a button to allow start,demo mode,new challenger interruption,hidden/unlockables.

planed engine posibilities expanded via scription:
enable/disable screens for arcadeish game; extra modes created and linked; rotation,scale,order and possition of every menu element using font/image/animation; extra screens to expand interaction; enable/disable/force game mode;

You can use a lua script to force the engine to start as 1vs1 or simul or tag or team based game, even can be a mix of all.

with a lua script you can establish how cpu will fight you regardles of your main selection, fist match can be vs a simul team, meanwhile second match be vs a tag fight, third encounter vs turned oponnents lastly as an example the fourth and last be vs a single boss oponent.

And many many other things imagined (Mugen Castlevania platformer game (https://BLACKLISTED WEBSITE.com/forums/downloads.php?do=file&id=35000-castlevania-x-falchion22) created by Falchion22 and Serio Castlevania Fighter  (http://serio.piiym.net/cvbla/) properly merged in one for example)

Title: Re: Ikemen GO Plus
Post by: adriano gt on May 27, 2018, 10:23:00 pm
hi guys,
well, a problem with transparency is happening on ikemen plus ... see:

(https://i.imgur.com/bQr3KBz.png)

this game of naruto works perfectly in mugen ... but see what happens in ikemen:

(https://i.imgur.com/bqrRBa7.png)
(https://i.imgur.com/IC0e3yB.png)

I would like to know if this has already been identified and corrected in the GO version
thanks
Title: Re: Ikemen GO Plus
Post by: Mark85 on May 27, 2018, 11:06:56 pm
is it possible to add sth that prevents you from picking same char twice on simul to new version of engine
cause I dont want ryu's assist to be ryu or evil ryu,same goes with different versions of character(final bison,violent ken etc etc)
Title: Re: Ikemen GO Plus
Post by: Flowrellik on May 27, 2018, 11:10:13 pm
is it possible to add sth that prevents you from picking same char twice on simul to new version of engine
cause I dont want ryu's assist to be ryu or evil ryu,same goes with different versions of character(final bison,violent ken etc etc)
Something like that would also come in handy for arcade order battles too.
Title: Re: Ikemen GO Plus
Post by: MangeX on May 28, 2018, 02:53:30 am
is it possible to add sth that prevents you from picking same char twice on simul to new version of engine
cause I dont want ryu's assist to be ryu or evil ryu,same goes with different versions of character(final bison,violent ken etc etc)

Well the engine does not distinguish in who is who, just know that they are independent characters from each other.
There could not be a syntax that says if it is original, clone or modified; since they are all original creations.
maybe the engine in select.def can recognize words like same author, display name, the name of the definitions file, here is an example of how it could be:

[Selection]
capital.disctinction = 0               ;distinguish between uppercase and lowercase letters.
player.disctinction= 2,3,5,6        ; -1 conditions affects all players, 0 none player be affected, only the numbered separated by commas be affected.

; if you pick one character, the cpu or another player described above can't select same character. (fight and beat em up mode)
avoid.display.name = 1              ;avoid select another character with same display name.
avoid.author.name = 1               ;avoid select another character with same auhor name.
avoid.file.name = 1                     ;avoid select another character with same def file name.

; The cpu ignore a match if meets the conditions. (option designed for fight mode only since it is redundant)
ignore.display.name = 1             ;avoid fight characters with same display name.
ignore.author.name = 1              ;avoid fight characters with same auhor name.
ignore.file.name = 1                    ;avoid fight characters with same def file name.

; User specific words to ignore with another predefined ones separated by commas, the first word is the one that will be compared with those that are in parentheses, capital disctinction if defined.
user.word.list = "ryu" ("RYu", "r1u", "rhyu", "er1u"), "ken" ("K.en", "KEN", "k3n"), "orochi" ( "0r0ch1", "Oro.chi", "porokhi"), "Ph4ntom of the server" ("phantom of the sereve", "geist server", "ghostly sammy", "PoTS").

It is not really a priority but it could be integrated later, it is not a promise but I could think about it.

Something like that would also come in handy for arcade order battles too.

Mugen itself has a option for character orders in select.def
Title: Re: Ikemen GO Plus
Post by: K4thos on May 28, 2018, 03:36:27 am
Quote
is it possible to add sth that prevents you from picking same char twice on simul to new version of engine
cause I dont want ryu's assist to be ryu or evil ryu,same goes with different versions of character(final bison,violent ken etc etc)
I can add it as either options setting or screenpack parameter but I'm not quite sure what's the benefit of doing so. Like if you don't want particular assist character don't select it? I don't think it's screenpack creators who should decide if it's possible. And even if this would be a new setting in options I can imagine false bug reports/complains from players who try to select such characters combination and forgot about this option. Please elaborate why exactly it's needed.

Quote
Something like that would also come in handy for arcade order battles too.
When character with particular order is selected than you won't face that character again in this arcade play through (just like in mugen IIRC)

Quote
well, a problem with transparency is happening on ikemen plus ... see:
(...)
I would like to know if this has already been identified and corrected in the GO version
it's fixed for the screenpacks (to be more precise in old Ikemen Plus animSetColorKey was used incorrectly). As for the stages please upload the problematic one and I will check it out. Even if the problem is still there I know how to fix it (should be a matter of changing one of the bg.anim.mask lines in stages.go from 0 to -1 or maybe defaulting this value to -1).

Quote
Well, that is exactly what I mean. Wouldn't you need someone to test the online capabilities with regardless? No, not the old one, its a general question, like how can I help you.
yes, but not yet.

Quote
Not much of a question, but I'm excited for this. I'm just wondering how much can the engine handle? Me, and some others I know, like to really push the limits on graphics, and last I checked, regular Ikemen couldn't handle it too well.
Loading times are infinitely better in current build (in old Ikemen Plus characters loader was badly coded). As for performance I don't know since I have fast computer, so can't test how it performs on weaker setups.

Quote
-I'm not sure if its already possible, but can the character select scrolling be configurable with the option for it to be more like Mugen? I can see the benefit it has but it's also problematic when trying to create certain kinds of motifs

it works like mugen by default. In order to optionally enable select scrolling screenpack needs to have "rows.scrolling = x" (where x is number of scrolling rows) parameter set under [Select Info]. Same with double select screen (optional "double.select", "pos.p1.double.select", "pos.p2.double.select" parameters)

Quote
-Can Turns and Simul be made modifiable ? How can I word this.... I can see the situations where the way it currently is would be useful, but there are times where it'd be nicer to be able to have it selectable from maybe a screen prior or even just separated at the main menu? It's kind of variable I supposed based on person/full game needs. Like personally, I like turns and i like when you can have 4 weaker chars fight one "boss" char or something, but I also hate having to choose that right before I select my fighters at the select. I hope I'm being clear, but I'm willing to explain what I mean more if need be.
everything in interface can be changed. But adjusting when exactly team mode menu should show up or what values should be selected automatically requires lua file edits, so it's better suited for full games. Adding additional screenpack parameters for this sounds like bloated functionality to me (please elaborate how you want it to be implemented taking screenpack coding into account - if your implementation idea is intuitive than we can think about it).

Quote
-Can systems be altered where the way localcoord affects characters and their portraits and stuff isnt so.....disjointed? It's been some times since I touched either engine, but if my memory serves me right, if a like HD character has its own localcoord thing going on, it became hard to properly adjust the portrait (different resolutions required different localcoords, and ports were always affected badly, especially on more experimental resolutions)
I've noticed weird way that mugen handles portraits during localcoord implementation. To be precise mugen seems to be using following equation for portrait scaling:
Quote
portrait.scale = scaleX * localCoordY / 240, scaleY * localCoordY / 240
Same for face scaling. I've implemented additional optional screenpack parameter that makes the portrait scaling work like any other image (so for example, if the parameter is set, and "portrait.scale = 1, 1" than portrait will maintain the correct pixel size regardless of localcoord). For compatibility sake this parameter is disabled by default.

Quote
-Animated menu items? like an alternative to the font system it already uses?
I don't want to make screenpack creation confusing (even if it's optional feature). How exactly you want it to work? Tens of new menu.itemname.anim parameters for each mode? Sounds like a feature more suited for full game adjustments.

Quote
-Profile/Progress Saving (arcade/story mode progress, record of battle wins/losses, survival tracking, etc)
It's on the roadmap for future releases. It’s needed for ranking score system and characters unlocking functionality, so progress and tons of data will need to be saved.

edit:
Quote
Well the engine does not distinguish in who is who, just know that they are independent characters from each other.
There could not be a syntax that says if it is original, clone or modified; since they are all original creations.
maybe the engine in select.def can recognize words like same author, display name, the name of the definitions file, here is an example of how it could be:
Looks like I misunderstood mete122's question if this is what he meant. I'm not interested in coding it myself but if MangeX implements it than I don't see a problem with adding this functionality of course.

edit2:
MangeX, are you interested in collaborating on Ikemen GO Plus fork development or you will create separate one? If the former I will give you access to the repository on Github, so that you can commit and create branches without pull requests.
Title: Re: Ikemen GO Plus
Post by: 2Dee4ever on May 28, 2018, 11:24:49 pm
Well, if you need anything let me know. I've been ready to jump into things. I'll just continue to spread awareness of it.
Title: Re: Ikemen GO Plus
Post by: Mark85 on May 28, 2018, 11:48:21 pm
Cause its pretty much how it works in offical games right?You cant choose ryu twice in mvc or tatsunuko
Title: Re: Ikemen GO Plus
Post by: MangeX on May 29, 2018, 12:57:55 am

MangeX, are you interested in collaborating on Ikemen GO Plus fork development or you will create separate one? If the former I will give you access to the repository on Github, so that you can commit and create branches without pull requests.

I'm interested in that ,for now i want to implement sdl instead of the current gflw interface because if the engine  continue with the later it will be needed to instalo diffetent instances for every function (audio,video,input,network) and sdl has better compatibility.

Second is hability ti stream audio and video calls in real time.

Then i want to implement video MKV, MP4 or webm streaming for back background layers if needed or scenes ir whatever be usted.

Later my plan is to add a new way to make smaller and optimized games using tilesets assets ,just like older games manage to be, ovbiously as complement ti current SFF MUGEN files who stored complete Sprites in ram.
Title: Re: Ikemen GO Plus
Post by: Flowrellik on May 29, 2018, 01:22:26 am
well there is that order thing yes, but what if say u are making a mugen that has multiple versions of one character that you want for a team thing (Terry or Wild Wolf, Andy1 or andy2 and Joe or EX Joe) and you make the order but somehow you end up with a team that has two terrys or andys or joes instead of the one? That's my beef with my mugen atm.
Title: Re: Ikemen GO Plus
Post by: 2Dee4ever on May 29, 2018, 02:21:56 am
You basically want to replicate KOF with it's team based order system. The whole thing is random, as he said manually adding those things to distinguish them.

Spoiler, click to toggle visibilty

I'm having some trouble with the arcade setup.

Right now, this is the "specific" arcade ladder I have for Ryu.(I'll make a video of this once I figure this out)

Ryu, 1=Alex,2=Terry,3=Sakura,4=Ryo,5=kfma4a/kfma4a2.def,6=Kyo,7=Sagat,8=Ken,9=M.Bison,10=Akuma

Which is the correct way to add character specific stages unique to this ladder?

This is just an example, I've tried doing it with/without commas etc and nothing works.

Spoiler, click to toggle visibilty
Also I noticed that, it isn't possible to have this..

Ryu, 1=Alex,2=Terry,3=Sakura,4=Ryo,5=kfma4a/kfma4a2.def,6=Kyo,7=Sagat,8=Ken,9=M.Bison,10=Akuma

and this together.

This is just him on the select def

Alex, order=1, stages/Shiyo/ring2014.def
It crashes every time.

Title: Re: Ikemen GO Plus
Post by: Flowrellik on May 29, 2018, 02:28:50 am
That part I understand about. What I do not understand is how to make it so by order for tag/ team mode, I won't see 2-3 of the same character on the same team.
Title: Re: Ikemen GO Plus
Post by: 2Dee4ever on May 29, 2018, 02:49:53 am
Well he just said..
Well the engine does not distinguish in who is who, just know that they are independent characters from each other.

Title: Re: Ikemen GO Plus
Post by: Flowrellik on May 29, 2018, 03:00:28 am
crap. looks like I'll have to figure out how to combine characters together like in KOFZ
Title: Re: Ikemen GO Plus
Post by: MangeX on May 29, 2018, 04:50:12 am
crap. looks like I'll have to figure out how to combine characters together like in KOFZ

The correct sinthax is characterfolder_omitedif_hassame_defname/character.def,stage/stage.def,music/ifwant_otherto_play.mp3,order=1-10

You can make something like this:

[Characters]
Angrykyo,order=0 (0 means never be picked by cpu)
Lovelyiori,order=0
Dogterry,order=0
Bridemai,order=0
Kyo,stages/1.def (if no order specified is always 1)
Iori,stages/2.def
Terry,stages/3.def
Mai,stages/4.def
Superkyo,order=2 (if omited stage Will be random)
Superiori,order=2
Superterry,order=2
Supermai,order=2
Megakyo,order=3
Megaiori,order=3
Megaterry,order=3
Megamai,order=3
Crazykyo,order=4
Crazyiori,order=4
Crazyterry,order=4
Crazymai,order=4
Demonrugal,order=5
Awakenigniz,order=5

[Extrastages]
Stages/stage5.def
Stages/stage6.def
Stages/stage7.def

Then in arcade order and simul order you can make

2,2,2,2,1,0,0,0,0,0 ;simul

That means ,you may face one character of each order randomly in every Match and finaly one BOSS fight

In simul you may face 2 randomly choosen (can be same char twice, is engine lucky) 2 fights of each order until you reach one simul BOSS fight (again can be same char twice sorry)

There is no way to avoid certain/same/already choosen characters until specific code be implemented on engine as i said in posts earlier.
Title: Re: Ikemen GO Plus
Post by: 2Dee4ever on May 29, 2018, 05:21:13 am
Wait wait wait, what about my issue? I can't get the specific arcade order and stages to work in conjunction.
Title: Re: Ikemen GO Plus
Post by: K4thos on May 29, 2018, 07:32:20 am
Quote
Wait wait wait, what about my issue? I can't get the specific arcade order and stages to work in conjunction.
Code:
 ; - 1, 2, (...) ;   IKEMEN feature: paramname points to the match number in ;   arcade mode. paramvalue overwrites character that you would ;   face following normal 'order'. paramvalue should match exactly ;   the charname text typed after "Insert your characters below" ;   line, so it can be either full DEF path or just folder name. ;   This functionality introduces simple solution for implementing ;   story like arcade mode similar to the one in Street Fighter ;   Alpha 3 where characters always face their rivals along the way. ;   If you're playing in Team mode than paramvalue character becomes ;   opposite team leader, other characters follow normal order.
This has nothing to do with stages. So this syntax that you have posted:
Code:
Ryu, stages/Suzaku2014.def, order=3, 1=Alex, stages/Shiyo/ring2014.def, 2=Terry stages/Shiyo/west2014.def, 3=Sakura stages/Shiyo/home2014.def, 4=Ryo stages/Shiyo/home2014.def, 5=kfma4a, 6=Kyo stages/Shiyo/neogeoland2014.def, 7=Sagat stages/Shiyo/ayutaya2014.def, 8=Ken stages/Shiyo/wall2014.def,9=M.Bison stages/Shiyo/drive2014.def, 10=Akuma stages/Shiyo/shrine2014.def
is wrong and currently not supported. Here is correct syntax:
Code:
kfm, stages/mybg1.def, 3=SuaveDude, 5=ShinGoukiSuaveDude, stages/mybg2.def, stages/mybg3.def, 3=kfmShinGouki, stages/mybg4.def
In this example KFM will always face SuaveDude in 3rd match and that SuaveDude will randomly use mybg2 or mybg3 stage. On 5th match he will face ShinGouki on mybg4 stage. Other matches will follow the normal order. Selecting SuaveDude would result normal arcade run with exception of 3rd fight which would be against KFM on mybg1 stage. In other words it works the same way as mugen but with optional additional parameters explained in select.def.

btw. you can't skip commas in the syntax. That's how parser distinguishes between different parameters. Using space doesn't make sense when file names can contain space in them.

It has been already requested to extend "1, 2, (...)" parameter feature to take into account additional parameters like music and stages, but this will require changes in the current code and the syntax will need to be different in order to parse such monstrosity. Probably in future, once it's supported,  syntax will look like this:
Code:
num={charname, stages/stagename.def, music=musicname}
Code:
Ryu, stages/Suzaku2014.def, order=3, 1={Alex, stages/Shiyo/ring2014.def}, 2={Terry, stages/Shiyo/west2014.def}, 3={Sakura, stages/Shiyo/home2014.def}, 4={Ryo, stages/Shiyo/home2014.def}, 5={kfma4a}, 6={Kyo, stages/Shiyo/neogeoland2014.def}, 7={Sagat, stages/Shiyo/ayutaya2014.def}, 8={Ken, stages/Shiyo/wall2014.def},9={M.Bison, stages/Shiyo/drive2014.def}, 10={Akuma, stages/Shiyo/shrine2014.def}
Title: Re: Ikemen GO Plus
Post by: 2Dee4ever on May 29, 2018, 08:00:48 am
I showed that example for anyone whom had not already seen it.

Yes, I know its wrong which is why I'm asking for the correct way to do so.

What if all characters have them is the thing here. Alex has his own arcade order so the above mentioned doesn't work. My question was.. Can you set specific stages "IN addition" to the set ladder and how.

Ryu, 1=Alex,2=Terry,3=Sakura,4=Ryo,5=kfma4a/kfma4a2.def,6=Kyo,7=Sagat,8=Ken,9=M.Bison,10=Akuma
Alex,1=Sean,2=R.Mika,3=Haggar,4=Ken,5=kfma4a/kfma4a2.def,6=Zangief,7=Sagat,8=Ryu,9=Akuma,10=Gill

Let me try this again and see if I can figure something out.

Okay, I see you edited it, yes, that is what I meant.
Title: Re: Ikemen GO Plus
Post by: GaziraAgain on May 29, 2018, 11:12:04 am
I read all new specifications and sounds very promissing! I love the part of scales for portraits via screenpack because lots of good characters have localcoord and do portraits for them it´s complicate and loose quality, and can you do the same for lifebar portraits in the fight.def file?
And about fight.def file, can you add a Bgdef for round, fight, k.o and win animations? This is possible using Add004 addon but impossible with mugen because you only have 1 simple layer for every action and it´s very limited to create good works.
Another thing that I don´t read nothing it´s about stages, please, can you add a 9000,1 portrait to them? With mugen you need to add a image for each letter or symbol but it´s very limited too.
I read that it´s possible use various portraits for select, versus and winner screens but, it´s possible do actions ( Interpolate Blend, Offset, Scale and Angle) with them?
Another thing that I like it very much in Add004 addon are the combo messages, it´s possible to add to Ikemen Go this feature?
Thank you very much for your work and waiting more news about it, see you and forgive my english...
Title: Re: Ikemen GO Plus
Post by: adriano gt on May 29, 2018, 01:27:41 pm

Quote
well, a problem with transparency is happening on ikemen plus ... see:
(...)
I would like to know if this has already been identified and corrected in the GO version
it's fixed for the screenpacks (to be more precise in old Ikemen Plus animSetColorKey was used incorrectly). As for the stages please upload the problematic one and I will check it out. Even if the problem is still there I know how to fix it (should be a matter of changing one of the bg.anim.mask lines in stages.go from 0 to -1 or maybe defaulting this value to -1).

ok, the game was tested on the GO version
the same problem keeps happening ... in stages, chars, screenpacks and portraits.
animSetColorKey ... please, where do I find this parameter?
Title: Re: Ikemen GO Plus
Post by: K4thos on May 29, 2018, 02:08:07 pm
Quote
ok, the game was tested on the GO version
the same problem keeps happening ... in stages, chars, screenpacks and portraits.
animSetColorKey ... please, where do I find this parameter?
As mentioned in the post you quoted, if you want it to be fixed, please upload the problematic stage, so I can test it myself.  chars, screenpacks and portraits mask compatibility have been already fixed in current GO build.

Quote
And about fight.def file, can you add a Bgdef for round, fight, k.o and win animations? This is possible using Add004 addon but impossible with mugen because you only have 1 simple layer for every action and it´s very limited to create good works.
Another thing that I don´t read nothing it´s about stages, please, can you add a 9000,1 portrait to them? With mugen you need to add a image for each letter or symbol but it´s very limited too.
I read that it´s possible use various portraits for select, versus and winner screens but, it´s possible do actions ( Interpolate Blend, Offset, Scale and Angle) with them?
Another thing that I like it very much in Add004 addon are the combo messages, it´s possible to add to Ikemen Go this feature?
Thank you very much for your work and waiting more news about it, see you and forgive my english...
Other than stage portrait, I'm afraid none of this stuff is currently on ikemen go plus roadmap. Join the project and start implementing them if you want to get these features in foreseeable future.
Title: Re: Ikemen GO Plus
Post by: MangeX on May 30, 2018, 05:14:14 am

It has been already requested to extend "1, 2, (...)" parameter feature to take into account additional parameters like music and stages, but this will require changes in the current code and the syntax will need to be different in order to parse such monstrosity. Probably in future, once it's supported,  syntax will look like this:
Code:
num={charname, stages/stagename.def, music=musicname}
Code:
Ryu, stages/Suzaku2014.def, order=3, 1={Alex, stages/Shiyo/ring2014.def}, 2={Terry, stages/Shiyo/west2014.def}, 3={Sakura, stages/Shiyo/home2014.def}, 4={Ryo, stages/Shiyo/home2014.def}, 5={kfma4a}, 6={Kyo, stages/Shiyo/neogeoland2014.def}, 7={Sagat, stages/Shiyo/ayutaya2014.def}, 8={Ken, stages/Shiyo/wall2014.def},9={M.Bison, stages/Shiyo/drive2014.def}, 10={Akuma, stages/Shiyo/shrine2014.def}

Maybe the best way to surpass that monster code is to handle variable pointers on characters and stages, but you have right, the syntax need to be changed  (even mugen creators always said that everything could change in future releases so why not here too).
They want complex ways to code their games, so, everything has a sacrifice..... maybe the syntax could be some:

Code:
[Characters] ; each character code can be contained in variables including the stages already ones0 = randomselect1 = homelessryu ,1 2 = ken_speed_buster.def ,2,sound/rap.mp3 3 = chunli/lee.def ,6,order = 24 = guillermo ,5,sound/vivaldi.ogg,order = 25 = cammyla.def ,7,order = 36 = mister_vegan ,3,order = 37 = agogouken.def ,3 , order = 4 ,hidden[Stages] ;each stage on its own variable0 = stages/training.def1 = stages/road.def2 = stages/bay.def3 = stages/ruins.def4 = stages/uglyplace.def5 = stages/militarybase.def6 = stages/chinatown.def7 = stages/castle.def[Routes] ; forced routes without taking into account the established orders3 = 2,4,randomselect,1,6                      ;Chunli first vs ken, then vs guile, then some with order three, then vs ryu and lastly bison.1 = randomselect,randomselect,randomselect,4  ;Ryu rute always be random fights from three first orders and lastly vs akuma.

-----------------------------------------------------------------------------
ranks can be recorded on a different file named "ranks.dat"  who using persistent variables that add to that file as long as the conditions stipulated in lua are met.
persistent variables always loaded in start but in common files stipulated that hits add some amount ,blocks add certain amount, super finishers, or whatever stipulated add more value while record or load from rank file.

Any character can have the status of hidden in the selection file, and each one will have conditions to be unlocked if necessary; in it .cmd or .cns file could have a unique state that overwrites the condition that is in the common file for hidden.
if finish the game in an amount of ticks or the rank value is >certain number or if meet a character made from an author or some the character hidden with select number 7(as akuma example) will be available.

Code:
[Status]  ;in char cns filehidden.statedef = 666 ;overite the common one if exist for full games, or only has conditions if any has this char in hidden status for fun.[Statedef 666] ;the statedef with conditions ,maybe lua is better for thistype = H[state 666]type= unlocktrigger1 = (if var (666) + (rank) = 999)     ;some amount of point for rank variable will unlocktrigger2 = ifselect(command = "QCF_z",2) ;some command in select screen will unlock

there could be many variants in how the unlocking could be, it's just a proposal.
Title: Re: Ikemen GO Plus
Post by: 2Dee4ever on May 30, 2018, 03:21:18 pm
Well if you can do that, it'd be a dream come true. A legit ranking system man..

Because everyone is waiting to make screenpacks for this, I just cut it all out, but this is what I plan to do for "every" character. So I really need for the above mentioned to work at some point. Just a hope.
Spoiler, click to toggle visibilty
Title: Re: Ikemen GO Plus
Post by: Ruler on June 01, 2018, 05:18:52 pm
Popping in for a moment to note my current tests on the GO Engine. I've been messing around with it to play with some attempts at creating features, though obvious with my spaghetti coding it's not ready for public release, especially with the engine still being worked on on K4thos's end.

What I've Got:

Pseudo Lobby System (Fully functional)
Lobby System holds up to 8 players(any more and the lag gets unbearable) that hosts username based matchmaking for 1v1 or 2v2 battles(Partially functional, 2v2 only works with Simul and add04 Tag)
Unlockable Characters/Palettes/Stages - Supports Triggers for:
-Time Played
-Time Played Online
-Matches Played(can include online)
-Matches Won/Lost
-Arcade Mode results(Includes parameters for Characters used, characters fought, clear time, and times cleared)
(Fully Functional, unlocked data can be cleared through a branch I added to the Options menu~)
Challenge Mode(Must input and hit specific combos for those unfamiliar, fully implemented)
Music Replay Mode(Fully functional)
Version Checker, compares the versions of all parties attempting to interact and offers option to update to most recent version(Partially functional, since it currently only allows updates to stem from github repositories from what I'm testing)
And Finally, Branching Arcade/Story Mode(Fully functional)

Lots of this is spaghetti coding that relies on my own fun lil' server to run(specifically the online functions such as the lobby) so ERK. I've also sorta stopped working directly on the GO front because I'm currently on  MUGEN standstill regarding some errors. For instance, I'm using the Super Smash Bros Modmugenfreeforall.com/index.php?/topic/20082-super-smash-bros-mugen-by-ky-shanxi/ (http://mugenfreeforall.com/index.php?/topic/20082-super-smash-bros-mugen-by-ky-shanxi/) and I can't seem to get the characters to work in both Mugen and IKEMEN as I want. In Mugen, the characters can't do anything if their below the 0 Y Axis, which is a terrible issue. In Ikemen, the issue is that the zoom doesn't work like Mugen 1.0 which is due to localcoord I believe, so I'll just have to wait on that one. So I'm currently not touching IKEMEN Go until I get the Super Smash Bros engine to work(I've tried posting on the original topic to no avail, so this will take a while) but I didn't want ya'll to think I was dead.
Title: Re: Ikemen GO Plus
Post by: R565 on June 01, 2018, 05:43:24 pm
Man, it's amazing that you guys were able to get this from spaghetti coding alone, shows that there's still good stuff you can do with these engines. Makes me wish the source code is put out for many like you guys. Can't wait to see what full game makers can use this for.
Title: Re: Ikemen GO Plus
Post by: K4thos on June 01, 2018, 10:25:01 pm
Ruler, great progress. We need to discuss these features in detail in order to come up with finalized implementation.
Quote
Unlockable Characters/Palettes/Stages - Supports Triggers for:
-Time Played
-Time Played Online
-Matches Played(can include online)
-Matches Won/Lost
-Arcade Mode results(Includes parameters for Characters used, characters fought, clear time, and times cleared)
(Fully Functional, unlocked data can be cleared through a branch I added to the Options menu~)
I'm in the middle of implementing this myself. Here is what I've designed when it comes to save system, characters unlocking, global scores etc.:
1. Game progress is storred in a simple JSON table that looks like this (it's lua syntax but the table itself is saved in json format on the HDD):
Code:
	gametime = 0,                --total amount of time played	chars = {                    --[data related to individual characters]		<charname> = {             --[subtable existing for each playable character in game]			<modename> = {          --[subtable existing for each playable mode in game]				--stats tracked after each match				matches = 0,           --played matches count				wins = 0,              --won matches count				loose = 0,             --lost matches count				draws = 0,             --draw matches count				rankd = 0,             --total rank D count				rankc = 0,             --total rank C count				rankb = 0,             --total rank B count				ranka = 0,             --total rank A count				ranks = 0,             --total rank S count				rankss = 0,             --total rank SS count				--stats tracked after mode is cleared				cleared = 0,           --mode cleared count				consecutive = 0,       --maximum consecutive won matches count				perfects = 0,          --maximum perfect matches count (flawless victory)				continues = 99,        --minimum continuous count				score = 0,             --maximum total score				cleartime = 999999999, --minimum clear time (in ticks, so divide by 60)				difficulty = 0,        --maximum difficulty level used to clear the mode			},		},	},	scores = {                    --[data related to global score rankings]		<modename> = {              --[subtable existing for each mode in game]			<num> = {                 --[subtable existing for each score saved - amount probably limited to 10]				teammode = {0, 0}       --team mode selected for P1 and P2 side (0-single, 1-simul, 2-turns, 3-tag)				team = {}               --slice containing character references (only 1 if single)			},		},	},
2. Above save file (table) is updated after each match (other than gametime which is updated every minute).
3. Most of this match data is retrieved after each match via game() function that now returns tons of match stats (coded in source code)
4. There is a new getCharVar lua function coded in source code that can read any variable from characters existing in the last match, which can be used to retrieve remaining data from features coded in common1.cns (rank, score)
5. All of this stuff is meant to be used for global ranking system and characters / modes unlocking.

This is how characters unlocking has been implemented (quote from select.def)
1. This is character parameter that hides the character in select screen:
Code:
 ; - hidden ;   IKEMEN feature: Set the paramvalue to hide a character: ;   1: cursor can move to this cell, face and face background are not ;      rendered (same result as hiding selectable characters in mugen by ;      placing them outside visible grid, but without need to create lots ;      of unnecessary select.def slots to do so), ;   2: cell can't be selected, art is not rendered (slot is ignored until ;      character is unlocked). ;   3: cell behaves like randomselect slot until character is unlocked. ;   Unlocking hidden characters is handled via [UnlockContent] section.

2. And this is section of the select.def that handles conditions that unlocks characters:

edit: updated unlocking documentation is available here: http://mugenguild.com/forum/msg.2411043

Above syntax offers a way to set all kinds of unlocking, for example:
-Play x number of matches in y mode (example: win 10 survival matches):
-Draw match x number of times in y mode (example: draw 5 arcade matches)
-Win x matches in y mode (example: win 100 versus online matches)
-Beat x mode y number of times (example: beat arcade mode 3 times)
-Beat x mode with y character (example: beat arcade mode with KFM)
-Beat x mode on at least y difficulty (example: beat arcade mode with any character on at least AI Level = 7)
-Beat x mode with no more than y continues (example: beat arcade mode without any continuous)
-Beat x mode with at least y perfects (example: beat arcade mode with at least 1 perfect)
-Beat x mode without losing a round in at least y matches (example: beat arcade mode without losing a round in 10 matches)
-Beat x mode within y time (example: clear Time Attack within 4:00.00.)
-Get at least x total score in y mode (example: beat arcade mode with at least 300 000 points score)
-Acquire rank x or above with y character in any mode
-Accumulate x hours of game time
etc. etc.

------------------
Considering this implementation is probably in conflict with yours, Ruler, and I don't know which implementation is better please hit me up on discord, so we can discuss pros and cons and decide which to implement.

Same request for MangeX, please contact me on discord, so we can coordinate the work on the engine in order to not code the same features in a conflicting way. I'm also really interested in discussing with you how to implement separate story mode. Based on this post (http://mugenguild.com/forum/msg.2406367) you're really good at designing features in a way that fits select.def / screenpack conventions, so before doing anything on this front I'd like to hear how you imagine it. You've also mentioned story mode before, so if you're interested in not only designing but coding it too, I will be more than happy to not work on it myself at all :P Otherwise I can handle the implementation (after we all agree on the design how to handle it).

edit:
Quote
And Finally, Branching Arcade/Story Mode(Fully functional)
missed this one. In such case, discord group discussion may be better apprach. Please check your PM box.
Title: Re: Ikemen GO Plus
Post by: MangeX on June 02, 2018, 01:27:19 am
Hello i have a message too. Do you remember this problem months ago?

Quote
Em no works build.bat  :(
you should NOT use any of the BAT and SH files. Those are for source code developers and require Go compiler to work (build - compiles ikemen go source code, get - downloads external packages used by the engine, run - compiles source on the fly and starts it, without creating executable).

Ikemen is started via Ikemen_GO.exe.

If it doesn't work probably your computer is too old to run it (opengl is required, probably also 64-bit system since the compiler is 64-bit). Also check what "debug/log.txt" says.

edit: see my next post

Oh,wait the new version is for 64 bits computers?

This is bad for me sorry :P

Ash, maybe try installing OpenAL 1.1 Windows Installer (https://www.openal.org/downloads/) (no idea if it's needed but ikemen uses openal for sound in source code).

Ikemen GO system requirements that I know about:
- GPU with decent OpenGL support (pretty much anything from the last 10 years should work, some older graphic cards may require drivers update),
- 64-bit system (not sure if there is 32-bit windows GO compiler available - if someone will send me a link to it, we could provide additional exe).

Well i have very good news, i be able to compile a 32bits AND 64bits executable for windows ,obviously only is for that in particular build (the only dated currently)
Remember, is the same version talked in the quotes, no more no less (no updates at all); in future releases with the upgraded things there will be that two binaries, so, there you go (only exes).

Ikemen Go 32bits & ikemen Go 64bits (http://www.mediafire.com/file/3k48vjkj778u7wy/IkemenGoExes.zip/file)
Title: Re: Ikemen GO Plus
Post by: -Ash- on June 02, 2018, 01:51:12 am
@MangeX Hey man, in case you didn't saw.

Is there a way to implement DirectX to Ikemen GO, just like the vanilla Ikemen?

Title: Re: Ikemen GO Plus
Post by: Mark85 on June 02, 2018, 09:54:15 pm
Will sth like pal selector can be implemented? Current one does in the start of battle,and takes long to choose pals beyond 12
Title: Re: Ikemen GO Plus
Post by: mr.mugenwii on June 03, 2018, 10:32:25 pm

anyone know if this is compatible with sdl1.2.15 ot 1.2?

Title: Re: Ikemen GO Plus
Post by: MangeX on June 03, 2018, 11:25:13 pm

anyone know if this is compatible with sdl1.2.15 ot 1.2?

@MangeX Hey man, in case you didn't saw.

Is there a way to implement DirectX to Ikemen GO, just like the vanilla Ikemen?

Ikemen Vanilla Plus use SDL2 API with OpenGL functions, that´s why it can be disabled for incompatibilities and is enabled by default.

Ikemen GO Plus does not have any SDL compatibility, it uses the GLFW API (Application Programming Interface) who work and is made with Opengl only in mind, that´s why this version of the engine has very broken incompatibility with lots of systems, like Windows for example who try to redirect an older version of simple opengl functions (1.2) is the reason for the video inconveniences.
It can be solved using wrappers for every possible configuration on each user system but is more effective the use of a more flexible and universal API (SDL)

I'm on the way to implement that Simple Direct-Media Layer (SDL) to surpass those issues, DirectX and OpenGL Can/Will be secondary alternative runtimes attached.

Is better to wait until that happen ,beacuse in fact, to make any port to whatever system or hardware you Will need to adapt the core code engine (Ram management, Proccesor calls, unique optimizations) not only the API, SDL libraries in this case (the physical interface)

The actual engine code is functional but a little chaotic in organization and needs more modular presentation for anyone to understant it.
I know that the engine was made to emulate or simulate mugen, but is a new engine itself, so can be used for more than only fight games using the intuitive file system and programming that everyone know.
Title: Re: Ikemen GO Plus
Post by: -Ash- on June 03, 2018, 11:49:08 pm
Oh I see, thanks for clearing things up, definitely going to keep an eye on this.
Title: Re: Ikemen GO Plus
Post by: 2Dee4ever on June 07, 2018, 12:56:27 pm
Quick question. Isn't there some limit on mugen where you can only have a certain amount of ports for stage select? What is the deal with that exactly? Not that I have 200 stages, but just curious if that issue would well still be an issue with this. Also selfish of me to ask this one, but as someone who actually plans to use this, I want the animated ports(I've seen some others here also interested). We can all agree that we basically want it similar to say, older MVC series https://youtu.be/fNuX9cTkHJ4?t=31s animated, when selected they use "state 195"(whatever you have). I've seen it asked, but hasn't been answered. Also hasn't been mentioned in a whileeee, but the announcer on character select, even a little note on how to do so would be appreciated. Also, another thing, is there any possible way using this to integrate second round themes? For me personally, only for the final boss. Makes me also think about the ol' SF2 when time is running out speed up but that isn't really necessary. I'm really only suggesting this for people interested in projects, not for casual use.
Title: Re: Ikemen GO Plus
Post by: K4thos on June 08, 2018, 03:40:54 am
Quote
Quote
And about fight.def file, can you add a Bgdef for round, fight, k.o and win animations? This is possible using Add004 addon but impossible with mugen because you only have 1 simple layer for every action and it´s very limited to create good works.
Another thing that I don´t read nothing it´s about stages, please, can you add a 9000,1 portrait to them? With mugen you need to add a image for each letter or symbol but it´s very limited too.
I read that it´s possible use various portraits for select, versus and winner screens but, it´s possible do actions ( Interpolate Blend, Offset, Scale and Angle) with them?
Another thing that I like it very much in Add004 addon are the combo messages, it´s possible to add to Ikemen Go this feature?
Thank you very much for your work and waiting more news about it, see you and forgive my english...
Other than stage portrait, I'm afraid none of this stuff is currently on ikemen go plus roadmap. Join the project and start implementing them if you want to get these features in foreseeable future.
I've finished implementing (https://github.com/K4thos/Ikemen-GO-Plus/issues/9) flexible bgdef parsing and rendering directly in source code (based on existing stages bgdef code), which means all bgdef, bgctrldef, bgctrl parameters and animation types are now supported via independent functions and can be implemented elsewhere without much effort. This means that the bolded requests can be fulfilled (I do think this stuff would be nice to have).

I never coded a lifebar, so please elaborate how lifebar layers works currently and what exactly should be implemented. Extra points if you could suggest parameter names, in which section of the lifebar DEF they should be placed etc).

Regarding combo messages - isn't there already combo counter in mugen lifebars? Please elaborate what exactly you mean.

Quote
Quick question. Isn't there some limit on mugen where you can only have a certain amount of ports for stage select? What is the deal with that exactly? Not that I have 200 stages, but just curious if that issue would well still be an issue with this.
There are no portraits for stages in mugen. What you're talking about is a trick with using fonts to render images (which already works in ikemen go plus the same way as in mugen). Proper stages portrait support is already on the roadmap for future releases (see above quoted post)

Quote
Also selfish of me to ask this one, but as someone who actually plans to use this, I want the animated ports(I've seen some others here also interested). We can all agree that we basically want it similar to say, older MVC series https://youtu.be/fNuX9cTkHJ4?t=31s animated, when selected they use "state 195"(whatever you have). I've seen it asked, but hasn't been answered.

Quote
Also hasn't been mentioned in a whileeee, but the announcer on character select, even a little note on how to do so would be appreciated.
What announcer? That says character name after select? Seems like a stuff for full games (so that the voice is consistent) and something that almost noone would use, so it doesn't really fit basic engine, imo.

Quote
Also, another thing, is there any possible way using this to integrate second round themes?
This will be implemented in future (support for additional optional parameters in stage DEF file that sets different bgmusic for final round.)
Title: Re: Ikemen GO Plus
Post by: 2Dee4ever on June 08, 2018, 04:59:34 am
Where does it say? I'm asking specifically if its possible to do it similar to those games in that manner, yes the general answer of bringing them back was said.

I'm really only suggesting this for people interested in projects, not for casual use.
Yes, you showed me how to do it on the old one. I was only asking if even a note could be made as you labeled everything else.
Secondly.. ^ Most of the people commenting here are also making projects so it would get its use. Most of what you are doing is optimal for those with projects, otherwise why would you need story mode etc? This is appealing "because" it allows us to get closer to replicating commercial games. Why would we not make the most out of it.
Title: Re: Ikemen GO Plus
Post by: K4thos on June 08, 2018, 09:43:16 am
Quote
Where does it say?

Quote
Quote
15.- is possible both static and animated portraits for all characters involved (6) in select and versus?, it seems disabled the anim0 currently
Quote
The animated portraits, using group 0 was one of the best things added in this engine. Yes, because you no longer need to change sff of each char to customize the portraits. The Ikemen do it automatically for you. That's one of the big reasons I want Ikemen instead of Mugen 1.1.
I'm planning to work on adding animated portraits back in future. No promises though.
Title: Re: Ikemen GO Plus
Post by: 2Dee4ever on June 08, 2018, 11:39:23 am
That still doesn’t answer what I was asking, but I’ll just figure it out should the time come. Thanks for the response.
Title: Re: Ikemen GO Plus
Post by: GaziraAgain on June 08, 2018, 06:49:17 pm
I read the post and there are very good news! I read that now lifebar have bgdef for the animations.  In mugen you have round, fight, ko, win, time over, draw and double ko. If it´s possible with all of them? The´re will be possible add more actions to the fight archive, would be great: Perfect, you lose for 1 player modes, hyper move ko and intro before round 1, it would be perfect!
Mugen it´s very limited too for create the lifebar and powerbar... You only have p1.bg0.anim, p1.bg1.anim, p1.bg2.anim, mid and front animations, the same for p2, if you need more actions then you need to use time, face, etc and it´s a little annoying... please can you add more bg actions for lifebar and powerbar sections?
About the combo counter. I like very much this part in Add004 addon because implement messages in combos. Something like 5 hits (Nice Combo), 10 hits (Great Combo) and successively.
Another messages that are nice are from info like first attack, counter, danger, etc.
And the last for portraits, name and time fonts if It would be nice to control them with animations.
Wow! This project looks very good, good luck with it! See you.
Title: Re: Ikemen GO Plus
Post by: MangeX on June 08, 2018, 10:09:04 pm
I read the post and there are very good news! I read that now lifebar have bgdef for the animations.  In mugen you have round, fight, ko, win, time over, draw and double ko. If it´s possible with all of them? The´re will be possible add more actions to the fight archive, would be great: Perfect, you lose for 1 player modes, hyper move ko and intro before round 1, it would be perfect!
Mugen it´s very limited too for create the lifebar and powerbar... You only have p1.bg0.anim, p1.bg1.anim, p1.bg2.anim, mid and front animations, the same for p2, if you need more actions then you need to use time, face, etc and it´s a little annoying... please can you add more bg actions for lifebar and powerbar sections?
About the combo counter. I like very much this part in Add004 addon because implement messages in combos. Something like 5 hits (Nice Combo), 10 hits (Great Combo) and successively.
Another messages that are nice are from info like first attack, counter, danger, etc.
And the last for portraits, name and time fonts if It would be nice to control them with animations.
Wow! This project looks very good, good luck with it! See you.

I've finished implementing (https://github.com/K4thos/Ikemen-GO-Plus/issues/9) flexible bgdef parsing and rendering directly in source code (based on existing stages bgdef code), which means all bgdef, bgctrldef, bgctrl parameters and animation types are now supported via independent functions and can be implemented elsewhere without much effort. This means that the bolded requests can be fulfilled (I do think this stuff would be nice to have).

I never coded a lifebar, so please elaborate how lifebar layers works currently  and what exactly should be implemented. Extra points if you could suggest parameter names, in which section of the lifebar DEF they should be placed etc).

Regarding combo messages - isn't there already combo counter in mugen lifebars? Please elaborate what exactly you mean.

That still doesn’t answer what I was asking, but I’ll just figure it out should the time come. Thanks for the response.

If put examples for new commands better, it will be implemented all over time but in order; things like i want portraits for the scenarios, i want new features, but how?

This is not about personal complacency, it's about developing a sufficiently complete engine that works for everyone.

If you want to support with ideas and despite being open source do not know or want to program it to help, please develop the idea well, with coherent proposals of what would like and how it would be functional.

An example could be ....I want this kind of things that could work like this:

Code:
New snd file for scenarios, independent of the music for environmental sounds.Commands (px.lifebar.bgdef = xxx) for the fight.def that defines a total control for x background of x player lifebar.Exclusive sound number for name announcer on selection screen (like snd 9000,1).Combo.msg.statedef = xxx, which defines in a personalized way how the combos system would be, at what level of damage or hits and with what sounds.

So please propose ideas, not just ask for it, remember, is for everyone.
Title: Re: Ikemen GO Plus
Post by: K4thos on June 08, 2018, 11:29:38 pm
As MangeX mentioned I was hoping that you would design how it should be implemented in the lifebar code using mugen lifebar conventions. But I will try at least the easier part:

Quote
The´re will be possible add more actions to the fight archive, would be great: Perfect, you lose for 1 player modes, hyper move ko and intro before round 1, it would be perfect!
In other words you want more components under [Round] section triggered by different conditions, right? Considering there are already Finish Type conditions coded for the lifebar, but used only for icons, we could as well add them here:
- n = Win by normal
- s = Win by special
- h = Win by hyper (super)
- throw = Win by normal throw
- c = Win by cheese
- t = Win by time over
- suicide = Win by suicide
- teammate = Opponent beaten by his own teammate
- perfect = Win by perfect

So the vanilla 'win' and 'win2', 'TO', 'DKO' etc. could be left for text and all of the above ones would show up alongside them depending on the finish type.

Quote
I read that now lifebar have bgdef for the animations.  In mugen you have round, fight, ko, win, time over, draw and double ko. If it´s possible with all of them?
If I understand you correctly you want following components from the [Round] section to trigger bgdef (if existing in lifebar code)
- round
- fight
- KO
- DKO
- TO
- win
- win2
- draw

And on top of that probably all the new [Round] components mentioned in the first quote.

1. This could be implemented the same way as in stages, but using those component names instead of "BG". So for example for "DKO" the declaration would look like this:
Code:
[DKODef][DKO my_element_name][DKOCtrlDef my_controller_name]
Alternatively storyboards system where 'bg.name' is used to declare bgdef could be implemented (when I now think about it maybe that would be faster to parse). Here is explanation from documentation:
Quote
bg.name = bgname (string)
If this parameter is specified, you can make use of a background object. bgname is a string prepended to your background definition groups. For example, if bgname is "Scene04bg", then your background definition group must be named "Scene04bgDef", and the following background elements must begin with "Scene04bg". data/kfm/intro.def and data/kfm/credits.def are examples that use this parameter. Note that background objects are not affected by the "window" parameter. All elements of a background objects are drawn underneath all "layerX" animation objects, with the exception of elements with the "layer" parameter set at 1.
example: KO.bg.name = somename

2. The amount of time that the bgdef should be active could be already existing 'displaytime' (in case of DKO that would be the 'DKO.displaytime'). Or we could add new one.

3. offset, facing, vfacing, layerno, scale elements that can be used with general components should not affect bgdef data considering all of them are available in background elements declaration.

4. original text, anim and spr elements should display alongside bgdef.

If this is what you were talking about than yes, it indeed can be implemented and seems like a nice addition.

-------------------------------------------------

Quote
Mugen it´s very limited too for create the lifebar and powerbar... You only have p1.bg0.anim, p1.bg1.anim, p1.bg2.anim, mid and front animations, the same for p2, if you need more actions then you need to use time, face, etc and it´s a little annoying... please can you add more bg actions for lifebar and powerbar sections?
About the combo counter. I like very much this part in Add004 addon because implement messages in combos. Something like 5 hits (Nice Combo), 10 hits (Great Combo) and successively.
Another messages that are nice are from info like first attack, counter, danger, etc.
I can add it to roadmap if you (or someone else) design how it should be coded in lifebar DEF file. I can't think about anything that wouldn't become a confusing mess. Stuff like character's power, life and combo count are easily accessible.

Quote
And the last for portraits, name and time fonts if It would be nice to control them with animations.
Considering characters are already loaded during fight displaying animations from thier SFF file should be doable. Not sure what you mean with time, though. How? Like different animations assigned to different numbers? That doesn't sound like a good idea. (unless I missed something)

Quote
did you try it in Ikemen GO? I doubt the same limitation would be the case in this engine. Please check it out and let us know.

---------

edit: it has been implemented a little differently: http://mugenguild.com/forum/msg.2410314
Title: Re: Ikemen GO Plus
Post by: 2Dee4ever on June 09, 2018, 06:40:38 am
Mange, you may have missed the part where I explained it. Again.. Once you select a character, it uses "state 195" which is the default for taunts for most characters, I also posted an example. I didn't feel it necessary to elaborate any further than that as this was already possible in earlier versions(The announcer on select). That is something you see in full games, that is something we only could do using cursor tricks previously, over the years its a feature everyone has wanted, but was too much trouble. Numerous people have asked about that specifically not just me. It wasn't a demand, I know the work that goes into it. I was simply asking if it were possible. Indeed you should be trying to make it for everyone, but what is the point of catering to casuals with all this full game material you are trying to implement. Seeing words like "basic" "that's something for full games". That is the biggest downside of mugen, no need to replicate that as well. You said it yourself previously, if you are going to do it, why not capitalize on the full possibilities. I'm just confused by some of the word use here, I thought the goal was to get closer to something commercial.
Title: Re: Ikemen GO Plus
Post by: Amidweiz on June 09, 2018, 07:43:37 am
I've been lurking this thread and from what I've heard a lot of features that mugen so despratley needed are being added into this, I do have some suggestions for ikemen plus GO. Not sure if they have been said before but better to jot them down for you. I was mainly thinking upon universality and not having to code it in within a character with some of these suggestions.

Spoiler: suggestions (click to see content)
Title: Re: Ikemen GO Plus
Post by: 2Dee4ever on June 09, 2018, 08:54:25 am

The team stuff specifically, you could easily mimic the MVC2 dual hyper combos etc already. This isn't that as I only use 2v2, but its been possible & fully functional. This is already implemented into my characters universally, I just add the triggers and Wa-la

However one wanted to do their tag system is already possible, you'd just have to configure it. I was always experimenting with them calling each others names during tag out if you listen closely.

3v3(old video) So this is already on the right track, its just those name displays. You could easily add separate triggers for partner1 partner2

MVC-esc just for proof of concept you dont need hacks or patches for 3v3 or 4v4
Title: Re: Ikemen GO Plus
Post by: Amidweiz on June 09, 2018, 09:54:24 am
1-3 hmm. Isn't that already controllable? You can change that setting in the options. The whole, you lose the round ala SFXT. Everything else can already be done, but you'd basically be asking them to develop a tag system all together. Much of what you describe, is already doable...

1. Yes it's doable (I even said uno tag in my post so I know it's doable) but I feel it would be better as a dedicated SCTRL that could be just inserted into a common1 file or even a dedicated play mode rather then having a separate piece of code which requires patching and such.

2. Um... yes you do need a hack to get 3v3 and 4v4 functionality at all. It is one byte changed in the mugen executable that causes it, it only manages to work because mugen supports 8 characters loaded in memory at a time in a regular match excluding survival, and it doesn't care how those characters are presented hence why when you do it without add4 it just puts characters wherever on the stage because it is not defined in the stage def. So having it a just a regular feature in the engine itself would be much more intuitive than having two separate exe files just to have the functionality (hence why I said official because what we have is anything but intended)

3. In a full game sure, in a normal jumbled roster in mugen no... not without patching every single character to react to that stage the same way.

The point I was saying in my initial paragraph is it would be better to have these things universal aka have them built into the engine itself rather than having to rely on hacks and patches.
Title: Re: Ikemen GO Plus
Post by: K4thos on June 09, 2018, 11:01:59 am
Quote
1. Tag functions built into the engine
I feel that it would benefit to just have a SCTRL of this rather than have to fiddle around with uno tag (even though it's pretty good as it is) and such. Maybe have options upon how the tag works  like is it following tekken tag rules, (when a character gets KOed the team loses the round rather than the partner coming out) are the characters jumping in or running in, can they attack while tagging, do they have to be in a specific spot to tag in (Like Kizuna Encounter https://youtu.be/U77h27eSa8U?t=15s), etc.

Quote
1. Yes it's doable (I even said uno tag in my post so I know it's doable) but I feel it would be better as a dedicated SCTRL that could be just inserted into a common1 file or even a dedicated play mode rather then having a separate piece of code which requires patching and such.

All of this is already implemented in latest GO build.

1. Tag mode is selectable from select screen the same way as Single, Simul and Turns (if you add new teammenu.itemname.tag parameter to screenpack DEF file) which makes all the characters in your team being controlled by player (or in case of side controlled by CPU - not, obviously) and sets value for trigger.
(https://i.imgur.com/NqMKKi5.png)

2. There is a new TagMode trigger that you can use in CNS files to detect if the tag mode has been selected. Example use:
Code:
Root,TagMode=1Enemy,TagMode=1
I don't know why you mentioned SCTRL. What should it do? If you mean hardcoding tag behaviour in source code than I don't think it's a good idea compared to leaving details that you have mentioned to cns code. If all this tag related stuff is handled via cns than mugen authors can easily distribute different systems.

3. 2 new buttons are supported that can be assigned for example for tagging if you don't want to use buttons combinations. They don't need to be declared in character's CMD file, since the declaration exists in the below mentioned common.cmd:
Code:
[Command]name = "v"command = vtime = 1[Command]name = "w"command = wtime = 1

4. There are new common files for AIR and CMD. For CNS stuff common code can be added to the already existing common1.cns

5. Patching characters like in add004 and Uno is NOT needed. Ikemen GO Plus added 3 new negative states that works the same way as -1 (Command Control), -2 (Always), and -3 (Self) with higher priority than above ones, so all you need to do is adding Tag code to common1.cns
edit: unlike mugen, in Ikemen GO Plus you can now repeat -1, -2, -3 statedef declaration in common1.cns and those states will work even if character already has negative states declared in CNS files (they will be appended on top of character ones), so all you need to do is adding Tag code to common1.cns

6. As you can see in the above screen up to 4vs4 players in Tag mode is supported by default.

If there is something missing that would make coding Tag systems easier than we can think about it - but please, be specific, I don't know much about mugen CNS files. (I never created anything for mugen)

What is missing is the actual common1.cns Tag code that could be used as a base and distributed with the engine. For now add004 system is used (as mentioned characters don't need to be patched in order to work with it in Ikemen GO Plus), but in future we're planning to distribute simpler Tag code (without all lifebar related stuff and custom systems like dizzy etc. that exists in add004). JustNoPoint kindly offered to work on the cns tag code.

------------

I will answer other questions when I have more time.

edit:
Quote
2. Offical 3v3 and 4v4 simul support
Even though I am not a fan of this mode, plenty of people are and it would bring attraction towards this engine just becuase of that. Stages would have to have their own p3 and p4 triggers repectivly. (like p3startx = , p4startx =, etc) You could also apply this to the tag fuction above.
It's already supported by default for all team modes:
(https://i.imgur.com/wj1S80g.png)
not sure if p3startx and p4startx stage parameters are needed considering they don't exists in mugen and yet 2vs2 matches (which means with p1, p2, p3 and p4 on screen) are a thing. Isn't there some other parameter that handles distance between players at the start of the match?
Title: Re: Ikemen GO Plus
Post by: 2Dee4ever on June 09, 2018, 03:41:11 pm
I think you should try it first. As was said many of these things have already been done. Unfortunately, no matter what you are going to have to “patch” somewhere or the other for things like interactivity etc. I forgot to show an example for the stage intro, 3:30. This stuff goes beyond the system at this point, it should be specific for those who want it, well you’d put the extra work in.
Title: Re: Ikemen GO Plus
Post by: 2Dee4ever on June 09, 2018, 06:13:03 pm
I do have a specific question though. Instead of adding a fourth mode, would it be possible to instead make scramble battle its own entity? Think SFXT. This isn’t new as you already suggested it, I am thinking it’d be better suited for something like the boss rush, a bonus mode.

Also things like this, this is just a curiosity
https://youtu.be/2KMK4-17Bnw
Title: Re: Ikemen GO Plus
Post by: Amidweiz on June 09, 2018, 08:03:48 pm
Quote
1. Tag functions built into the engine
I feel that it would benefit to just have a SCTRL of this rather than have to fiddle around with uno tag (even though it's pretty good as it is) and such. Maybe have options upon how the tag works  like is it following tekken tag rules, (when a character gets KOed the team loses the round rather than the partner coming out) are the characters jumping in or running in, can they attack while tagging, do they have to be in a specific spot to tag in (Like Kizuna Encounter https://youtu.be/U77h27eSa8U?t=15s), etc.

Quote
1. Yes it's doable (I even said uno tag in my post so I know it's doable) but I feel it would be better as a dedicated SCTRL that could be just inserted into a common1 file or even a dedicated play mode rather then having a separate piece of code which requires patching and such.

All of this is already implemented in latest GO build.

1. Tag mode is selectable from select screen the same way as Single, Simul and Turns (if you add new teammenu.itemname.tag parameter to screenpack DEF file) which makes all the characters in your team being controlled by player (or in case of side controlled by CPU - not, obviously) and sets value for trigger.
(https://i.imgur.com/NqMKKi5.png)

Oh I didn't know this was already implemented, though looking back through this thread didn't really see any mention of it. I could only find your post about changing the team mode to include the trigger for tag mode.
Title: Re: Ikemen GO Plus
Post by: GaziraAgain on June 09, 2018, 08:55:47 pm
Thank you very much for the responses, I´m happy to see that many things can be implemented in this new Ikemen Go. I try the last part with it and I ask you something. And MangeX forgive me, I take care with this points in other posts. Well see you soon.
Title: Re: Ikemen GO Plus
Post by: 2Dee4ever on June 09, 2018, 09:07:53 pm
Looking forward to see what you can come up with Gazira. Was that just a SP you were doing or more than that? Anywho, with this, you could take it even further.
Title: Re: Ikemen GO Plus
Post by: GaziraAgain on June 10, 2018, 12:13:38 am
It is good for everyone that someone is working on an engine compatible with mugen material but with new features adapted to the new fighting games that are appearing. I love play mugen but the site is closed and it is very difficult to see any updated in the future. There are many interesting things in everything that I read in the posts related with this new engine. The truth is that I want to try all these news :megusta:
Title: Re: Ikemen GO Plus
Post by: mr.mugenwii on June 10, 2018, 11:51:52 pm

anyone know if this is compatible with sdl1.2.15 ot 1.2?

@MangeX Hey man, in case you didn't saw.

Is there a way to implement DirectX to Ikemen GO, just like the vanilla Ikemen?

Ikemen Vanilla Plus use SDL2 API with OpenGL functions, that´s why it can be disabled for incompatibilities and is enabled by default.

Ikemen GO Plus does not have any SDL compatibility, it uses the GLFW API (Application Programming Interface) who work and is made with Opengl only in mind, that´s why this version of the engine has very broken incompatibility with lots of systems, like Windows for example who try to redirect an older version of simple opengl functions (1.2) is the reason for the video inconveniences.
It can be solved using wrappers for every possible configuration on each user system but is more effective the use of a more flexible and universal API (SDL)

I'm on the way to implement that Simple Direct-Media Layer (SDL) to surpass those issues, DirectX and OpenGL Can/Will be secondary alternative runtimes attached.

Is better to wait until that happen ,beacuse in fact, to make any port to whatever system or hardware you Will need to adapt the core code engine (Ram management, Proccesor calls, unique optimizations) not only the API, SDL libraries in this case (the physical interface)

The actual engine code is functional but a little chaotic in organization and needs more modular presentation for anyone to understant it.
I know that the engine was made to emulate or simulate mugen, but is a new engine itself, so can be used for more than only fight games using the intuitive file system and programming that everyone know.

this means it isnot possible to port yet or it will not work?
is there a beta version that is easier to port via sdl?(for nintendo switch)
Title: Re: Ikemen GO Plus
Post by: MangeX on June 11, 2018, 02:20:29 am
I think you should try it first. As was said many of these things have already been done. Unfortunately, no matter what you are going to have to “patch” somewhere or the other for things like interactivity etc. I forgot to show an example for the stage intro, 3:30. This stuff goes beyond the system at this point, it should be specific for those who want it, well you’d put the extra work in.

You can make a stage intro since the very first mugen in 1999, you just need to use properly the "stages background or foreground controllers [BGctrl] (http://www.elecbyte.com/mugendocs-11b1/bgs.html) before the round start

this means it isnot possible to port yet or it will not work?
is there a beta version that is easier to port via sdl?(for nintendo switch)

You can use the now deprecated Vanilla Plus Ikemen (https://github.com/K4thos/Ikemen-Plus) which uses sdl2 ,the source code is a mixure of c++, lua and suehiro ssz languaje.

If you are in a great hurry in porting it why not use Captain Dreamcast's Dolmexica Infinite engine (https://github.com/CaptainDreamcast/DolmexicaInfinite/); is another mugen iterpreter , he is a nice guy to talk (https://twitter.com/CaptDreamcast) and he constantly update his engine, get in touch with him so you can support each other with that. He made his engine in c++ with dreamcast in mind but made windows and web versions also; his engine is sdl compatible so you can try whit it.

Or simmply can wait unless sdl is fully implemented on Ikemen Go Plus.
Title: Re: Ikemen GO Plus
Post by: Amidweiz on June 13, 2018, 07:36:40 am
I think you should try it first. As was said many of these things have already been done. Unfortunately, no matter what you are going to have to “patch” somewhere or the other for things like interactivity etc. I forgot to show an example for the stage intro, 3:30. This stuff goes beyond the system at this point, it should be specific for those who want it, well you’d put the extra work in.

You can make a stage intro since the very first mugen in 1999, you just need to use properly the "stages background or foreground controllers [BGctrl] (http://www.elecbyte.com/mugendocs-11b1/bgs.html) before the round start

What I was asking for this in my post about stage intros

3. Stage intros and stage fx
Now i've seen that sounds are going to be introduced but not sure if I saw mention of stage intros. Plenty of fighting games have this and one example I can think up of is any stage in KoF95, one example would be is garou stage where they jump into the foreground https://youtu.be/lTMwD9ybSAQ?t=9m2s . Also on that stage the characters have landing dust (rather water splashing) applied to them which would be cool for stages that look better with it. Also having options whether the fx add to the ones on the character, or override the ones on the character already.

Is similar to what ;x was saying (though it looks like that's just hard coded into geese with just a superpause in the video but still) but rather then having to put the code into every single individual character with a triggerX = StageVar(info.author) = "Whatever" in a state with the coding for that stage, instead have it as a line of code inside the stagedef itself so any character will be affected by it. Maybe under the [StageInfo] sctrl in a stage def it could be something similar to this or however you could implement it.

Code: (this is just taken from training room with my own mock implementations)
[StageInfo]zoffset = 190autoturn = 1resetBG = 1localcoord = 320, 240xscale = 1yscale = 1;Sets whether the stage has an intro or notstageIntro = 1;Sets what BGCtrl is used for the stage intro. Characters start after the BGCtrl has ended, controllers must not have a looptime trigger assigned to them.stageIntroCtrlID = 20

Which considering your example of the stage you showed, this is how it looks in it's source game. Time code is 0:35

See how the characters don't start their intros before the stage intro has ended, this is what I was talking about with stage intros. All I really want to see is it being something I can enable in the stagedef so I don't have to program it in every character in my roster. (Because one things for sure about mugen is that people can have massive rosters, even if it's a copy paste code you still have to do that for every character)

As with the stage effects, yet again would be better as an option in the stage def then coding it into every character

Code: (another mockup)
[PlayerInfo]p1startx = -70          ;Starting x coordinatesp1starty = 0            ;Starting y coordinatesp1facing = 1            ;Direction player faces: 1=right, -1=leftp2startx = 70p2starty = 0p2facing = -1leftbound  = -1000rightbound =  1000; Common effects for all of the players. ; This is used if your stage benefits from having landing effects other than standard landing effects.effectsType = replace ; none uses the characters standard effects                      ; replace replaces the effects with the stages own                      ; add adds the effect along with the characters owneffectsAnimation = 500 ;You can also use animations from the FightFX in the data foldereffectsSound = 2 ;You can also use sounds from the common.snd in the data folder

Not sure how you could do movement with this (sort of like the example I have in the video when I first suggested it when they jump into the foreground) but I hope this clears some things up.
Title: Re: Ikemen GO Plus
Post by: K4thos on June 13, 2018, 04:24:45 pm
Amidweiz, now that's what I'd like to see more - fully designed feature request with explanation how it should work internally. If you upload a sample stage that could be used for tests (with stageIntroCtrlID already set and BGCtrl coded to display something before the characters have statedef 5900 assigned and internal lifebar counter starts) I think I will be able to handle the implementation.

As for the second part I think the more flexible approach would be treating stage somewhat like a character, so that it can use CNS, AIR, SND files referenced in stage DEF file, which would open gate for proper stage interactivity:
Code:
[Files]st      = somename.cns           ;Statesanim    = somename.air           ;Animationsound   = somename.snd           ;Sound
With this in place it would be a matter of controlling actual characters behavior via stage cns code instead of depending on fightfx air and tons of new stage parameters. For example if stage has stageIntro = 1 parameter set than characters are not forced into statedef 5900 at the start of the round - they wait for stage to control them and change their state to 5900. Should be doable with my current understanding of the engine (I hope)
Title: Re: Ikemen GO Plus
Post by: Amidweiz on June 14, 2018, 03:16:05 am
Amidweiz, now that's what I'd like to see more - fully designed feature request with explanation how it should work internally. If you upload a sample stage that could be used for tests (with stageIntroCtrlID already set and BGCtrl coded to display something before the characters have statedef 5900 assigned and internal lifebar counter starts) I think I will be able to handle the implementation.

As for the second part I think the more flexible approach would be treating stage somewhat like a character, so that it can use CNS, AIR, SND files referenced in stage DEF file, which would open gate for proper stage interactivity:
Code:
[Files]st      = somename.cns           ;Statesanim    = somename.air           ;Animationsound   = somename.snd           ;Sound
With this in place it would be a matter of controlling actual characters behavior via stage cns code instead of depending on fightfx air and tons of new stage parameters. For example if stage has stageIntro = 1 parameter set than characters are not forced into statedef 5900 at the start of the round - they wait for stage to control them and change their state to 5900. Should be doable with my current understanding of the engine (I hope)

Sounds good, I'm going to send you the stage that was shown MangeX's video and the one I initially shown (CVS Pro Train stage and KOF 95 Garou stage). The Train stage for the stage intro (It's not the best example of a stage intro but it is one) and the Garou stage for the water effects and possibly the movement (as shown in the video I first showed for the request https://youtu.be/lTMwD9ybSAQ?t=9m2s ) here is the link to them two http://www.mediafire.com/file/2hj6lnnk7hpihag/stages.rar . I'll see if I can make a mock implementation for the other requests later
Title: Re: Ikemen GO Plus
Post by: K4thos on June 22, 2018, 12:00:09 am
Quote
Sounds good, I'm going to send you the stage that was shown MangeX's video and the one I initially shown (CVS Pro Train stage and KOF 95 Garou stage). The Train stage for the stage intro (It's not the best example of a stage intro but it is one) and the Garou stage for the water effects and possibly the movement (as shown in the video I first showed for the request https://youtu.be/lTMwD9ybSAQ?t=9m2s ) here is the link to them two http://www.mediafire.com/file/2hj6lnnk7hpihag/stages.rar . I'll see if I can make a mock implementation for the other requests later
thanks, I will try to implement it once I finish other things that I’m messing with.

Going back to lifebar BGdef stuff discussed here (http://mugenguild.com/forum/msg.2407725). I've just implemented trigger support for backgrounds (set via ctrldef) which can detect stuff like wintype, game mode, player's life, perfect match, round etc. When I now think about it, with this feature a single BGdef that works from the start of the match (like in stage) would be enough for lifebars considering you can just use ctrldef triggers to display stuff at any point during match, based on trigger conditions and timers (unlimited amount of triggers are allowed, equality and relational operators are supported). I think this approach will be less confusing compared to multiple bgdefs triggered at specific events.

btw. trigger support for ctrldef means that stage interactivity is greatly expanded. For example:
- you can detect if any player name matches the trigger to disable character from the background (e.g. Shao Kahn sitting on the throne in MK),
- display entirely different stage graphic on second round (e.g. from Morning to Noon a la Fatal Fury),
- adjust animation like in SF2 at the end of round (e.g. elephants animation in Dhalshim's stage) or display different crowd reaction after > x hit combo.
- create destructable objects (for example by detecting player's pos and gethit or life = 0 etc.)
etc. etc.

It also comes in handy in select screen and versus screen (after modes/characters/stage are set). For example it allows to set different bg art in different game modes or display worldmap with stage locations and display icon on the map depending on the selected stage etc.

I'm planning to expand backgrounds also with sound and text support, so there will be even more possibilities (for example announcer stuff in select screen, that can be part of the screenpack, requested here some time ago).

----------------

regarding Tag mode explained in this post (http://mugenguild.com/forum/msg.2407779). I've noticed in source code that there are TagIn and TagOut sctrls in ikemen. They do the exact same thing as in mugen (http://randomselect.piiym.net/forum/index.php?topic=5165.msg38211#msg38211) (before they were removed). Not sure if current behavior is useful for anything but if someone has idea how they could be adjusted to help with common1.cns tag implementation please share it here.
Title: Re: Ikemen GO Plus
Post by: OldGamer on June 23, 2018, 12:21:52 am
Amidweiz, now that's what I'd like to see more - fully designed feature request with explanation how it should work internally. If you upload a sample stage that could be used for tests (with stageIntroCtrlID already set and BGCtrl coded to display something before the characters have statedef 5900 assigned and internal lifebar counter starts) I think I will be able to handle the implementation.

As for the second part I think the more flexible approach would be treating stage somewhat like a character, so that it can use CNS, AIR, SND files referenced in stage DEF file, which would open gate for proper stage interactivity:
Code:
[Files]st      = somename.cns           ;Statesanim    = somename.air           ;Animationsound   = somename.snd           ;Sound
With this in place it would be a matter of controlling actual characters behavior via stage cns code instead of depending on fightfx air and tons of new stage parameters. For example if stage has stageIntro = 1 parameter set than characters are not forced into statedef 5900 at the start of the round - they wait for stage to control them and change their state to 5900. Should be doable with my current understanding of the engine (I hope)

Sounds good, I'm going to send you the stage that was shown MangeX's video and the one I initially shown (CVS Pro Train stage and KOF 95 Garou stage). The Train stage for the stage intro (It's not the best example of a stage intro but it is one) and the Garou stage for the water effects and possibly the movement (as shown in the video I first showed for the request https://youtu.be/lTMwD9ybSAQ?t=9m2s ) here is the link to them two http://www.mediafire.com/file/2hj6lnnk7hpihag/stages.rar . I'll see if I can make a mock implementation for the other requests later
I dont what your trying to do but I got my to work for ikemen plus  only problem its the timing adjustment on the intro and timing adjustment on the lifebars rounds setting timer and fight setting timer in the fight.def and stage.def
here a demonstration what I done too it for ikemen plus v0.3

Title: Re: Ikemen GO Plus
Post by: Mark85 on June 24, 2018, 06:24:32 pm
will sth like this be possible with statedefs? would save so much time
[StateDef 1030]
type = S
physics = N
moveType = A
ctrl = 0
anim = f1030 ;fightfx
sprPriority = 3
Title: Re: Ikemen GO Plus
Post by: K4thos on June 24, 2018, 09:38:45 pm
mete122, I can try but only if you upload a test character, fightfx.air and fightfx.sff (that's what "f" refers to?) with the above mentioned code you want to work already implemented (and description how to test it in game).

from what I see it's probably a matter of changing these lines in stateDef compiler code (and stateDef_anim portion of bytecode.go)
Code:
		if err := c.paramValue(is, sc, "anim",			stateDef_anim, VT_Int, 1, false); err != nil {			return err		}
Title: Re: Ikemen GO Plus
Post by: Mark85 on June 24, 2018, 10:10:53 pm
Will do send sth,but wait doesn't  any change in resolution or fight.def(lifebar) affect fightfx?
any change in this value  inside lifebars fight.def makes this impossible to use unless I resize sprites inside fightfx too,I think,
[fightFx]
scale
So In short screw it.

Can you at least make Interpolation work in fightfx.air tho?
Title: Re: Ikemen GO Plus
Post by: K4thos on June 25, 2018, 02:18:12 am
either way I'm not going to work on it, sorry. It's more difficult to implement (not a matter of using the explode code like I thought). I prefer to spend time on other tasks rather than analyzing the source code trying to make it work.
Title: Re: Ikemen GO Plus
Post by: 2Dee4ever on June 27, 2018, 07:42:23 pm
More Arcade stuff as I wait for the SP support.
Spoiler, click to toggle visibilty
Title: Re: Ikemen GO Plus
Post by: K4thos on June 30, 2018, 06:30:25 pm
Some nice progress when it comes to expanding lifebar DEF functionality. Here is what I've already implemented (none of this is possible in mugen from within lifebar DEF):
- BG, BGDef, BGCtrlDef, BGCtrl support (expanded with triggers)
currently supported BGCtrlDef trigger list:
Spoiler, click to toggle visibilty
- optional 8 players support in [Simul Face], [Simul Name]
- new [Tag Face], [Tag Name] sections (if not present vanilla Simul sections are used instead)
- [Round] section now supports more events: Win by normal / Win by special / Win by hyper / Win by normal throw / Win by cheese / Win by time over / Win by suicide / Opponent beaten by his own teammate / Win by perfect
- [Challenger] section ("Here Comes A New Challenger" anim / bg / text, sound and config how soon players should be paused and when to end the match)
- [Simul_3P Lifebar], [Simul_4P Lifebar], [Tag Lifebar], [Tag_3P Lifebar], [Tag_4P Lifebar] - new sections for team 3p and 4p team sizes (matches with up to 8 players) for simul and tag mode, so that we can use different lifebar layout depending on team count
- [Simul Powerbar], [Simul_3P Powerbar], [Simul_4P Powerbar], [Tag Powerbar]  (more than 2 players are used only if "team power share" is disabled in options), [Turns Powerbar]
- [Powerbar] levelX.snd now supports 'pX.' prefix in order to optionally differentiate sounds among players (or to disable them for particular player if paramvalue is set to '-1, 0')
- lifebar changing color depending on health (pX.front.spr / pX.front.anim now can store additional value in the name e.g. pX.front90.spr, which is used to swap the current front spr / animation to this one if player's life matches the percentage value. There can be multiple frontX spr/anim assignments (no hard limits).

Here is an example of a simul 3p vs simul 4p match interrupted by challenger (default lifebar using optional [Simul_3P Lifebar], [Simul_4P Lifebar], [Challenger] sections. Only 2 powerbars and faces because adding more with this lifebar design would look even more silly)
(https://i.imgur.com/5rrFfdM.jpg)

There is still some work to make the lifebar DEF file flexible enough to make convoluted explode lifebars workaround obsolete. Next on the schedule are events like "First Attack", "Danger", "Reversal", "Counter", combo text, guard bar, coloring powerbars etc. It's becoming more and more troublesome to implement this stuff using current  lifebar due to missing art and sounds, so I'm thinking about porting add004 lifebar (which is coded entierly with common1.cns and fightfx - there are like 2 sprites in fight.sff) to normal fight.def file, so that all new features can be showcased (something that can be used as a reference for those interested in working with ikemen GO Plus). I will contact Shiyo Kakuge if he is ok with this.

edit: tagging @GaziraAgain:, since he requested some of these features.
Title: Re: Ikemen GO Plus
Post by: 2Dee4ever on June 30, 2018, 06:38:42 pm
Open source, says so in post and readme.
Title: Re: Ikemen GO Plus
Post by: Mugen3Anthony on June 30, 2018, 06:45:02 pm
@K4thos: I just wonder... Can copy code from Ikemen lua file to Mugen lua file will work or not? please let me know
Title: Re: Ikemen GO Plus
Post by: K4thos on June 30, 2018, 06:49:01 pm
Mugen3Anthony, no it won't work. Either way all the things mentioned in my previous post are coded entirely in ikemen source code, not lua files.
Title: Re: Ikemen GO Plus
Post by: Mugen3Anthony on June 30, 2018, 06:51:13 pm
@K4thos: Oh I see. Thank you for informing me. :)
Title: Re: Ikemen GO Plus
Post by: 2Dee4ever on June 30, 2018, 07:48:32 pm
It's better to do as you suggest as most, even GaziraAgain, have pasted over it with their unique assests. It was setup to be easily customize so anyone could just replace the FX with that of their own. I'm interested in messing with the 3v3 just to experiment.
Title: Re: Ikemen GO Plus
Post by: GaziraAgain on June 30, 2018, 08:48:24 pm
Hey K4thos I read your post and it´s perfect! With all this posiblilities we can do all things present in fighting games. Thank you very much for your effort and waiting some version to test it and start to work with the engine. See you.
Title: Re: Ikemen GO Plus
Post by: 2Dee4ever on June 30, 2018, 08:54:27 pm
I'll make some proof of concepts for you. A triple team and a quadruple team just for the lols
Title: Re: Ikemen GO Plus
Post by: K4thos on June 30, 2018, 09:44:39 pm
More Arcade stuff as I wait for the SP support.
Spoiler, click to toggle visibilty
Could you please elaborate which part of the video has those arcade stuff that you've mentioned? If it's rivals matches for arcade mode than it's already implemented. Here's the quote from the latest select.def that explains 2 new character's parameters that handles adjusting general order and match settings: (expanded compared to what was previously posted in this topic, fulfilling your older feature request)
Code:
 ; - 1, 2, 3, ... (rivals) ;   IKEMEN feature: The parameter alters standard arcade order system and other ;   default match settings, allowing to force pre-defined matches along the ;   way. paramname refers to arcade match number (for example 4 = 4th match). ;   paramvalue, enclosed in {} brackets, follows the same syntax as adding a ;   new character with optional stage assignment and accepts following optional ;   char parameters: music, musicalt, musiclife, zoom, ai, winscreen, rounds, ;   time, lifebar, onlyme. If 'onlyme' parameter is not set and you're playing ;   in team mode the referenced character becomes the opposite team leader, and ;   other characters follows order settings. Chars and stages referenced here, ;   if not already present in [Characters] and [ExtraStages] sections as ;   separate entries, won't be selectable in select screen. ; ; - maxmatches ;   IKEMEN feature: This parameter makes the character ignore default ;   *.maxmatches settings under [Options] section and assign different ones ;   instead, allowing you to set up custom maximum number of matches to fight ;   before game ends in arcade mode, as well as order priority. paramvalue is ;   used as a prefix to the original names of these settings, followed by dot, ;   so the new entries added under [Options] section should look like this: ;   'paramvalue.arcade.maxmatches', 'paramvalue.team.maxmatches'.
------------------------
If you're talking about rival conversations like in SvC than I think it's a nice idea. If you want to speed up its implementation please design exactly how it should be implemented in mugen files - see these posts for design examples:
- http://mugenguild.com/forum/msg.2408370
- http://mugenguild.com/forum/msg.2407725
- edit: http://mugenguild.com/forum/msg.2410361 (actual design for the SvC like conversations)

Same request to others. It's very possible that you guys know more about mugen than me  (for example I've figured out how lifebars works just recently), so please try to elaborate how stuff could be implemented.
Title: Re: Ikemen GO Plus
Post by: 2Dee4ever on June 30, 2018, 09:46:31 pm
Nope, man no requests. I'm just playing for fun. I'm just showing you that I am using the stuff you make. More as in I posted a video before, showing the arcade mode stuff you did in action. A visual for what you implement basically. The dialogue stuff can't be done like that anyway, as I want the characters to share the palette they are using, so it must be within the character. This is using the arcade mode to current point that you did.

Because its just a default mugen sp, I cut the inbetween screens and just used a manual win screen. In the other above, thats just an edited video, the fights are still using Ikemen, but in place of the default mugen sp screens I inserted the cvs3 SP just to basically say, "how cool it'd be, if this were a thing" Without a SP, which is the base of everything, nothing else can be done, so I've just been kinda bored with all of this stuff, hence the "waiting on the SP support" comment.
Title: Re: Ikemen GO Plus
Post by: K4thos on June 30, 2018, 10:21:13 pm
Quote
The dialogue stuff can't be done like that anyway, as I want the characters to share the palette they are using, so it must be within the character.
Face sprite and conversation text existing within character doesn't make the feature not viable. It's almost the exact same thing as Victory Quote mugen functionality (that I've finished implementing in Ikemen GO on engine level some time ago), just triggered during fight, right after intro. So the difference would be mostly in different text formatting (since the text should also have data regarding faces, player number). And probably lifebar would be better place for declaring fonts and backgrounds. If Ikemen GO ever becomes a new standard for mugen creators than custom portraits for conversations may become common like Victory portraits are since mugen 1.0 release.

Here is my preliminary design how it could be implemented:

1. lifebar DEF file expanded with new [RivalQuotes] section that has following parameters:
- p1.pos - position that all p1 spr / anim / text elements should start at
- p1.bg - bg sprite / animation (additional subparameters support: "offset", "facing", "layerno", "scale")
- p1.text - stuff related to text from below mentioned [Quotes] section (subparameters support: "font", "offset", "facing", "layerno", "scale")
- p1.name.text - as above but for character's name
- p1.faceX.spr - group and sprite referencing character's sff, for example 9000, 0 (additional subparameters support: "offset", "facing", "layerno", "scale"). X refers to any number which is a value that will be referenced in quote to swap the portrait.
Same for p2 side.
Also general parameters:
- tickspercharacter - specifies ticks per each text character (resulting in total displaytime, e.g. text with 100 characters, and the paramvalue set to 2 would result in displaytime = 200)
- linelength - how many characters should be rendered in the same line before the engine starts rendering the rest of text in the next line
- linespacing - defines pixel spacing between lines
- characterdelay - defines text rendering animation (if set to 0 all text is rendered at once, value > 0 represents ticks before each new character is rendered)
- transitiontime - how many ticks before switching to next text
- keeptext - 0 - P1 text is no longer rendered if P2 starts the reply and other way around. 1 - text is kept until the same player starts new text.

2. character's CNS [Quotes] section expanded with "RivalX" entries (where X is a number which below mentioned RivalQuote state sets) that should be placed alongside normal "VictoryX". The text has to be formatted since it contains information which character speaks (this swaps which pX.bg is used), and which portrait number referenced in fight.def should be displayed. So for example using syntax like this:
rivalX = "playerNo, P1PortraitRef, P2PortreitRef, {displaytext}, ... (same if there's more quotes that follows)"

3. new character's CNS state type "RivalQuote" where you decide which quote should trigger and on what conditions (works exactly the same as "VictoryQuote" state)

Example using Geese conversation from your video:
quote added to Charlie's [Quotes] section:
Code:
rival1 = "1, 1, 1, {Geese Howard. What is your connection with Shadoldo? How are you affiliated with Bison. I'm taking you in for questioning.}, 2, 1, 1, {Geese reply}"
state added to Charlie's cns, for example pre-intro
Code:
[State 190, vs Geese]type = rivalquotetrigger1 = enemy, name = "Geese"value = 1
Right after intro the engine would check if player has rivalquote set and start rendering stuff before the match actually starts using fonts and the art declared in lifebar DEF file (or screenpack, not sure which place is better suited for this kind of feature, when it comes to existing mugen conventions).

edit: I've revised the design a little to make the text rendering more flexible with following parameters: tickspercharacter, linelength, linespacing, characterdelay, transitiontime, keeptext. With these there wouldn't be need to specify displaytime of text and using "\n" for newlines would be optional.

The end result would be like this but with full flexibility how the conversations looks like (decided by lifebar creator): https://www.youtube.com/watch?v=4JLK9UxPozQ
Title: Re: Ikemen GO Plus
Post by: 2Dee4ever on June 30, 2018, 10:58:04 pm
Hmm if it could be done in this manner, that would save me a shitload of time as I use Photoshop to make and cut all the text one by one. That's how I was doing the winquotes before all these updates, well like in that Ryu video. Right now both characters have it within themselves, so I match things accordingly. So this would work for... EVERY character then if its the same as the winquotes. It's essentially built like KOF 13, everyone has dialogue with one another. It all sounds good, but won't know until you try. Screenpack probably, well I always envisioned that the dialogue box would match the SP, I don't have one so I just use the black bar as a place holder.
Title: Re: Ikemen GO Plus
Post by: HyperClawManiac on July 02, 2018, 02:38:24 am
For me, it crashes before going to the victory screen after a battle with Ryu, yet it's fine with everything else I have tried.
Edit: Wrong thread, I meant to put this in Normal Plus.
Title: Re: Ikemen GO Plus
Post by: LebKeller on July 02, 2018, 02:09:23 pm
Hi guys!
Thanks for this amazing project, I just wanted to ask if there is a set release date or not?
Title: Re: Ikemen GO Plus
Post by: Afterthought on July 02, 2018, 02:26:14 pm
@K4thos: Is there a Discord server or some other place (aside from here) for GO Plus discussion exclusively? Reading about the changes you've introduced and how they impact the environment as a whole, I'd rather be in the know sooner than later. If not, cool, just curious.
Title: Re: Ikemen GO Plus
Post by: K4thos on July 02, 2018, 03:22:15 pm
Quote
I just wanted to ask if there is a set release date or not?
no set release date.

Quote
K4thos Is there a Discord server or some other place (aside from here) for GO Plus discussion exclusively? Reading about the changes you've introduced and how they impact the environment as a whole, I'd rather be in the know sooner than later. If not, cool, just curious.
there is a discord only for the fork developers to discuss features that we are working on (in order to gather internal feedback, help and to inform who is developing what to not duplicate the work). No access to it, sorry. This topic is the best place if you want to be in touch with Ikemen GO Plus news.

-------------------

Some effort on Ikemen GO documentation is desperately needed. I don't have enough time to do it all and the fact that English is not my first language doesn't help.

I think it would be best to use Sphinx (http://www.sphinx-doc.org/en/master/) documentation using reStructuredText (http://docutils.sourceforge.net/rst.html) format like in this page:
We could start with copying everything from mugen docs into this new format. Or maybe using MFG documentation (http://mugenguild.com/forum/topics/the-mugen-docs-master-thread-168949.0.html) (if @JustNoPoint and other MFG stuff wouldn't mind), since it's presented in more readable and detailed way.

Once that's finished all the Ikemen GO Plus specific features could be documented on top of it - that's the part which I could handle myself.

Title: Re: Ikemen GO Plus
Post by: LebKeller on July 03, 2018, 09:59:13 am
Hi again
Sorry I forgot to ask in my last post
Is there an exe for ikeman plus go or is it not compiled yet?
Thanks

Title: Re: Ikemen GO Plus
Post by: K4thos on July 03, 2018, 10:22:54 am
@LebKeller:
Quote
Public Releases:
You can build the IKEMEN GO Plus with Go's gc compiler in the repository below. (keep in mind that the code hanging there is currently outdated, updated source code should be available soon, though. No public releases as of yet.
Title: Re: Ikemen GO Plus
Post by: LebKeller on July 03, 2018, 04:04:05 pm
Title: Re: Ikemen GO Plus
Post by: Beta158 on July 04, 2018, 01:19:10 am
Getting these errors:

C:\Users\beta1\Desktop\Ikemen-GO-Plus-K4-experimental>set GOPATH=C:\Users\beta1\Desktop\Ikemen-GO-Plus-K4-experimental/go

C:\Users\beta1\Desktop\Ikemen-GO-Plus-K4-experimental>set CGO_ENABLED=1

C:\Users\beta1\Desktop\Ikemen-GO-Plus-K4-experimental>go build -ldflags -H=windowsgui -o Ikemen_GO.exe ./src
src\font.go:5:2: cannot find package "github.com/go-gl/gl/v2.1/gl" in any of:
C:\Go\src\github.com\go-gl\gl\v2.1\gl (from $GOROOT) C:\Users\beta1\Desktop\Ikemen-GO-Plus-K4-experimental\go\src\github.com\go-gl\gl\v2.1\gl (from$GOPATH)
src\input.go:5:2: cannot find package "github.com/go-gl/glfw/v3.2/glfw" in any of:
C:\Go\src\github.com\go-gl\glfw\v3.2\glfw (from $GOROOT) C:\Users\beta1\Desktop\Ikemen-GO-Plus-K4-experimental\go\src\github.com\go-gl\glfw\v3.2\glfw (from$GOPATH)
src\sound.go:6:2: cannot find package "github.com/jfreymuth/go-vorbis/ogg/vorbis" in any of:
C:\Go\src\github.com\jfreymuth\go-vorbis\ogg\vorbis (from $GOROOT) C:\Users\beta1\Desktop\Ikemen-GO-Plus-K4-experimental\go\src\github.com\jfreymuth\go-vorbis\ogg\vorbis (from$GOPATH)
src\sound.go:7:2: cannot find package "github.com/timshannon/go-openal/openal" in any of:
C:\Go\src\github.com\timshannon\go-openal\openal (from $GOROOT) C:\Users\beta1\Desktop\Ikemen-GO-Plus-K4-experimental\go\src\github.com\timshannon\go-openal\openal (from$GOPATH)
src\main.go:7:2: cannot find package "github.com/yuin/gopher-lua" in any of:
C:\Go\src\github.com\yuin\gopher-lua (from $GOROOT) C:\Users\beta1\Desktop\Ikemen-GO-Plus-K4-experimental\go\src\github.com\yuin\gopher-lua (from$GOPATH)

What should I do.

Title: Re: Ikemen GO Plus
Post by: Sir Ghostler on July 04, 2018, 01:33:47 am
Will there be an option to disable turns/tag/team and only allow for singles?
Title: Re: Ikemen GO Plus
Post by: K4thos on July 04, 2018, 02:11:00 am
@Alex Sonico:
How to compile Ikemen GO on windows:
1. Install GO: https://golang.org/doc/install
2. Set go environmental variable if not set automatically
and place it within C:\TDM-GCC-64\lib directory (for some reason engine can't be compiled with official OpenAL dev package)
5. Install git for windows (required by one of the libraries): https://npm.taobao.org/mirrors/git-for-windows/v2.15.1.windows.2/
6. Use get.sh shell file or get.bat batch file to download libraries used by Ikemen GO
7. Compile the executable with build.sh or build.bat

Keep in mind that the code hanging on Github is currently few months old. Updated source code should be available soon (once it's in committable state) but testing and reporting here is not needed until there will be proper release (in "releases" section on Github). dev builds always have known bugs and unfinished features.

Quote
Will there be an option to disable turns/tag/team and only allow for singles?
Already implemented. Works the same as removing modes from mugen - by disabling "itemname" parameter in screenpack. For example if you have this in your screenpack then only Single mode will be available (also changing order of these itemnames changes order in which they are displayed):
Code:
teammenu.itemname.single = Singleteammenu.itemname.tag = teammenu.itemname.simul = teammenu.itemname.turns =
On top of it if you leave just 1 team mode itemname in screenpack DEF file than the team selection menu won't show up at all.

---------------------

btw. yesterday @ShinLucho: implemented FNTv2 support, so now we are a lot closer to mugen 1.x screenpack support (the only thing left for HD screenpacks is localcoord)
Title: Re: Ikemen GO Plus
Post by: Beta158 on July 04, 2018, 02:53:09 am
Did everything but another problem has come up

:C:\Users\beta1\Desktop\Ikemen-GO-Plus-K4-experimental>go build -ldflags -H=windowsgui -o Ikemen_GO.exe ./src
# github.com/timshannon/go-openal/openal
In file included from go\src\github.com\timshannon\go-openal\openal\alcCore.go:24:0:
./local.h:5:18: fatal error: AL/al.h: No such file or directory
compilation terminated.

Title: Re: Ikemen GO Plus
Post by: K4thos on July 04, 2018, 09:24:32 am
Alex Sonico, no idea, sorry. If you're interested in editing the source code maybe @MangeX: will be able to help you since he has set up GO environment recently. If all you want is the executable than consider waiting for the stable build.

-----------------

There are few more game modes that don't exist in mugen but I'm interested in implementing for default Ikemen GO Plus:
- Versus Co-op (supporting up to 4 different local players in 2 co-op teams)

The problem is that both main window and Extras section are bloated already. Considering mugen has max 11 items in main menu and many screenpacks are designed around this number, I've been thinking how to group the new modes in order to end up with total 11 items with submenus. Here is what I came up with taking KOF14 as a reference since it uses submenus like this:

Code:
Arcade - Arcade           (choose a fighter to defeat opponents in customizable arcade mode) - Team Arcade      (choose a team of fighters to defeat opponents in customizable arcade mode) - Team Co-op       (team up with another player to defeat opponents in customizable arcade mode)Versus - VS Mode          (choose a fighter to defeat a human opponent) - Team VS          (choose a team of fighters to defeat team of human opponents) - VS Co-op         (team up with another player to defeat co-op team of human opponents)Story - Arc_name_1       (follow story mode arc designed for this mugen game) - (...)            (there can be multiple story arcs in a single game)Tournament - Round of 32      (win the customizable single-elimination tournament starting from Round of 32) - Round of 16      (win the customizable single-elimination tournament starting from Round of 16) - Quarterfinals    (win the customizable single-elimination tournament starting from Quarterfinals) - Semifinals       (win the customizable single-elimination tournament starting from Semifinals)Practice - Training         (practice moves and combos with training KFM by stupa before taking on the CPU or human opponent) - Trial            (practice moves and combos completing pre-set trial challenges) - Quick Match      (practice your skills against AI controlled CPU character(s) of your choice)Online - VS Mode          (choose fighter(s) to defeat online human opponent(s)) - Team Co-op       (team up with online player to defeat opponents in customizable arcade mode) - Survival Co-op   (defeat as many opponents as you can in a row with an online human teammate)Mission - Time Attack      (defeat 10 opponents as quickly as possible, beating previous time records) - Survival         (defeat as many opponents as you can in a row with 'turns' like life recovery) - Survival Co-op   (defeat as many opponents as you can in a row with a human teammate) - Boss Rush        (defeat all bosses in a row) - VS 100 Kumite    (win at least 51 matches out of 100 without life recovery) - Time Challenge   (defeat 1 selected opponent beating previous time record) - Score Challenge  (defeat 1 selected opponent beating previous score record) - Bonus Games      (defeat 1 selected bonus character beating previous score record)AI Battle - Watch            (watch CPU controlled match of your choice) - Random Test      (watch endless random CPU matches, generating useful AI rank data)Player Data - Ranking          (display score ranking leaderboards) - Profile          (display profile data available in save file) - Replay           (watch saved replays of your online matches)Options             (adjust game settings)Exit                (exit the game)

in order to be backward compatible with mugen screenpacks (especially with awful workaround that mugen creators came up with that uses single letters referencing images in font instead of normal text) only the original itemnames will be enabled by default:
Code:
menu.itemname.arcademenu.itemname.versusmenu.itemname.teamarcademenu.itemname.teamversusmenu.itemname.teamcoopmenu.itemname.survivalmenu.itemname.survivalcoopmenu.itemname.trainingmenu.itemname.watchmenu.itemname.optionsmenu.itemname.exit
(new ones needs to be added into screenpack DEF file to show up)

In order to create flexible sub-menu grouping I'm planning to introduce new type of itemname that contains group in its name. Using above proposition following groups would be available:
Code:
arcadeversusstorytournamenttrainingonlinemissionaibattleplayerdata
Assigning particular mode to a group will be done by adding the group name to itemname, for example:
Code:
menu.itemname.mission.survival
places Survival Mode into Mission sub-group. Omitting "mission" would result in Survival Mode available from within main menu (like in mugen).

Screenpack distributed with ikemen go plus by default will have all modes arranged in sub-menus like in the above propositions.

Feedback regarding this design proposition would be appreciated.

edit: added Trial Mode to the list, inspired by Street Fighter EX series: https://www.youtube.com/watch?v=b0DtirCQn2E
Trial Mode implementation designed with @Yamori X: help.
Title: Re: Ikemen GO Plus
Post by: LebKeller on July 05, 2018, 10:12:30 am
This seems like a very good idea, it would cause less clutter on the main menu and would follow a logical layout, as you mentioned it would help with screenpack conversion too. The extra game modes would be greatly appreciated and would help modernise the engine with modern features. I'm pretty sure that full game creators and normal players would gladly welcome these features, I wonder if tag mode could be a game mode in the arcade selection instead of in the character selection, just a suggestion.
Title: Re: Ikemen GO Plus
Post by: Sir Ghostler on July 05, 2018, 10:39:02 am
Quote
Will there be an option to disable turns/tag/team and only allow for singles?
Already implemented. Works the same as removing modes from mugen - by disabling "itemname" parameter in screenpack. For example if you have this in your screenpack then only Single mode will be available (also changing order of these itemnames changes order in which they are displayed):
Code:
teammenu.itemname.single = Singleteammenu.itemname.tag = teammenu.itemname.simul = teammenu.itemname.turns =
On top of it if you leave just 1 team mode itemname in screenpack DEF file than the team selection menu won't show up at all.

Awesome!

Another question, can we define custom placements for individual character slots, instead of them all being determined based on rows/columns?
Title: Re: Ikemen GO Plus
Post by: K4thos on July 05, 2018, 12:27:56 pm
Quote
Another question, can we define custom placements for individual character slots, instead of them all being determined based on rows/columns?
no, it's still grid based. But following features makes it more flexible:
1. select.def has following optional characters parameters
Code:
 ; - exclude ;   IKEMEN feature: Set the paramvalue to 1 to avoid including this character ;   in 'rows' and 'columns' screenpack selection grid. (similar result as ;   hiding unselectable AI only characters in mugen without need to create tons ;   of unnecessary select.def slots to do so) Excluded characters are not added ;   to randomselect pool. ; ; - hidden ;   IKEMEN feature: Set the paramvalue to hide a character: ;   1: cursor can move to this cell, face and face background are not rendered ;      (same result as hiding selectable characters in mugen by placing them ;      outside visible grid, but without need to create lots of unnecessary ;      select.def slots to do so), ;   2: cell can't be selected, art is not rendered (slot is ignored until ;      character is unlocked). ;   3: cell behaves like randomselect slot until character is unlocked. ;   Unlocking hidden characters is handled via [UnlockContent] section.

2. You can use following new parameters in screenpack DEF file [Select Info] section:
- searchemptyboxesup
- searchemptyboxesdown
if the slot was not found in the below (down) or above (up) row searchemptyboxes starts a lookout for the first valid slot (1 = search moving right, -1 = search moving left). If valid slot was not found in the expected row then it automatically switches to next row and so on. Which means CvS2 style select screens with rhombus icons, and even madness like in the below screenshot can be implemented without silly workarounds:
(https://i.imgur.com/oVg0PkG.jpg)

Quote
I wonder if tag mode could be a game mode in the arcade selection instead of in the character selection, just a suggestion.
Then we would need the same for Simul and Turns. And why just Arcade? In such case, for consistency sake, all the other modes that support teams should have it separated. Sounds bad, imo. To be honest I don't even see a point in "Arcade" and "VS Mode" as separate entries when both "Team Arcade" and "Team VS" already have Single option to choose, but that’s Elecbyte implementation, so it's there for compatibility sake. Useless (imo) modes like these can be disabled via itemname in screenpack.

If full game creator needs adjustment like you mentioned than it's extremly easy to modify Lua files (which makes the change likely not forward compatible with future Ikemen GO Plus releases, if it's not done via screenpack, but compatibility is not that important for full game releases).
Title: Re: Ikemen GO Plus
Post by: LebKeller on July 05, 2018, 01:16:09 pm
Title: Re: Ikemen GO Plus
Post by: 2Dee4ever on July 06, 2018, 12:52:12 pm
Title: Re: Ikemen GO Plus
Post by: K4thos on July 06, 2018, 02:16:20 pm
Quote
A native, universal pause screen.
Game pause is already implemented, works the same as in mugen (during a fight, press the button literally labeled "Pause" on your keyboard.)

Quote
You added two extra buttons correct? Not sure the total number available? So taunt could be select and pause start?
7 mugen buttons + 2 new ones (intended for tag related stuff, but works the same as any others, so can be used normally in CMD files and assigned to whatever you wish)

Quote
Similar to the training menu, but all being accessible through player 1. This is ideally how I had wanted to do command list(in-game). So exiting straight to menu and or gameover instead of going to continue.
Changing Esc button functionality when pressed during fight to display Tekken like menu is on the roadmap.

Quote
I’m interested to see this ranking system as well.

It's not implemented yet. If you want to see it in foreseeable future you could help by analyzing the add004 common1.cns code and post here how exactly the rank value is calculated there. Not as CNS code (I don't understand a single line from add004 system with all those explodes, helpers and variable usage). What is needed is normal description how it's calculated (formulas used, how many points to achieve each rank, which stuff increases the score, how and exactly how much etc. etc.) With this info I could implement it on engine level, probably customizable from within lifebar or screenpack. Maybe the match calculation could stay in common1, but in such case using dedicated SCTRLs and triggers for storing the data (without convoluted code and workarounds)

Alternatively, if someone has information how exactly scores works in some commercial game, then we could use it as a base too (if the system is good enough).

Once match rank system is implemented global rankings would be just a sum of match scores at the end of the chosen game mode.

I don't think anyone on the team is interested in designing this feature, so If no one will help with this task, match ranks, rankings, score display on victory screen, as well as some of the previously mentioned modes that depends on scores won't be implemented any time soon (maybe ever since I don't think I can design the proper system myself).

Quote
So about th we extra modes. Are you going to make a story mode? Don’t you need to create a base for these things? Just curious if you were, that’d be cool. What do you think about cutscenes? Think cvs series, Rugal/Akuma on roof etc. After you beat the boss hmm, various things like showing Geese falling, Rugal losing control then it goes to the characters ending. Now that I think about it, you made those SVC endings.
Not implemented yet but already designed: (quote from select.def)
Spoiler, click to toggle visibilty
Title: Re: Ikemen GO Plus
Post by: PeXXeR on July 06, 2018, 02:58:18 pm
how the SF2 snes score system works
https://gamefaqs.gamespot.com/snes/588700-street-fighter-ii/faqs/25190
As for cutscenes I would just make the engine being able to open movie files, if you know what you're doing you can keep the quality 720p ( have not tested 1080) for like up to a minute to like 10mbs size with little to no quality loss( I doubt most of the cutscenes are longer) I would allow for more customization too if people plan to edit the old slide in cutscenes sf3 had and whatnot.

I dont care for a score system in fighting games but if I was to implement it I would strip it down to the most generic and easy to implement way.
What I mean is, instead of doing it on per char basis, I would assign generic points for a light,medium,heavy,grab,special,hyper etc.

Lets say a jab is worth 100 points a medium punch would be 200 heavy 300 once I got all my  values set I would calculate the A B C whatever ranks at the end by how much points the user has accumulated split them up into banks lets say an 100-1000 is an F at the end or whatever and go from there.
Title: Re: Ikemen GO Plus
Post by: 2Dee4ever on July 06, 2018, 04:03:07 pm
Game pause I mean the actual menu. Like pressing start in a normal game. I usually play on my TV with wireless controllers so having to(sounds lazy lol) get up and press on the keyboard, ruins the experience. I'm just asking what you think though.
(https://i.imgur.com/N5vy7AH.png)
Cutscenes & story. Separate things being asked. In arcade mode of the cvs series, it has that tournament image, showing the characters etc, stuff like that for arcade. Then of course these So as with this game, you have two main bosses so it'd be set to each individual. When you beat Bison in cvs the base explodes, Geese falls to his "death"(oan if there is anyway to get something high quality to replicate that would be so sick, imagine? With interactivity you can really knock him off the stage.) The scenes from CVS-W, were those storyboards? Like a way to insert storyboards in-between fights (not limited to story) pretty much how SFV is now. Not very good at typing down plans, I usually just do it & figure it out as things go, but sure you get it.

The ranking, you brought up and have a list of modes that have to do with score so I was just commenting on it. So you aren't interested in that? The whole unlocking feature sounded great. The score thing is pretty much the same as in various games. Tech/Reversal/Counter/Combo etc etc. He already started working on it, score staying constant till the end of arcade, but haven't had time to look into it myself, but it is being experimented on atm.
Title: Re: Ikemen GO Plus
Post by: K4thos on July 06, 2018, 04:46:20 pm
Quote
Game pause I mean the actual menu. Like pressing start in a normal game. I usually play on my TV with wireless controllers so having to(sounds lazy lol) get up and press on the keyboard, ruins the experience. I'm just asking what you think though.
(https://i.imgur.com/N5vy7AH.png)
Quote
Changing Esc button functionality when pressed during fight to display Tekken like menu is on the roadmap.
As for assigning Esc button to some button on gamepad then don't worry. I'm planning to add system button configuration (Esc, screenshot, etc.) to options screen at some point.

Quote
Cutscenes & story. Separate things being asked. In arcade mode of the cvs series, it has that tournament image, showing the characters etc, stuff like that for arcade. Then of course these  So as with this game, you have two main bosses so it'd be set to each individual. When you beat Bison in cvs the base explodes, Geese falls to his "death"(oan if there is anyway to get something high quality to replicate that would be so sick, imagine? With interactivity you can really knock him off the stage.) The scenes from CVS-W, were those storyboards? Like a way to insert storyboards in-between fights (not limited to story) pretty much how SFV is now. Not very good at typing down plans, I usually just do it & figure it out as things go, but sure you get it.
Storyboards other than intro and ending between fights in arcade mode could be implemented via already existing "rivals" character parameter in select.def desribed in this post (http://mugenguild.com/forum/msg.2410347). I will add it to roadmap, it's easy to implement.

Quote
The ranking, you brought up and have a list of modes that have to do with score so I was just commenting on it. So you aren't interested in that?

err, I've said we're looking for help in order to implement it. And the help is desperately needed considering lack of score system prevents us from implementing game modes and features on the development roadmap. I'm starting to loose confidence in my English skills with questions like this :(

Quote
The score thing is pretty much the same as in various games. Tech/Reversal/Counter/Combo etc etc. He already started working on it, score staying constant till the end of arcade, but haven't had time to look into it myself, but it is being experimented on atm.
We are interested in how Tatsu's score system works internally (I've even sent him a message, asking if he could share his general design, exact formulas and values, no reply unfortunately) but things like add004 CNS code and tricks to keep the value saved between matches are not needed at all for implementing this feature. Ikemen GO is an open source engine, so tricks and convoluted solutions in order to circumvent around mugen engine limitations is not something that we want to replicate.
-------------------

Quote
As for cutscenes I would just make the engine being able to open movie files, if you know what you're doing you can keep the quality 720p ( have not tested 1080) for like up to a minute to like 10mbs size with little to no quality loss( I doubt most of the cutscenes are longer) I would allow for more customization too if people plan to edit the old slide in cutscenes sf3 had and whatnot.
see the "scene" parameter desription in the previously posted story mode desing. Movies are already planned - WebM (aka the only movie format that makes sense these days).

Quote
how the SF2 snes score system works
https://gamefaqs.gamespot.com/snes/588700-street-fighter-ii/faqs/25190
Thanks. In other words in SF2 (and probably in many more commercial games) score is determined by individual values associated with each move. That's easy to implement and it would be a nice feature for full game developers. Probably the best way is just adding new parameter to statedef when "movetype = A". Something like "score = x" where x is the score value that should be added when attack successfully hits. But as you mentioned yourself this is not really something that would work for normal mugen compilations.

Quote
I dont care for a score system in fighting games but if I was to implement it I would strip it down to the most generic and easy to implement way.
What I mean is, instead of doing it on per char basis, I would assign generic points for a light,medium,heavy,grab,special,hyper etc.

Lets say a jab is worth 100 points a medium punch would be 200 heavy 300 once I got all my  values set I would calculate the A B C whatever ranks at the end by how much points the user has accumulated split them up into banks lets say an 100-1000 is an F at the end or whatever and go from there.
yep, that's exactly what is needed to make it "just work". And considering add004 already uses a system that ranks player's actions in a solid way, I hope someone will be able to analyze the common1.cns and describe how it works in detail, so that we can implement it on engine level (fully adjustable via mugen files).
Title: Re: Ikemen GO Plus
Post by: PeXXeR on July 06, 2018, 04:55:09 pm
I really have never used Shiyo's tag system outside from fullgames so I sadly cant speak about how it works.
As for unlockable bosses chars etc, the easiest way to go about it is just lock em behind points total if you wanna go into it a bit more you can add a difficulty modifier easy 1x normal 2x etc.
Looking forward on all the stuff you guys add. I checked out Yamori's SVC project and  I was super happy how Ikemen ran and looked.
Title: Re: Ikemen GO Plus
Post by: K4thos on July 06, 2018, 05:01:37 pm
Quote
As for unlockable bosses chars etc, the easiest way to go about it is just lock em behind points total if you wanna go into it a bit more you can add a difficulty modifier easy 1x normal 2x etc.
this is how unlocking stuff is designed currently (only partially implemented but I will handle it soon). Quote from select.def:

Code:
;-------------------------------------------------------------------------------[UnlockContent] ;IKEMEN feature: Unlock in-game content by fulfilling game progress conditions. ;Characters are locked via [Characters] 'hidden' parameter flag. Stages and ;modes are automatically hidden when any condition for unlocking them exists. ;--------------------- ; Use the format: ; type:name = (condition_1), (condition_2), (...) ; ; type:name construct sets what content should be unlocked: ; char:  Character filename (or full path to DEF file) ; stage: Path to stage DEF file ; mode:  Mode reference: ;        - arcade: Arcade Mode ;        - versus: Versus Mode ;        - teamcoop: Team Co-op Mode ;        - survival: Survival Mode ;        - survivalcoop: Survival Co-op Mode ;        - training: Training Mode ;        - netplayversus: Netplay Versus Mode ;        - netplayteamcoop: Netplay Team Co-op Mode ;        - netplaysurvivalcoop: Netplay Survival Co-op Mode ;        - freebattle: Free Battle Mode ;        - 100kumite: VS 100 Kumite Mode ;        - bossrush: Boss Rush Mode ;        When it comes to individual bonuses (generated via bonus=1 char param) ;        name of the mode is the same as 'name' set in [Info] section of char ;        DEF file. Story Mode arcs use the 'modename' from [StoryMode] section. ; ; Condition consists of declarations: stat, op, value, mode, char, tmode ; If there is only 1 condition brackets can be omitted. "stat", "op", "value" ; parameters are required. Save file tracks stats for each mode, character and ; team mode individually allowing you to be specific when declaring stat ; conditions via optional "mode", "char", "tmode" parameters. ; ; stat:  Game stat that should be checked. ;        Stats tracked globally: ;        - gametime: total amount of time played ;        Stats tracked after each match: ;        - matches: played matches count ;        - wins: won matches count ;        - loose: lost matches count ;        - draws: draw matches count ;        - rankd: total rank D count ;        - rankc: total rank C count ;        - rankb: total rank B count ;        - ranka: total rank A count ;        - ranks: total rank S count ;        - rankss: total rank SS count ;        Stats tracked after mode is cleared: ;        - cleared: mode cleared count ;        - consecutive: max consecutive won matches count ;        - perfects: max perfect matches count ;        - continues: min continuous count ;        - score: max total score ;        - cleartime: min clear time (in seconds) ;        - difficulty: max AI level used to clear the mode ; op:    The equality and relational operators between stat and value: ;        ==, !=, >, >=, <, <= ; value: Condition stat value ; mode:  Game mode that stat check should be limited to. Use names from the ;        above mentioned 'modename' list. If not set all modes will be taken ;        into account (the value will be sum of counts, min or max) ; char:  Character filename (or full path to DEF file) Stat check will be ;        limited to this character. If not set stat check takes into account ;        all characters (the value will be sum of counts, min or max) ; tmode: Team mode that stat check should be optionally limited to. Options: ;        - 0: Single ;        - 1: Simul ;        - 2: Turns ;        - 3: Tag ; ;Examples: ; Unlock kfm if total amount of time played is greater then 1 hour: ; char:kfm = gametime, >, 3600 ; ; Unlock SuaveDude if: ; - arcade mode (Single) has been cleared at least 1 time with Kung Fu Man ; - total time played is greater then 1 hour ; char:SuaveDude = (cleared, >=, 1, arcade, kfm, 0), (gametime, >, 3600) ; ; Unlock stage if VS 100 Kumite Mode has been cleared in less than 1 hour ; stage:stages/mybg.def = cleartime, <, 3600, 100kumite ; ; Unlock "story_kfm2" story mode arc if "story_kfm1" arc has been cleared ; mode:story_kfm2 = cleared, !=, 0, story_kfm1 ; ;Insert your conditions for content unlocking below.

The save file stuff that is checked here is related to save implementation presented in this post:
http://mugenguild.com/forum/msg.2406911
Title: Re: Ikemen GO Plus
Post by: LebKeller on July 06, 2018, 10:04:48 pm
Sorry if this has been suggested before, could we have adjustable bgm and sfx volume settings like in native mugen?
Title: Re: Ikemen GO Plus
Post by: K4thos on July 06, 2018, 11:45:38 pm
Quote
Sorry if this has been suggested before, could we have adjustable bgm and sfx volume settings like in native mugen?
sfx, yes - WavVolume setting will be available in the stable version.

For bgm no (for now), because I don't know how to change it (stuff like frequency, channels, samplerate, mixing etc. is all black magic to me). There is no built-in volume functionality in go-vorbis library (https://godoc.org/github.com/jfreymuth/oggvorbis). @ShinLucho: experimented with it some time ago but without success. @MangeX: mentioned that he is working on binding SDL library to the engine, so if he suceeds, this won't be a problem anymore.

Anyway music related stuff is an open issue: https://github.com/K4thos/Ikemen-GO-Plus/issues/1
If there is any programmer with knowledge regarding sound implementations interested in the project, help would be really appreciated.
Title: Re: Ikemen GO Plus
Post by: 2Dee4ever on July 07, 2018, 05:23:16 pm
Well I’ve just been throwing out ideas to support the interest and discussion of this. The basics are the priority right? Already done a lot and has already exceeded normal mugen gj. So, you’ve already said this a ways back probably, but the demo at the start screen, if you don’t press anything, that’s been done right?
Title: Re: Ikemen GO Plus
Post by: CyberMario on July 07, 2018, 07:56:57 pm
hi guys,
well, a problem with transparency is happening on ikemen plus ... see:

(https://i.imgur.com/bQr3KBz.png)

this game of naruto works perfectly in mugen ... but see what happens in ikemen:

(https://i.imgur.com/bqrRBa7.png)
(https://i.imgur.com/IC0e3yB.png)

I would like to know if this has already been identified and corrected in the GO version
thanks

I've seen this happen on certain computers. Same IKEMEN build. Different transparency on sprites. Have a suspicion it has something to do with how sprites are rendered on the machine.
Title: Re: Ikemen GO Plus
Post by: K4thos on July 07, 2018, 08:21:53 pm
Quote
Same IKEMEN build
This is Ikemen GO Plus topic, not S-SIZE ikemen. Here is whole intro captured in the latest build, I don't see the problem.
https://www.dropbox.com/s/h7yrek432wirj86/anim.7z?dl=1

I really don't think it has anything to do with computer. Problems with Ikemen don't have to exist in Ikemen GO - these are 2 completely different engines that don't share a single line of code. Same with storyboards and screenpack rendering - code used in latest Ikemen GO Plus is different (https://github.com/K4thos/Ikemen-GO-Plus/issues/9) to the one used in Ikemen Plus.

Quote
but the demo at the start screen, if you don’t press anything, that’s been done right?
yes
Title: Re: Ikemen GO Plus
Post by: 2Dee4ever on July 07, 2018, 08:57:07 pm
Well, I’ll be waiting on local cord & news. Thanks for the hard work. Once you need a visual for those full game features let me know.
Title: Re: Ikemen GO Plus
Post by: Mark85 on July 08, 2018, 03:40:17 pm
Maybe old Ikemen Sp support? Mugen Sp's are nice and all but Really don't wanna remake an entire screenpack based on mugen version
Title: Re: Ikemen GO Plus
Post by: adriano gt on July 08, 2018, 04:21:47 pm
Quote
Same IKEMEN build
This is Ikemen GO Plus topic, not S-SIZE ikemen. Here is whole intro captured in the latest build, I don't see the problem.
https://www.dropbox.com/s/h7yrek432wirj86/anim.7z?dl=1

sorry ... these are pictures of a friend's game.
and he has no internet connection at the moment
Title: Re: Ikemen GO Plus
Post by: HUNGRY WOLF on July 09, 2018, 06:30:29 pm
Finally I cought up on this thread, the info sounds dope AF! I've been itching to start working on an SP design again, when this drops I'm definitely going to get back into it, I don't want to start a design to have to re do it again, God knows I do that enough already. Once I know more or less about all the features  this will have I can start on this, also look forward to news on the local cords.

Some quick questions in case I missed something,

Will we have the option for a stage select other then the font work around that is currently done, I recall Ikemen had it, never really messed with it but was curious about this build?

Same question my boy Genesis asked, since I do like pushing Mugen to its limits with my SP's, with the HD content, and with my previous encounters with Ikemen and the way it handled 32 bit sprites in the SP, it wasn't the best at times.
Not much of a question, but I'm excited for this. I'm just wondering how much can the engine handle? Me, and some others I know, like to really push the limits on graphics, and last I checked, regular Ikemen couldn't handle it too well.
Title: Re: Ikemen GO Plus
Post by: Mark85 on July 09, 2018, 06:43:01 pm
Same really I used 32 bit portraits for lifebar in old ikemen but was wondering how this would support 32bit
Title: Re: Ikemen GO Plus
Post by: LebKeller on July 12, 2018, 08:40:38 am
Hi are controllers supported in the ikeman plus build? Are they implemented into this already?
Title: Re: Ikemen GO Plus
Post by: IkuTronHD on July 12, 2018, 02:59:09 pm
I'd like to try it but I do not have a 64-bit system. Could you pass it to 32 bits?
Title: Re: Ikemen GO Plus
Post by: K4thos on July 12, 2018, 09:15:05 pm
Quote
I'd like to try it but I do not have a 64-bit system. Could you pass it to 32 bits?
there will be 32-bit version executable available (once released, there are no public releases yet). But check opengl video card requirement mentioned in the first post. If you're still on 32-bit system I'm afraid your video card may be too old to run the engine.

Quote
Same question my boy Genesis asked, since I do like pushing Mugen to its limits with my SP's, with the HD content, and with my previous encounters with Ikemen and the way it handled 32 bit sprites in the SP, it wasn't the best at times.
Quote
Same really I used 32 bit portraits for lifebar in old ikemen but was wondering how this would support 32bit
Please upload that lifebar with 32-bit images so I can  test if it works as expected. No idea if the 32-bit images support is better here compared to old ikemen.

Quote
Hi are controllers supported in the ikeman plus build? Are they implemented into this already?
yes, up to 4 joypads. You can also change joypad controlls directly in the options screen like in mugen.

Quote
Maybe old Ikemen Sp support? Mugen Sp's are nice and all but Really don't wanna remake an entire screenpack based on mugen version
Screenpacks are already supported. The only notable missing feature when it comes to mugen screenpack support is localcoord (which will be handled soon).
Title: Re: Ikemen GO Plus
Post by: Mark85 on July 12, 2018, 09:27:40 pm
it was add004 lifebar I mean
Title: Re: Ikemen GO Plus
Post by: K4thos on July 12, 2018, 09:39:54 pm
add004 lifebar works without issues. If you mean some custom character with 32-bit image used for lifebar portrait than please upload such character, so I can test if the portrait is displayed correctly.
Title: Re: Ikemen GO Plus
Post by: HUNGRY WOLF on July 13, 2018, 12:02:16 am

Quote
Same question my boy Genesis asked, since I do like pushing Mugen to its limits with my SP's, with the HD content, and with my previous encounters with Ikemen and the way it handled 32 bit sprites in the SP, it wasn't the best at times.
Quote
Same really I used 32 bit portraits for lifebar in old ikemen but was wondering how this would support 32bit
No idea if the 32-bit images support is better here compared to old ikemen.

Guess I'll have to wait and see what it can handle, once it gets released.
Title: Re: Ikemen GO Plus
Post by: WhiteJue on July 16, 2018, 07:55:49 am
In file included from go\src\github.com\timshannon\go-openal\openal\alcCore.go:24:
./local.h:5:9: fatal error: AL/al.h: No such file or directory
#include<AL/al.h>
^~~~~~~~~
compilation terminated.
Title: Re: Ikemen GO Plus
Post by: LebKeller on July 20, 2018, 02:35:15 pm
Hi guys! Would it be possible to add a fullscreen option? Also could one add a continue countdown to the boss rush mode?
Title: Re: Ikemen GO Plus
Post by: PeXXeR on July 20, 2018, 03:57:45 pm
Alt+ Enter should be for fullscreen
Title: Re: Ikemen GO Plus
Post by: LebKeller on July 20, 2018, 04:46:17 pm
Alt+ Enter should be for fullscreen

Thanks I will try that
Title: Re: Ikemen GO Plus
Post by: nicky20031 on July 23, 2018, 11:51:15 pm
Is it possible to play the music file from an stage def file?
Title: Re: Ikemen GO Plus
Post by: Koopa901 on July 24, 2018, 07:06:32 am
Not sure if anyone asked this but..... Will it show/support more than 2 lifebars like mvc2 I guess
Title: Re: Ikemen GO Plus
Post by: -Ash- on July 24, 2018, 07:47:46 am
Not sure if anyone asked this but..... Will it show/support more than 2 lifebars like mvc2 I guess

Some nice progress when it comes to expanding lifebar DEF functionality. Here is what I've already implemented (none of this is possible in mugen from within lifebar DEF):
- BG, BGDef, BGCtrlDef, BGCtrl support (expanded with triggers)
currently supported BGCtrlDef trigger list:
Spoiler, click to toggle visibilty
- optional 8 players support in [Simul Face], [Simul Name]
- new [Tag Face], [Tag Name] sections (if not present vanilla Simul sections are used instead)
- [Round] section now supports more events: Win by normal / Win by special / Win by hyper / Win by normal throw / Win by cheese / Win by time over / Win by suicide / Opponent beaten by his own teammate / Win by perfect
- [Challenger] section ("Here Comes A New Challenger" anim / bg / text, sound and config how soon players should be paused and when to end the match)
- [Simul_3P Lifebar], [Simul_4P Lifebar], [Tag Lifebar], [Tag_3P Lifebar], [Tag_4P Lifebar] - new sections for team 3p and 4p team sizes (matches with up to 8 players) for simul and tag mode, so that we can use different lifebar layout depending on team count
- [Simul Powerbar], [Simul_3P Powerbar], [Simul_4P Powerbar], [Tag Powerbar]  (more than 2 players are used only if "team power share" is disabled in options), [Turns Powerbar]
- [Powerbar] levelX.snd now supports 'pX.' prefix in order to optionally differentiate sounds among players (or to disable them for particular player if paramvalue is set to '-1, 0')
- lifebar changing color depending on health (pX.front.spr / pX.front.anim now can store additional value in the name e.g. pX.front90.spr, which is used to swap the current front spr / animation to this one if player's life matches the percentage value. There can be multiple frontX spr/anim assignments (no hard limits).

Here is an example of a simul 3p vs simul 4p match interrupted by challenger (default lifebar using optional [Simul_3P Lifebar], [Simul_4P Lifebar], [Challenger] sections. Only 2 powerbars and faces because adding more with this lifebar design would look even more silly)
(https://i.imgur.com/5rrFfdM.jpg)

There is still some work to make the lifebar DEF file flexible enough to make convoluted explode lifebars workaround obsolete. Next on the schedule are events like "First Attack", "Danger", "Reversal", "Counter", combo text, guard bar, coloring powerbars etc. It's becoming more and more troublesome to implement this stuff using current  lifebar due to missing art and sounds, so I'm thinking about porting add004 lifebar (which is coded entierly with common1.cns and fightfx - there are like 2 sprites in fight.sff) to normal fight.def file, so that all new features can be showcased (something that can be used as a reference for those interested in working with ikemen GO Plus). I will contact Shiyo Kakuge if he is ok with this.

edit: tagging @GaziraAgain:, since he requested some of these features.
Title: Re: Ikemen GO Plus
Post by: Koopa901 on July 24, 2018, 07:37:01 pm
Thanks Ash!
Title: Re: Ikemen GO Plus
Post by: HUNGRY WOLF on July 26, 2018, 09:22:17 pm
Thanks Ash!

Mind you bizz @Koopa901:  :mlol:

Will there be support for menu controls, like for the menu icons scrolling other than what Mugen currently does?
This concept I made for Mugen, its coded but it only scrolls up and down with Mugens current functions?

(https://i.imgur.com/pV7azee.png)
(https://i.imgur.com/SLJm2Ce.png)
Title: Re: Ikemen GO Plus
Post by: Adnan on July 30, 2018, 07:58:31 am
Hello i have question but neither i have found k4thos or shinluchos email,so i made account for this site.
How can i compile ikemen go plus on Windows?Because compile resources are given but how to do That isnt told.
Title: Re: Ikemen GO Plus
Post by: Adnan on August 13, 2018, 08:12:23 pm
Well no one answers my question?This is disappoinitng if a engine is made but doesnt want to be shared with users,bah.
Title: Re: Ikemen GO Plus
Post by: LebKeller on August 14, 2018, 08:08:35 am
Well no one answers my question?This is disappoinitng if a engine is made but doesnt want to be shared with users,bah.

How to compile Ikemen GO on windows:
1. Install GO: https://golang.org/doc/install
2. Set go environmental variable if not set automatically
and place it within C:\TDM-GCC-64\lib directory (for some reason engine can't be compiled with official OpenAL dev package)
5. Install git for windows (required by one of the libraries): https://npm.taobao.org/mirrors/git-for-windows/v2.15.1.windows.2/
6. Use get.sh shell file or get.bat batch file to download libraries used by Ikemen GO
7. Compile the executable with build.sh or build.bat

Keep in mind that the code hanging on Github is currently few months old. Updated source code should be available soon (once it's in committable state) but testing and reporting here is not needed until there will be proper release (in "releases" section on Github). dev builds always have known bugs and unfinished features.
Title: Re: Ikemen GO Plus
Post by: LebKeller on August 14, 2018, 08:09:28 am
Well no one answers my question?This is disappoinitng if a engine is made but doesnt want to be shared with users,bah.

Sorry it seems that the devs have been inactive for a few weeks
Title: Re: Ikemen GO Plus
Post by: Adnan on August 14, 2018, 01:25:22 pm
devs are active they answered a persons question in github.I followed this but it says somethings are missing i dont have linux so i cant use get.sh file.he explained detally how to compile it for linux https://github.com/K4thos/Ikemen-GO-Plus/issues/18 .I wanted something like this.
Title: Re: Ikemen GO Plus
Post by: LebKeller on August 14, 2018, 02:57:49 pm
devs are active they answered a persons question in github.I followed this but it says somethings are missing i dont have linux so i cant use get.sh file.he explained detally how to compile it for linux https://github.com/K4thos/Ikemen-GO-Plus/issues/18 .I wanted something like this.

Oh okay
Title: Re: Ikemen GO Plus
Post by: -Ash- on August 14, 2018, 06:06:16 pm
Question: Its possible to implement zoom for win pose like on KoF XIII?
Title: Re: Ikemen GO Plus
Post by: Mark85 on August 14, 2018, 11:06:48 pm
Question: Its possible to implement zoom for win pose like on KoF XIII?

that feels like a mugen question and already possible,memo did sth like that I think,
Title: Re: Ikemen GO Plus
Post by: -Ash- on August 15, 2018, 04:27:56 am
I'm talking specifically in Ikemen GO plus, I know that you can code this on characters, but having it as an universal feature would be really neat.
Title: Re: Ikemen GO Plus
Post by: DNZRX768 on August 17, 2018, 01:45:41 pm
Right, so I might be considering dipping my toe into this pool, so to speak, and I have a question?

How much work is it to adapt all of my MUGEN characters into the new engine? Is it plug-and-play, or will I need to do some work?
Title: Re: Ikemen GO Plus
Post by: -Ash- on August 17, 2018, 02:39:04 pm
Most characters works just fine.
Title: Re: Ikemen GO Plus
Post by: Mark85 on August 17, 2018, 05:10:38 pm
characters that use 32 bit port might Show problem
Title: Re: Ikemen GO Plus
Post by: PeXXeR on August 17, 2018, 11:59:53 pm
Thanks Ash!

Mind you bizz @Koopa901:  :mlol:

Will there be support for menu controls, like for the menu icons scrolling other than what Mugen currently does?
This concept I made for Mugen, its coded but it only scrolls up and down with Mugens current functions?

(https://i.imgur.com/pV7azee.png)
(https://i.imgur.com/SLJm2Ce.png)

Cant wait to see the SP come out in a decade >:[
Title: Re: Ikemen GO Plus
Post by: HUNGRY WOLF on August 18, 2018, 01:03:15 am
Thanks Ash!

Mind you bizz @Koopa901:  :mlol:

Will there be support for menu controls, like for the menu icons scrolling other than what Mugen currently does?
This concept I made for Mugen, its coded but it only scrolls up and down with Mugens current functions?

(https://i.imgur.com/pV7azee.png)
(https://i.imgur.com/SLJm2Ce.png)

Cant wait to see the SP out in a decade >:[

Shut your mouth @PeXXer:! lol, This part is coded in Mugen 1.1, I'll send it to you if you want,  but its pretty much the Menu, and nothing else.
If this Ikemen GO plus is the real deal? man its ON! lol, I was gonna start using Ikemen Plus but then was like nah, I don't want to put in the work for it then jump to Go plus.
Title: Re: Ikemen GO Plus
Post by: PeXXeR on August 18, 2018, 01:34:32 am
Title: Re: Ikemen GO Plus
Post by: HUNGRY WOLF on August 18, 2018, 01:50:26 am
Shit I haven’t done nothing for about a year man or more. Since I moved and commuting was my life lol.
Now that I’m back home and not commuting more than 3 hours of my day lol. Now it’s only 10-15 mins of commuting to work.
I have more free time.
Title: Re: Ikemen GO Plus
Post by: Koopa901 on August 18, 2018, 02:03:34 am
yeah mane....eating all that delicious looking ass food! Where those screenpacks at?!
Title: Re: Ikemen GO Plus
Post by: HUNGRY WOLF on August 18, 2018, 03:29:12 am
yeah mane....eating all that delicious looking ass food! Where those screenpacks at?!

I'm so removing you from my snap chat lol.
I got something cooking, just waiting on this Ikemen Go plus so I can break it with with all that HD content lol
Title: Re: Ikemen GO Plus
Post by: Amidweiz on August 18, 2018, 07:48:42 pm
Here are some more detailed explanaions for my requests that I have said before and some new ones

Spoiler: Cropping Sctrl (click to see content)

Spoiler: Down system (click to see content)

Spoiler: Additional character info (click to see content)

Spoiler: Non reflective sprites in stages (click to see content)

I hope that this is understandable like I did last time with the stage intros.
Title: Re: Ikemen GO Plus
Post by: LebKeller on August 20, 2018, 08:48:18 am
Any idea when this will be released?
Title: Re: Ikemen GO Plus
Post by: Adnan on August 26, 2018, 04:20:17 pm
Finally i managed to compile it.Please add joystick support so i can play it.
Title: Re: Ikemen GO Plus
Post by: TheFclass97 on August 26, 2018, 08:10:17 pm
Finally i managed to compile it.Please add joystick support so i can play it.

That's already in. Well, at least in Vanilla IKEMEN and IKEMEN plus.
Title: Re: Ikemen GO Plus
Post by: Adnan on August 26, 2018, 08:16:41 pm
hahah im talking about ikemen go plus not about them.ikemen plus also poorly optimized.
Title: Re: Ikemen GO Plus
Post by: Teralon on September 04, 2018, 01:02:43 pm
Suehiro updated Ikemen GO at OSDN for the first time in over six months.

Two pull requests and the clarification of the source code licensing.
Title: Re: Ikemen GO Plus
Post by: Amidweiz on September 18, 2018, 08:13:35 pm
Curious if their will be an installer of some sort for ikemen GO plus considering that there is seven steps to get it running under windows (unless you can make it mugen and have all the resources contained within the folder the ikemen GO plus)
Title: Re: Ikemen GO Plus
Post by: LebKeller on September 20, 2018, 01:01:39 pm
It is not released yet, that is why it is not compiled and you have to compile it yourself. When it is released then it will have a normal exe
Title: Re: Ikemen GO Plus
Post by: Mark85 on October 13, 2018, 08:58:52 pm
Scaling your char using .air will most likely make things messed up if he, or a enemy, gets through a custom gethit state that uses ChangeAnim2.
Uhm about this Interpolation thingy,you cant make this work better in Ikemen right same for fightfx(it doesnt support interpolation) etc
Title: Re: Ikemen GO Plus
Post by: -Ash- on October 29, 2018, 06:14:44 am
Does anyone has any news about this project? Was it completely abandoned by the coders!? I was so hyped about the screenpack support update that I bought a new laptop only to run it lmao.
Title: Re: Ikemen GO Plus
Post by: Adnan on October 29, 2018, 06:50:03 am
Does anyone has any news about this project? Was it completely abandoned by the coders!? I was so hyped about the screenpack support update that I bought a new laptop only to run it lmao.

Actually it is open source so i doubt it Will be abandoned.This means other coders can take development from shinluchos or k4thos.But the problem is there are no developers interested in it.
Title: Re: Ikemen GO Plus
Post by: -Ash- on October 29, 2018, 07:17:42 am
I guess there is some light in the horizon then.
Title: Re: Ikemen GO Plus
Post by: ESFAndy011 on October 29, 2018, 10:23:47 pm
Right, I've looked around and haven't found any posts about this problem: has anyone had issues with stage sprites scaling/stretching as you zoom out, like what happens with Ikemen v0.3 Plus? (For those who don't know, this seems to always happen with sprites that have an X delta different to a Y delta).
Title: Re: Ikemen GO Plus
Post by: Adnan on November 01, 2018, 02:17:22 pm
I guess there is some light in the horizon then.

No,there isnt any light until someone puts flashlight on it.
Title: Re: Ikemen GO Plus
Post by: IkuTronHD on November 03, 2018, 12:14:31 pm
When is this Ikemen for 32-bit operating systems?
Title: Re: Ikemen GO Plus
Post by: razell30 on November 17, 2018, 08:16:57 pm
Hey I gotta idea is there a possible way that you could implement Kaillera into mugen/ikemen if there is how would that be done something like this http://prntscr.com/ljlzls
Title: Re: Ikemen GO Plus
Post by: Adnan on November 17, 2018, 08:58:58 pm
Cant someone just add gamepad support?Looks like k4thos and shinluchos arent interested anymore...
Title: Re: Ikemen GO Plus
Post by: Teralon on November 21, 2018, 06:21:22 pm
Does anyone has any news about this project? Was it completely abandoned by the coders!? I was so hyped about the screenpack support update that I bought a new laptop only to run it lmao.
The development in the Ikemen GO repository at OSDN is ongoing.

In my opinion, K4thos and ShinLucho should provide pull requests with their improvements and fixes from Ikemen GO Plus at OSDN.

This would be beneficial for the engine, if they are not interested in developing their fork anymore.
Title: Re: Ikemen GO Plus
Post by: Adnan on November 22, 2018, 04:38:20 pm
Does anyone has any news about this project? Was it completely abandoned by the coders!? I was so hyped about the screenpack support update that I bought a new laptop only to run it lmao.
The development in the Ikemen GO repository at OSDN is ongoing.

In my opinion, K4thos and ShinLucho should provide pull requests with their improvements and fixes from Ikemen GO Plus at OSDN.

This would be beneficial for the engine, if they are not interested in developing their fork anymore.

Well i tried one of comittments of osnd but it just opens and immdiately closes on windows.
Title: Re: Ikemen GO Plus
Post by: ShinLucho on November 22, 2018, 11:31:50 pm
The development in the Ikemen GO repository at OSDN is ongoing.

In my opinion, K4thos and ShinLucho should provide pull requests with their improvements and fixes from Ikemen GO Plus at OSDN.

This would be beneficial for the engine, if they are not interested in developing their fork anymore.

Yup, I lost some interest on this, mostly because I'm currently working as a dev in a company and don't want to see any code for the rest of the day, even less if it isn't commented or doesn't have any unit testing. Anyway, I've updated github repo and I'll try to help at OSDN with minor fixes from time to time.

No idea what happened to K4thos. If you're reading this, know that you're awesome and I have no idea how half of your code works :P

Well i tried one of comittments of osnd but it just opens and immdiately closes on windows.

That is because osdn repo doesn't have any chars, stages, and screenpacks installed. Try executing it from a terminal and see what is the error.
Title: Re: Ikemen GO Plus
Post by: Adnan on November 23, 2018, 02:50:13 pm
Wow this is sad,this means updates will take more time.But at least thanks for making this engine.Undoubtly,your engine is better than standard mugen.
Title: Re: Ikemen GO Plus
Post by: EgyLynx on November 26, 2018, 06:51:20 pm
I HOPE that Ikemen NOt get at fate at Mugen Engine :I...  There at lot projects which get popularity and just one point it just... :( .
Title: Re: Ikemen GO Plus
Post by: TheFclass97 on November 26, 2018, 09:56:41 pm
Then mess around with what you have, you never know. You can build even more with what you just have...
Title: Re: Ikemen GO Plus
Post by: Amidweiz on November 29, 2018, 08:53:10 pm
Title: Re: Ikemen GO Plus
Post by: Bejeeta on December 01, 2018, 03:24:09 am
So is there a way to change the gamespeed at ikemen go plus?
I dont see an option like ikemen plus 0.3.
Title: Re: Ikemen GO Plus
Post by: -Ash- on December 01, 2018, 04:46:58 am

He never left tho, so I guess he just abandoned the project.
Title: Re: Ikemen GO Plus
Post by: Emerik1995 on December 02, 2018, 12:03:18 am
I like when you bring back Mugen from the dead but I hate the part when I have to install Ikemen GO Plus. I downloaded and installed all the program I need, but the part when I have to put the OpenAL files somewhere in TDM-GCC folder. It really start to confuse me.
Title: Re: Ikemen GO Plus
Post by: Amidweiz on December 10, 2018, 11:00:36 pm
Looks like suehiro want to integrate ikemen GO plus with vanilla Ikemen Go (https://osdn.net/users/supersuehiro/pf/ikemen_go/ticket/50774/)
Title: Re: Ikemen GO Plus
Post by: -Ash- on December 10, 2018, 11:54:51 pm
So... that's great news!?
Title: Re: Ikemen GO Plus
Post by: R565 on December 11, 2018, 12:15:24 am
So... that's great news!?

It's excellent news, cause now we can only worry about one version of IKEMEN. Besides, Plus was adding stuff for the betterment of the engine anyway.
Title: Re: Ikemen GO Plus
Post by: Mark85 on December 29, 2018, 12:21:00 pm
cant seem to run exe,it closes itself,any help?
Title: Re: Ikemen GO Plus
Post by: Bejeeta on December 29, 2018, 01:25:00 pm
You probably have compile it wrong.I guess you made a mistake on the sound plugin.
Title: Re: Ikemen GO Plus
Post by: Creature on January 09, 2019, 08:11:27 am
I'm getting the "No such file or directory" error and I'm certain that I did download the programs and follow the steps. Is this just unstable?
Title: Re: Ikemen GO Plus
Post by: Bejeeta on January 09, 2019, 12:10:24 pm
same as i wrote above, you complite wrong.
Title: Re: Ikemen GO Plus
Post by: 2Dee4ever on January 12, 2019, 06:52:07 pm
@K4thos: I can't really make any more progress without you. I'll show you some things I've experimented with to hopefully motivate you.

All of these were made with Ikemen, I did not use any third party apps etc.(aside from subs)
Spoiler, click to toggle visibilty
You said that there was no point in really messing with Plus, but I would like some definitive answer to confirm this. It's been a minute & now interest has a whole is waning for all parties it seems. I suggest taking my advice and starting some type of fund program, it could also help. Otherwise we can continue where we left off last talking about the future, just reply to my pm when you see this.
Title: Re: Ikemen GO Plus
Post by: Adnan on January 27, 2019, 10:57:57 am
Ikemen go updated at osdn but looks like it now requires new github software thing for compile.
Nvm i figured it out.
Title: Re: Ikemen GO Plus
Post by: 2Dee4ever on February 03, 2019, 05:01:08 am
Ikemen go updated at osdn but looks like it now requires new github software thing for compile.
Nvm i figured it out.
You should upload the compile for your peers still stuck on the first step.

Alternatively, I already have, but a previous version. Just edit the SP,etc
Spoiler, click to toggle visibilty
You aren't missing anything using GO. Until the mp3 thing is fixed, this isn't viable anyway, well that and various other things.
Title: Re: Ikemen GO Plus
Post by: Adnan on February 03, 2019, 07:20:20 am
Well dee2ever,go is now have a mp3 support but i do not know how to upload exe on my computer.But it is not compitible with add004 stage water splash effects.
Title: Re: Ikemen GO Plus
Post by: 2Dee4ever on February 03, 2019, 08:51:50 am
Put it all in a rar/zip and upload to mediafire etc. If it isn’t in your region, I can understand & wouldn’t know the alternative? Don’t worry about add004, it’s the least of worries & can easily be handled. Expedite the compiling process should be the main priority, but it’d really only be for those of us who don’t want to wait. If possible, I’d just like to see what each of you that are using it are using it for. What is it you are trying to achieve with this updated version, it may already be possible. Just waiting on local cord for full SP support, but if one wanted to go the 1.0 route, it’s already possible to build something around it. My main concern would be.. Does the author still plan to follow the roadmap as many things are already there just not enabled.
Title: Re: Ikemen GO Plus
Post by: Adnan on February 03, 2019, 09:21:37 am
Well i couldnt upload to mediafire but i uploaded to this site https://www.sendspace.com/file/h1pbw9 Well will you help me to add add004 stage effects?
Title: Re: Ikemen GO Plus
Post by: 2Dee4ever on February 03, 2019, 10:44:34 am
Sure, email me offline and I can help with that.
Title: Re: Ikemen GO Plus
Post by: Adnan on February 03, 2019, 10:58:33 am
Ok i will send it immediately.
Title: Re: Ikemen GO Plus
Post by: Mark85 on February 03, 2019, 10:19:27 pm
First Time using Ikemen GO in fullscreen is fine,tho it gets messed up during the second time,its working but cant open it fullscreen,resulting weird
Title: Re: Ikemen GO Plus
Post by: marlus on February 03, 2019, 10:48:51 pm
Do you think it's possible to port Ikemen Go Plus to all platforms, including Android and iOS?
Title: Re: Ikemen GO Plus
Post by: HUNGRY WOLF on February 04, 2019, 11:52:54 pm
Well i couldnt upload to mediafire but i uploaded to this site https://www.sendspace.com/file/h1pbw9 Well will you help me to add add004 stage effects?

Thanks for taking the time to compile it, I was going to do it, then got lazy with all the steps lol.
Title: Re: Ikemen GO Plus
Post by: Adnan on February 05, 2019, 02:10:28 pm
Well its ok mate we should help each other :) Also can a moderator promote me as a contributor?It took me a while to compile it.
Title: Re: Ikemen GO Plus
Post by: Adnan on February 06, 2019, 02:19:35 pm
Do you think it's possible to port Ikemen Go Plus to all platforms, including Android and iOS?

It is.Source code is on github.Some third party people can edit and port.
Title: Re: Ikemen GO Plus
Post by: Mark85 on February 07, 2019, 10:51:20 pm
Feedback
Some of characters cant run in Ikemen Go with add004,not sure if its add004s problem but this never happened in original ikemen,just renamed run state and it works fine tho,would appreciate you look into this
Zoom out option isnt really working,its zooms out like crazy,
Title: Re: Ikemen GO Plus
Post by: Gacel on February 14, 2019, 06:51:06 pm
OK This is another build of Ikemen Go.
The main difference with the one that Adnan uploaded is that it supports fntv2 (Ported from a fork by ShinLucho) and some bugfixes by me.

It supports most of the mugen 1.1 features (fntv2 and png sprites), localcoord in screenpacks is not supported. (In characters localcoord works)

EDIT: In my rig the fullcolor/png sprites does not work on the Intel graphics it only works on the Nvidia for some reason...
I would like to some people test in their PC to see if Png sprites works on their end.
Title: Re: Ikemen GO Plus
Post by: HUNGRY WOLF on February 14, 2019, 07:02:10 pm
OK This is another build of Ikemen Go.
The main difference with the one that Adnan uploaded is that it supports fntv2 (Ported from a fork by ShinLucho) and some bugfixes by me.

It supports most of the mugen 1.1 features (fntv2 and png sprites), localcoord in screenpacks is not supported. (In characters localcoord works)

EDIT: In my rig the fullcolor/png sprites does not work on the Intel graphics it only works on the Nvidia for some reason...
I would like to some people test in their PC to see if Png sprites works on their end.

I have a beefed up PC, I'll be trying this tonight, I've been waiting for 1.1 features, no SP local cord kinda hurts, but I'm sure I can work around it via stage zoom and keep it at a certain value. Thanks all for the hard work.
Title: Re: Ikemen GO Plus
Post by: Gacel on February 14, 2019, 07:32:18 pm
In reality you don't have to use a locked stage zoom, localcord in stages also works.

Example of a a stage with a localcoord of 1800x1080 Justice with a localcoord of 480x360 and Heavyarms with 360x270:
(https://i.imgur.com/1b63iPG.png)

Also you have to put a training character (Any character works) with the def file in "chars/Training/Training.def"

EDIT:
Localcoord in Ikemen works different. Mugen in widescreen with 4:3 characters cuts the bottom of the resolution.
In Ikemen the localcoord works always in a 4:3 scale and adds horizontal space.

Example: In mugen the localcoord of the stage above is 1920x1080 to display correctly. (In widescrren)
In Ikemen the localcoord of the stage above is 1800x1080 to display correctly. (In all aspect ratios)
Title: Re: Ikemen GO Plus
Post by: 2Dee4ever on February 14, 2019, 08:54:01 pm
What else is different? Only SP stuff? Does anyone have any plans other than sp stuff? Is there anyone trying to make anything out of any of the other features?
Title: Re: Ikemen GO Plus
Post by: O Ilusionista on February 14, 2019, 09:25:59 pm
Quote
EDIT:
Localcoord in Ikemen works different. Mugen in widescreen with 4:3 characters cuts the bottom of the resolution.
In Ikemen the localcoord works always in a 4:3 scale and adds horizontal space.

Ikemen version makes way more sense, btw.
Title: Re: Ikemen GO Plus
Post by: Gacel on February 14, 2019, 10:01:41 pm
Well the version that I uploaded violently crashes when using a mp3 and loading another stage. (It's supersuehiro code not mine)
That's because it calls "speaker.Init()" every time it loads a mp3 (It should be called once at the start of the program)
I haven't figured how audio works in go... maybe tomorrow i will fix it.
Maybe the mugen method of resampling (At runtime) every single audio file loaded could work...
Title: Re: Ikemen GO Plus
Post by: Adnan on February 14, 2019, 10:06:49 pm
Is it possible to install ELECTRO's interactive stuff in this engine?I mean without coding chars.
Title: Re: Ikemen GO Plus
Post by: Gacel on February 14, 2019, 10:13:27 pm
Well In Ikemen go it exists a [statedef -10],  [statedef -20] and a [statedef -30] that get's loaded from a common file. (It could not be loaded from inside a char folder)
It act's like [statedef -1],  [statedef -2] and a [statedef -3] but for all characters.
Also exist a common.air (For global animations for all characters) and a common.cmd. (For global commands for all character)

No clue about a common.sff though. (sff  = Sprites)

EDIT: After watching the code i think is not hard just replace the statedef -2 to statedef -20.
Paste the animation code inside the common.air

So yea it's posible.
The "Extra fun stuff" could not be done globally because of the lack of a of a common.sff (For now)
The everything else could be done without the need of modifying the individual chars.

EDIT 2: I tried this code in statedef -30 inside common.cns. (Is for a megaman style blink for half second after a combo finishes)
Code:
;--------------------;Blink on Player Hit[Statedef -30][State -3, VarSet]type = VarSettrigger1 = sysvar(3) <= 0trigger2 = sysvar(3) <= 0trigger3 = sysvar(3) > 35ignorehitpause = 1sysvar(3) = 0[State -3, VarSet]type = VarSettriggerall = !IsHelpertriggerall = stateno != [150,155]trigger1 = MoveType = Htrigger1 = Time > 0ignorehitpause = 1sysvar(3) = 30[State -3, VarAdd]type = VarAddtrigger1 = StateType != Ltrigger1 = MoveType != Htrigger1 = sysvar(3) > 0ignorehitpause = 1sysvar(3) = -1[State -3, NotHitBy]type = NotHitBytrigger1 = StateType != Ltrigger1 = MoveType != Htrigger1 = sysvar(3) > 0ignorehitpause = 1value = SCAtime = 1[State -3, PalFX]type = PalFXtriggerall = Alivetrigger1 = StateType != Ltrigger1 = MoveType != Htrigger1 = GameTime % 4 = 0trigger1 = sysvar(3) > 0ignorehitpause = 1time = 2add = 250,250,250;--------------------

It works on all characters!
Title: Re: Ikemen GO Plus
Post by: -Ash- on February 14, 2019, 11:57:20 pm
OK This is another build of Ikemen Go.
The main difference with the one that Adnan uploaded is that it supports fntv2 (Ported from a fork by ShinLucho) and some bugfixes by me.

It supports most of the mugen 1.1 features (fntv2 and png sprites), localcoord in screenpacks is not supported. (In characters localcoord works)

EDIT: In my rig the fullcolor/png sprites does not work on the Intel graphics it only works on the Nvidia for some reason...
I would like to some people test in their PC to see if Png sprites works on their end.

Sorry if the question sounds stupid, but does that means Ikemen now supports screenpacks?
Title: Re: Ikemen GO Plus
Post by: Gacel on February 15, 2019, 02:18:19 am
Yes, Ikemen GO (And Ikemen GO Plus) has support for MUGEN screenpacks since the last year.

Ikemen Plus has not. (And considering that Ikemen Plus has been deprecated it never will)

EDIT:Description of the different versions of Ikemen:

Ikemen GO = Rewrite and new version of Ikemen classic. (Still receives updates)

Ikemen Go Plus = A fork of Ikemen with more features (Since late 2018 Kr4thos abandoned the project and the main Ikemen GO has implemented his features)

Ikemen / Ikemen Plus = A legacy version that is no longer updated.

Last update of Ikemen GO = 2019-01-26
Last update of Ikemen Go Plus = 2018-08-22
Last update of Ikemen = 2017-05-14
Title: Re: Ikemen GO Plus
Post by: -Ash- on February 15, 2019, 02:32:25 am
So just to clear things up for good, if I use a MUGEN 1.0 screenpack on Ikemen GO Plus will it work just fine?
Title: Re: Ikemen GO Plus
Post by: Gacel on February 15, 2019, 02:37:51 am
It will load, if it uses a "HD" localcoord it will look zoomed in.
If your screenpack uses the default localcoord it will look fine.

EDIT: If you have the will to fix a HD pack you can use sprite scale and move the objects.
What screenpack you want to load?
Title: Re: Ikemen GO Plus
Post by: -Ash- on February 15, 2019, 02:47:16 am
Nothing specific in mind, I just wanted to know if I could use 1.0 screenpacks on Ikemen GO Plus so I can drop MUGEN 1.0 for good.

Example: http://mugenguild.com/forum/topics/kof-2002-um-edit-148124.0.html (http://mugenguild.com/forum/topics/kof-2002-um-edit-148124.0.html)
Title: Re: Ikemen GO Plus
Post by: Gacel on February 15, 2019, 02:58:44 am
It seems that one should work.

Yea the lack of Mugen 1.1 full screenpack / lifebar support is the only reason to not switch to ikemen.
(It's seems that is the only feature of mugen that Ikemen GO haven't implemented)
Once we have that the whole community could drop Mugen 1.0/1.1.

And that the zoom is bugged (It takes the parallax into account) but that should be easy to fix
Title: Re: Ikemen GO Plus
Post by: -Ash- on February 15, 2019, 03:01:42 am
Thanks man, I'll test it asap.
Title: Re: Ikemen GO Plus
Post by: Gacel on February 15, 2019, 03:05:44 am
If you plan to use the mugen 1.0/1.1 default screenpack you should download this.
https://github.com/shinlucho/ikemen-plus/raw/master/font/msgothic.ttc
It goes inside the font folder.

In mugen it's inside the exe but in ikemen should be external.

EDIT: And also Ikemen doesn't support mp3 for the moment. (I'm working on it)
Title: Re: Ikemen GO Plus
Post by: -Ash- on February 15, 2019, 03:27:29 am
Something unfortunate happened, the build you released closes imediately after launch.
Title: Re: Ikemen GO Plus
Post by: HUNGRY WOLF on February 15, 2019, 03:28:59 am
Something unfortunate happened, the build you released closes imediately after launch.

same here
Title: Re: Ikemen GO Plus
Post by: Gacel on February 15, 2019, 03:45:54 am
That's because you need copy the mugen files inside the folder...

Title: Re: Ikemen GO Plus
Post by: -Ash- on February 15, 2019, 03:50:16 am
Since you're at it, could you please explain the exact steps on how to install a screenpack on Ikemen GO?
Title: Re: Ikemen GO Plus
Post by: HUNGRY WOLF on February 15, 2019, 03:54:16 am
That's because you need copy the mugen files inside the folder...

That would be awesome and much appreciated.

Since you're at it, could you please explain the exact steps on how to install a screenpack on Ikemen GO?

MFG user ";x" formally known a ShinRei did a video sometime ago on some of the basic steps check his youtube channel.
Title: Re: Ikemen GO Plus
Post by: Gacel on February 15, 2019, 04:08:07 am
Here is it:
http://www.mediafire.com/file/f47hy1y3vcbp7ka/Ikemen+GO+Bundle+14-02-2019.zip

And about the screenpacks it should accept the Mugen one any without changes... (It loaded eve battle without changes)
And Ikemen doesn't use mugen.cfg it uses config.json (Created at launch)

(https://i.imgur.com/weY7gIV.png)

EDIT2: It doesn't load the lifebar (Replacing it with the default one work though)
Title: Re: Ikemen GO Plus
Post by: HUNGRY WOLF on February 15, 2019, 04:18:22 am
I was able to drop in mugen 1.1 and it ran perfectly. I'll try your zip and since I'm sure mine will have excess stuff. tanks again!
Title: Re: Ikemen GO Plus
Post by: -Ash- on February 15, 2019, 04:27:11 am
I tried two screenpacks here(AKOF and Mugen Fighting Jam) and both of them crash at launch.
Title: Re: Ikemen GO Plus
Post by: 2Dee4ever on February 15, 2019, 04:33:35 am
Isn't that eve, winmugen?

You seem to be using the same old version if...
Well dee2ever,go is now have a mp3 support
If he compiled the newest exe, you are still using the old one with the same problems. You've been able to use 1.0 screen packs since vanilla Ikemen, same goes for plus. http://mugenguild.com/forum/topics/ikemen-table-contents-please-read-first-175520.0.html

I assume, you mean port as in drag/drop. It's not hard especially with http://mugenguild.com/forum/ikemen-general-discussion-and-help.427
if you refuse to do any work then nope. Local Cord isn't supported so any SP with one will crash in GO.
Title: Re: Ikemen GO Plus
Post by: HUNGRY WOLF on February 15, 2019, 04:44:16 am
So good new and bad news...

The Bad: Since SP localcoord doesn't work my current WIP SP that is in 1080P looks like this lol but its a start!
Spoiler, click to toggle visibilty
Title: Re: Ikemen GO Plus
Post by: Gacel on February 15, 2019, 04:55:00 am
Isn't that eve, winmugen?

You seem to be using the same old version if...
Well dee2ever,go is now have a mp3 support
If he compiled the newest exe, you are still using the old one with the same problems. You've been able to use 1.0 screen packs since vanilla Ikemen, same goes for plus. http://mugenguild.com/forum/topics/ikemen-table-contents-please-read-first-175520.0.html

I assume, you mean port as in drag/drop. It's not hard especially with http://mugenguild.com/forum/ikemen-general-discussion-and-help.427
if you refuse to do any work then nope. Local Cord isn't supported so any SP with one will crash in GO.

The exe is custom fork (Of ikemen go not plus) of mine. (The main difrence with the other is fntv2 support and bugfixes)
And the reason because some screenpack crashes is not localcoord (You could open the new mugen 1.1 pack but it will not display properly as show on the post above) it's the lack of support of mugen quirky way of handling them.

Ikemen go support chracters up to 1.1
The screenpack/lifebar support is were it lacks.

Sadly for now i'm not working on implementing support for these screenpacks without edit.
First I have to implement local coord support and fix the mp3 loading.
Title: Re: Ikemen GO Plus
Post by: 2Dee4ever on February 15, 2019, 05:02:01 am
Adan said it was the most updated version of Go, same as the fork. MP3 definitely is an issue, I even converted all sounds to ogg and it cuts off frequently  https://youtu.be/2YnaQrvAKFY
Tbh, I kinda got bored of waiting for local cord, but if you ever need someone to mess around with stuff with, I use Ikemen exclusively to make all my content.
So good new and bad news...

The Bad: Since SP localcoord doesn't work my current WIP SP that is in 1080P looks like this lol but its a start!
Spoiler, click to toggle visibilty

Use anim scale? What would be the downside doing so with a SP, not an expert. You’ve been waiting to do that forever good, finally eh.
Title: Re: Ikemen GO Plus
Post by: HUNGRY WOLF on February 15, 2019, 05:14:31 am
Adan said it was the most updated version of Go, same as the fork. MP3 definitely is an issue, I even converted all sounds to ogg and it cuts off frequently  https://youtu.be/2YnaQrvAKFY
Tbh, I kinda got bored of waiting for local cord, but if you ever need someone to mess around with stuff with, I use Ikemen exclusively to make all my content.
So good new and bad news...

The Bad: Since SP localcoord doesn't work my current WIP SP that is in 1080P looks like this lol but its a start!
Spoiler, click to toggle visibilty

Use anim scale? What would be the downside doing so with a SP, not an expert. You’ve been waiting to do that forever good, finally eh.

Yeah I've done the Anim scale, back when I was working on yours since thats all that was available. if Localcoord gets fixed man its a cake walk to make an SP, since most of the coding I'd be doing it in regular mugen shit I just tossed my system.SFF and system.def and it loaded my SP, all bloated lol but it did it, so that alone pumped me up lol. I guess it wouldnt hurt to code it straight to Ikemen, might as well learn huh, and the last time I was using anim scale I didn't see any issues with the quality, I'll be playing with this more this weekend.
Title: Re: Ikemen GO Plus
Post by: Gacel on February 15, 2019, 05:22:35 am
Yup, for now anim scale it's the only solution.

And about localcoord it's ovious that it k4thos will never do it. So i will do it. (I also got tired of waiting)
https://github.com/Windblade-GR01/Ikemen_GO (The exe I posted is based on this)
This is a fork that i'm making and i'm implementing localcoord (Read: working on it)

EDIT: Supersuehiro doens't have the lua screenpack files on his repo (I,m gonna see if he can post them) so the kr4tos one are the only avalible.

EDIT2: After working on fixing the mp3 i noticed that is easier to rebuild the music loading from the ground up.
Well it seems that i'm gonna work on implementing SP localcoord first. (In the weekend)
Title: Re: Ikemen GO Plus
Post by: MangeX on February 15, 2019, 05:54:28 am
There is a more updated go plus versión that kathos did but forget to upload on the Github with MP3 ,fnt2 and some other things dated from September 2018
And Even there is a discord chat for the fork
Title: Re: Ikemen GO Plus
Post by: Gacel on February 15, 2019, 06:35:45 am
Yes i know it infact the fnt2 in my version was backported form the version that you are refering to.
The problem with kathos mp3 support is that is buggy (cut offs) even the suehiro ogg suport doens't work well. That the reason why the music loader/streamer it needs a rewrite.

I did not used krathos fork direcly because is outdated and could not be merged with the suehiro one. (If i used it, the updates that the main version released could not be implemented with the new changes)
Title: Re: Ikemen GO Plus
Post by: Gacel on February 15, 2019, 09:04:24 am
Progress on screenpack localcoord.
(https://i.imgur.com/7bn5Hjh.png)
I'm not sure about what I'm doing but it's working.

EDIT: Notice how mugen is cut's the bottom of the screen (And borders) in this screenpack (This explains why it looks so high)

EDIT2: This is the best I can do it's not perfect (p1/p2.face doesn't coordinate scale) but it the best I can do....
Kr4thos code broke my will...
(It really says something that the lua code is more complex/entangled than the go code, it even has his own custom parser)

(https://i.imgur.com/YkV69lw.png)

It's 2am I'm going to sleep.
Title: Re: Ikemen GO Plus
Post by: Bastard Mami on February 15, 2019, 04:31:26 pm

EDIT: In my rig the fullcolor/png sprites does not work on the Intel graphics it only works on the Nvidia for some reason...
I would like to some people test in their PC to see if Png sprites works on their end.

In my engine I noticed that some intel cards would not show png sprites that were not in powers of 2 or that were in too big of a power of 2.
Title: Re: Ikemen GO Plus
Post by: HUNGRY WOLF on February 15, 2019, 05:58:24 pm
Progress on screenpack localcoord.
(https://i.imgur.com/7bn5Hjh.png)
I'm not sure about what I'm doing but it's working.

EDIT: Notice how mugen is cut's the bottom of the screen (And borders) in this screenpack (This explains why it looks so high)

EDIT2: This is the best I can do it's not perfect (p1/p2.face doesn't coordinate scale) but it the best I can do....
Kr4thos code broke my will...
(It really says something that the lua code is more complex/entangled than the go code, it even has his own custom parser)

(https://i.imgur.com/YkV69lw.png)

It's 2am I'm going to sleep.

Tha's a hell of good start though, alignment of portraits, is not much of an issue, and can be fixed manually. Your doing good brother.
Title: Re: Ikemen GO Plus
Post by: GaziraAgain on February 15, 2019, 06:42:24 pm
It seems that this starts to get interesting. A lot of desire to have a full version to start working on it. Thank you very much for all the work done to date.
Title: Re: Ikemen GO Plus
Post by: MangeX on February 15, 2019, 08:07:27 pm
Yup, for now anim scale it's the only solution.

And about localcoord it's ovious that it k4thos will never do it. So i will do it. (I also got tired of waiting)
https://github.com/Windblade-GR01/Ikemen_GO (The exe I posted is based on this)
This is a fork that i'm making and i'm implementing localcoord (Read: working on it)

EDIT: Supersuehiro doens't have the lua screenpack files on his repo (I,m gonna see if he can post them) so the kr4tos one are the only avalible.

EDIT2: After working on fixing the mp3 i noticed that is easier to rebuild the music loading from the ground up.
Well it seems that i'm gonna work on implementing SP localcoord first. (In the weekend)

That was the reason why i dropped all audio stuff that has to be related to Openal (all the audio support in fact) in my ikemen go plus sdl fork, for now there is only partial SDL support video only related stuff, but i was using old kathos ikemen go plus releases as a base; maybe i need to better focus on port the newest official supersuehiro ikemen go engine and start again using sdl2 instead of sdl1 for more compatibility.

Progress on screenpack localcoord.
...
I'm not sure about what I'm doing but it's working.

EDIT: Notice how mugen is cut's the bottom of the screen (And borders) in this screenpack (This explains why it looks so high)

EDIT2: This is the best I can do it's not perfect (p1/p2.face doesn't coordinate scale) but it the best I can do....
Kr4thos code broke my will...
(It really says something that the lua code is more complex/entangled than the go code, it even has his own custom parser)
...

Those are few for very hard issues due to opengl glew , there are many problems on intel graphics, nvidia graphics and radeon graphics cards related to only opengl software.
And furthermore full SDL will solve many many many of this but is as heavy as re-make the entire engine code, is that the reason for the delay...

But having an almost retro compatible mugen engine given the circumstances that you are continue debuging it's to greatly thank you.
And if you want the 32 bits and 64 bits windows exes i have both toolchains to compile it.
Title: Re: Ikemen GO Plus
Post by: Gacel on February 15, 2019, 08:26:20 pm
You are making a SDL fork? Awesome! I would like to see you repo.

And for the people interested in localcoord: I decided that editing the k4atos lua files was a waste (I simply cant understand his code) so I edited the lua command parser so it supports screenpack scale.

It maybe be ready today or tomorrow (But don't count on it)
Title: Re: Ikemen GO Plus
Post by: HUNGRY WOLF on February 15, 2019, 08:30:18 pm
You are making a SDL fork? Awesome! I would like to see you repo.

And for the people interested in localcoord: I decided that editing the k4atos lua files was a waste (I simply cant understand his code) so I edited the lua command parser so it supports screenpack scale.

It maybe be ready today or tomorrow (But don't count on it)

Take your time, the fact that we are getting improvements, it's exiting.
Title: Re: Ikemen GO Plus
Post by: Gacel on February 15, 2019, 08:43:53 pm
Thanks for the support!

Anyway now I can say that localcoord support is finished. (The only thing that does not scale is the mugen logo but that is only one sprite)

(https://i.imgur.com/6qRpXNk.png)

Now I only have to add widescreen support for the screenpack before release.

EDIT: Localcoord in the system file does't work (As i said I dot know how the kh4atos lua parser works)
To make this screenpack work you have to add "setLuaSpriteScale(3)" to main.lua (I know it annoying but is only temporal)

52 lines of code but only because at the start I wasted time trying to edit the lua file (The changes were all GO code)
Title: Re: Ikemen GO Plus
Post by: 2Dee4ever on February 15, 2019, 09:01:58 pm
It’s like every other post you guys spell his name worse than before lol. Not important, I was just cracking up. I’ll mess with it more later as well. I was going to talk about some other things, but I suppose getting this out of the way first would be ideal before taking on other things.
Title: Re: Ikemen GO Plus
Post by: Gacel on February 16, 2019, 04:55:09 am
Well here is the required mugen files for ikemen. It's the mugen zip with removed unnecessary (For ikemen) files
http://www.mediafire.com/file/i2u70ordfjqj186/Ikemen_Mugen_Files.zip/file

And the Ikemen build with "localcoord support"
http://www.mediafire.com/file/ode8t9a7qnocdyx/Ikemen_GO_15-02-2019.zip/file

EXAMPLE:
Original: font1 = enter48.def
Ikemen:  font1 = font/enter48.def

Also the localcoord parameters don't get loaded from the default files you have to modify them in "screenpack.lua"
EXAMPLE for a localcoord of 720:
setLuaSpriteScale(3)

Because 240 * 3 = 720

EDIT: If ikemen crashes (For some reason) you can find the error inside the log.txt file inside the debug folder.
PS: It only took 1 day and half to implement screenpack localcoord support. That was fast!
Title: Re: Ikemen GO Plus
Post by: -Ash- on February 16, 2019, 05:09:01 am
Damn dude you're fast, good stuff.

Whats next? MP3 support!?
Title: Re: Ikemen GO Plus
Post by: 2Dee4ever on February 16, 2019, 06:38:27 am
MangeX, do you have any specific plans? I’m really interested in the things previously purposed. Remember back when K4thos said a new button had been added? If start could be pause and trigger the actual pause as it does on the keyboard, select could be the taunt. Instead of building a pause screen in the characters.
Title: Re: Ikemen GO Plus
Post by: Gacel on February 16, 2019, 08:24:37 am
Damn dude you're fast, good stuff.

Whats next? MP3 support!?

Yup Mp3/Wav/Flac support and after that lifebar localcoord support. (And fix the options menu when scaled) But I have college exams next week so I will be busy

Remember back when K4thos said a new button had been added? If start could be pause and trigger the actual pause as it does on the keyboard, select could be the taunt. Instead of building a pause screen in the characters.

I'm not MangeX but I can answer that Supersuehiro added in ikemen go two buttons W and V (Displayed inside the input menu as L and R) the buttons are command button. (Used like a, x , c, etc)
But, with a little of coding I (or MangeX) can add the option to remap the pause button, even add one for every player (Ikemen supports a unlimited number of human controlled players/characters so that means that a 8 vs 8 with every single character begin controlled by a human is posible)

Also MangeX, like ;x im also interested in Ikemen SDL
Title: Re: Ikemen GO Plus
Post by: 2Dee4ever on February 16, 2019, 09:25:35 am
Okay, also suggesting something similar to training that most people universally use, a standard pause menu screen. I plan to implement movelists etc this way, I'm not simply making requests, I can put any amount of work in necessary with some kind of direction. Yes, using the engine pause would be ideal.. You've been able to use multiple inputs since vanilla ikemen. A lot of this stuff seems new I guess as there was only ever a handful of users messing with this. Years later, not much is different other than most people dropping mugen in general. Seemingly why k4thos also lost interest.
Title: Re: Ikemen GO Plus
Post by: Gacel on February 16, 2019, 09:49:26 am
Well if you want to try it yourself here is the source code.

The pause menu gets called via lua.
Maybe You/I could create a lua function that returns the command list.

This is the command list struct

Code:
type CommandList struct {	Buffer            *CommandBuffer	Names             map[string]int	Commands          [][]Command	DefaultTime       int32	DefaultBufferTime int32}

Is inside char.go
Lua functions are in script.go
What are you trying to do is very ambitious, I could provide some help but as I said I'm gonna be very busy this week.

EDIT: After some test ikemen stores command names like. (lua.LTable(c.cmd[0].Names[<Inset command name here>]) so i'm not sure on how to recover it as a table
And it crossed my mind the problem on how to check if a command is shown on the command list.

This code throws a error in VS Codebut shoul give you an idea on how to load the char data. (Goes in scr.go)
Code:
	luaRegister(l, "getcommandNames", func(*lua.LState) int {		if sys.netInput == nil && sys.fileInput == nil {			level := int32(numArg(l, 1))			sys.com[sys.debugWC.playerNo] = level			for _, c := range sys.chars[sys.debugWC.playerNo] {				l.Push(lua.LTable(c.cmd[0].Names))			}		}		return 0	})

Maybe this is a bit overkill but why not make the individual character have a individual file with his own commands?

PS: Who could have through that displaying a command list is harder than interactive stages. (Making a stage his own char)
PS2: Maybe I'm talking crap and is a easy way to display character commands. (It's 2am again here and I should sleep)
Title: Re: Ikemen GO Plus
Post by: 2Dee4ever on February 16, 2019, 10:02:03 am
Okay, cool. I appreciate you. I’m not as ambitious, I just want to preserve this stuff for as long as I possibly can by showing the possibility with concepts. This engine stuff may do that for some people. For those still interested in this kinda thing, leaves some window of opportunity. When I get time, I’ll try messing with it, I haven’t even touched Go in a minute.
Title: Re: Ikemen GO Plus
Post by: HUNGRY WOLF on February 16, 2019, 10:08:05 am
I tested out the localcoord, mugen at 720p defaul sp looked fine it scaled accurately, although when I added my own system.sff/system.def, I got the below and when i attempt to correct the position, it cut off, it only displays that portion no mater what i do.  I'll play with it some more tomorrow morning.

(https://i.imgur.com/d0LHCXw.png)
Title: Re: Ikemen GO Plus
Post by: Gacel on February 16, 2019, 10:13:00 am
Maybe you should try to mess with.
setLuaSpriteOffsetX()
And
main.screenOverscan

The required value varies by screenpack and resolution.
for example the winmugen pack requires.
main.screenOverscan = -53
and
setLuaSpriteOffsetX(0)

MUGEN is really quirky with screenpacks.

EDIT: I see that is too zoomed in, Do you know that you have to edit the values inside screenpack.lua
And uncomment them. (The commented lines of code in lu have a "--")

Send me the screenpack If you couldn't find what is wrong.
Title: Re: Ikemen GO Plus
Post by: HUNGRY WOLF on February 16, 2019, 10:16:18 am
Maybe you should try to mess with.
setLuaSpriteOffsetX()
And
main.screenOverscan

The required value varies by screenpack and resolution.
for example the winmugen pack requires.
main.screenOverscan = -53
and
setLuaSpriteOffsetX(0)

MUGEN is really quirky with screenpacks.

I did mess with the
setLuaSpriteOffsetX(), but not the main.screenOverscan. I'll play withe values. Thanks!
yes thats exactly were i'm changing the values. I'll see what I can do. its only a test, the SP I want to implement is a 1080P i'm just playing with it for trial and error.

yeah I figures out the "--" part,

-- Screenpack config file

setLuaSpriteScale(3)
setLuaSpriteOffsetX(-53)
setLuaSmallPortraitScale(0.75)
setLuaBigPortraitScale(0.75)
main.screenOverscan = 0

I'll play with the values and see what I get Thanks again
Title: Re: Ikemen GO Plus
Post by: Hephaistos31 on February 16, 2019, 10:58:34 am
Title: Re: Ikemen GO Plus
Post by: HUNGRY WOLF on February 16, 2019, 11:22:41 am

HA! keep on waiting Heph! LOL

@Gacel: Some more trials, If you run the default 720P mugen version it looks good see below screen shot

720P mugen version - The reason I belive it looks good is its not truely 720P sprites, most are small sprites that have been tiled via code.
Spoiler, click to toggle visibilty

Same SP versus screen now, the BG is exactly 720P and it does the same thing as  the Screen shot I showed you a few post above for my SP
Spoiler, click to toggle visibilty
no matter what value I change it either moved it but it kept it chopped missing a portion of the image, why I have no idea?
Its a start though, thanks for all the hard work your putting into this
Title: Re: Ikemen GO Plus
Post by: Hephaistos31 on February 16, 2019, 12:06:39 pm
You'll probably burn in Hell for this, you know it! :D
Title: Re: Ikemen GO Plus
Post by: xxJoeNoeFER'94xx on February 16, 2019, 01:40:19 pm
Can someone tell me why IKEMEN Go Plus doesn't work/connect with Xinput(Xbox360 Cabled Gamepad)?
Normally on every Mugen/Ikemen/Ikemen+ works but ikemen go+ not.
I dunno what i've been missed, or something misunderstand.
Title: Re: Ikemen GO Plus
Post by: Adnan on February 16, 2019, 02:17:00 pm
It's working for me.Make sure you get the latest verison.If you cant change buttons then edit config.json file in data folder.Also gacel,can you add interactive mugen in next update?
Title: Re: Ikemen GO Plus
Post by: xxJoeNoeFER'94xx on February 16, 2019, 04:51:00 pm
It's working for me.Make sure you get the latest verison.If you cant change buttons then edit config.json file in data folder.Also gacel,can you add interactive mugen in next update?

And were?
Not that "Button":[bla,etc,...]
I've already tried, and not working.
When press a Button on my xinput cabled controller, it doesn't show an reaction.
Title: Re: Ikemen GO Plus
Post by: Adnan on February 16, 2019, 05:17:58 pm
Then im really sure you are using old version of ikemen go.K4thos repo is outdated.Update your exe.If you cant then install joytokey software.
Title: Re: Ikemen GO Plus
Post by: Mark85 on February 16, 2019, 05:29:23 pm
Hope you can mess with zoomout settings as well Gacel
Title: Re: Ikemen GO Plus
Post by: GaziraAgain on February 16, 2019, 06:36:45 pm
I try with my screenpack and not work... Animations are stopped in the intro and the program crashes when arrives at the title screen, here I post the error.
(https://i.imgur.com/Lw5P8ZV.png)
(https://i.imgur.com/T2amOlt.png)
Any idea? Thank you very much.
Title: Re: Ikemen GO Plus
Post by: REDHOT on February 16, 2019, 07:35:44 pm
A question for all of you:
I´m doing this project..
http://mugenguild.com/forum/topics/marvel-vs-capcom-extreme-marvel-vs-capcom-2-characters-project-176156.600.html
is a good choice that I migrate all of this mugen 1.1 project into the last version of Ikemen that is... Ikemen go plus (maybe?).

Considering that this engine will grow too..
Supports HD resolution and is the same way to code like mugen?
And there are a easy way to install this engine?
Title: Re: Ikemen GO Plus
Post by: PlasmoidThunder on February 16, 2019, 08:33:29 pm
Is anyone else experiencing audio cut-off/injection delay in regards to character sounds? I think it's an issue with sounds playing on the same channel.
Title: Re: Ikemen GO Plus
Post by: Gacel on February 16, 2019, 08:59:50 pm
A question for all of you:
I´m doing this project..
http://mugenguild.com/forum/topics/marvel-vs-capcom-extreme-marvel-vs-capcom-2-characters-project-176156.600.html
is a good choice that I migrate all of this mugen 1.1 project into the last version of Ikemen that is... Ikemen go plus (maybe?).

Considering that this engine will grow too..
Supports HD resolution and is the same way to code like mugen?
And there are a easy way to install this engine?

The character code works the same as mugen no changes.
HD resolutions works on characters and stages the same as mugen.

The screenpack support well... It woks but not fully.
And lifebars does not support HD resolutions. (For now)

Making full screenpack support is a problem because of the k4thos code used to implement them and the weird way that screenpack works in MUGEN (Mugen is very lenient with errors in screenpacks)

Is anyone else experiencing audio cut-off/injection delay in regards to character sounds? I think it's an issue with sounds playing on the same channel.

That's because of the openAL implementation I will rewrite the audio system later.
Title: Re: Ikemen GO Plus
Post by: 2Dee4ever on February 16, 2019, 09:19:43 pm
Is anyone else experiencing audio cut-off/injection delay in regards to character sounds? I think it's an issue with sounds playing on the same channel.
It’s the music, not character sounds
A question for all of you:
I´m doing this project..
http://mugenguild.com/forum/topics/marvel-vs-capcom-extreme-marvel-vs-capcom-2-characters-project-176156.600.html
is a good choice that I migrate all of this mugen 1.1 project into the last version of Ikemen that is... Ikemen go plus (maybe?).

Considering that this engine will grow too..
Supports HD resolution and is the same way to code like mugen?
And there are a easy way to install this engine?
Literally, the only real setback for you would be the 1.1 SP implementation. No reason for you not to. I suggest just adding a few of your characters to it and playing around with it. Most importantly, you need this.(https://i.imgur.com/5rrFfdM.jpg) You could already do 3v3 since years ago, no one had built anything for it. You don't need some crazy workaround either.
Spoiler, click to toggle visibilty

You can also experiment with this sample, or the one Gacel posted.
Spoiler, click to toggle visibilty

All content on my channel, using Ikemen and I’ve done visual comparisons, using same stage etc. You won’t know until you try, you don’t have anything to lose trying.
Spoiler, click to toggle visibilty

I know you are watching, so I'll also show this.. Just imagine this with your setup etc Name display was always the only thing.
Spoiler, click to toggle visibilty

Old video, but I've been messing with this for years, name display was always the only setback.
Spoiler, click to toggle visibilty

Team attacks and the like, all trivial, doesn't matter if Ikemen or Mugen
Spoiler, click to toggle visibilty

Also, side note, my life bars are 1280x720 and also work 1920x1080 so not completely true.
(https://i.imgur.com/FMfZs9B.png)(https://i.imgur.com/NATusbj.png)
Title: Re: Ikemen GO Plus
Post by: xxJoeNoeFER'94xx on February 16, 2019, 11:52:04 pm
Then im really sure you are using old version of ikemen go.K4thos repo is outdated.Update your exe.If you cant then install joytokey software.

Okay, i've updated now, only "the configuration for Gamepad"/input.go it sucks, but thanks man.
Title: Re: Ikemen GO Plus
Post by: Gacel on February 17, 2019, 12:01:45 am
That's a great summary ";x"!
How do you make a HD liferbar in ikemen? (You used sprite scale?)

EDIT:
xxJoe_NoeFER94xx Here is a Updated EXE from my fork:
http://www.mediafire.com/file/ode8t9a7qnocdyx/Ikemen_GO_15-02-2019.zip/file
Title: Re: Ikemen GO Plus
Post by: Mark85 on February 17, 2019, 12:03:48 am
Nah that lifebar iş done through coding and fightfx completely different
Title: Re: Ikemen GO Plus
Post by: HUNGRY WOLF on February 17, 2019, 12:05:07 am
Also his lifebar is not HD, he uses PCX files just scaled to 720P, it does look nice though!
Title: Re: Ikemen GO Plus
Post by: PlasmoidThunder on February 17, 2019, 12:09:46 am
It’s the music, not character sounds
I know what I said. They're both issues.
Title: Re: Ikemen GO Plus
Post by: 2Dee4ever on February 17, 2019, 12:36:51 am
I use a combination of code and scale fyi. HD as in NON, indexes which I already did with the previous SP and LB before converting it back to 1.0.
It’s the music, not character sounds
I know what I said. They're both issues.
I’m not “telling” you asked, never have had issues with character sounds, only music, but whatever.

Gacel, when you get the chance, if you want to work on some stuff, email me please.
Title: Re: Ikemen GO Plus
Post by: Gacel on February 17, 2019, 12:44:50 am
Hey HUNGRY WOLF here is a updated script folder this fixes the screenpack cutoff.
https://www55.zippyshare.com/v/Cyz8wvb3/file.html

(https://i.imgur.com/p8ZQLzx.png)

Gacel, when you get the chance, if you want to work on some stuff, email me please.

Wen I start fully working on it again (By the next weekend) I will let you know.

Also you can fork (Or clone) the code of my repo on github.
Experiment and get familiarized with the code.

The compiler that I use is MSYS2 mingw64.

(I do not recomend using TDM-GCC it's very outdated)

EDIT: I screwed up the upload you have to uncomment "main.normalSpriteCenter = 0" inside main.lua
Title: Re: Ikemen GO Plus
Post by: xxJoeNoeFER'94xx on February 17, 2019, 01:02:46 am
EDIT:
xxJoe_NoeFER94xx Here is a Updated EXE from my fork:
http://www.mediafire.com/file/ode8t9a7qnocdyx/Ikemen_GO_15-02-2019.zip/file

Thanks Gacel, but the problem is still the same, when i've tried to cursor moving or one of the Buttons, it doesn't work like the gamepad button configuration, only the default, not the current Button configuration.
Title: Re: Ikemen GO Plus
Post by: Gacel on February 17, 2019, 01:07:48 am
Ikemen does not have a gamepad configuration (In gui at least)
You have to modify the "JoystickConfig" inside the config.json file.

This one
Code:
  "JoystickConfig":[{      "Joystick":0,      "Buttons":["-7","-8","-5","-6","0","1","4","2","3","5","7","6","8"]    },{      "Joystick":1,      "Buttons":["-7","-8","-5","-6","0","1","4","2","3","5","7","6","8"]    }],

Trivia: you can add more than 2 players for 4 player (Or more) support
Title: Re: Ikemen GO Plus
Post by: xxJoeNoeFER'94xx on February 17, 2019, 01:31:07 am
Ikemen does not have a gamepad configuration (In gui at least)
You have to modify the "JoystickConfig" inside the config.json file.

This one
Code:
  "JoystickConfig":[{      "Joystick":0,      "Buttons":["-7","-8","-5","-6","0","1","4","2","3","5","7","6","8"]    },{      "Joystick":1,      "Buttons":["-7","-8","-5","-6","0","1","4","2","3","5","7","6","8"]    }],

Trivia: you can add more than 2 players for 4 player (Or more) support

why do you written JoystickConfig instead of KeyConfig?
Title: Re: Ikemen GO Plus
Post by: Gacel on February 17, 2019, 01:42:57 am
The full config.json file created by ikekemn go at launch
Spoiler, click to toggle visibilty

As you can see "JoystickConfig" and "KeyConfig" are two separate things.
There is no way of configuring "JoystickConfig" from inside the engine.

Basic things about joystick config the minus are controller axis and the positives are controller buttons.
Title: Re: Ikemen GO Plus
Post by: xxJoeNoeFER'94xx on February 17, 2019, 01:51:42 am
The full config.json file created by ikekemn go at launch
Spoiler, click to toggle visibilty

As you can see "JoystickConfig" and "KeyConfig" are two separate things.
There is no way of configuring "JoystickConfig" from inside the engine.

Basic things about joystick config the minus are controller axis and the positives are controller buttons.

Fuck, it worked, but the y axis buttons is reversed.
Thanks Gacel. :)
Title: Re: Ikemen GO Plus
Post by: Bejeeta on February 17, 2019, 01:58:49 am
I think their is a bug in arcade mode, you fight the same first order character over and over and you dont move to the next order character.
Title: Re: Ikemen GO Plus
Post by: Gacel on February 17, 2019, 02:03:24 am
(https://i.imgur.com/WGbevAU.png)

I think their is a bug in arcade mode, you fight the same first order character over and over and you dont move to the next order character.

I'll look into it!

UPDATE: There is no round limit...
How I didn't noticed this before?
Title: Re: Ikemen GO Plus
Post by: HUNGRY WOLF on February 17, 2019, 02:38:55 am
Hey HUNGRY WOLF here is a updated script folder this fixes the screenpack cutoff.
https://www55.zippyshare.com/v/Cyz8wvb3/file.html

Spoiler, click to toggle visibilty

EDIT: I screwed up the upload you have to uncomment "main.normalSpriteCenter = 0" inside main.lua

works good man, Here it is at 1080P, I added a few sprites/animations to see what it would look like, smooth! I'll be playing with it some more,
The only weird thing is that it skipped my versus screen, but I'm definitely sure that was my fault. If I see anything weird I'll report back.
Keep at it brother your doing some good things here.

(https://i.imgur.com/QB8qLnF.png)
Title: Re: Ikemen GO Plus
Post by: GaziraAgain on February 17, 2019, 12:16:01 pm
Only one thing, can ikemen go work the new mugen1.1 air functions? Interpolate Angle, blend, etc? In my case, maybe this is the reason that ikemen closes. Thanks in advance.
Title: Re: Ikemen GO Plus
Post by: Gacel on February 17, 2019, 11:29:19 pm
(https://i.imgur.com/pFeT5z7.png)

These should work.
After some test these works (Mugen 1.1 air file scale) In the image above the lazer uses .air (Animation file) rotation and scale.

You can check the crash cause inside the log.txt file inside the debug folder.
Title: Re: Ikemen GO Plus
Post by: Bejeeta on February 17, 2019, 11:59:04 pm
Gacel
thanks for all the work you put on Ikemen go.
Have you found the problem with the rounds?
how do i fix it?
Title: Re: Ikemen GO Plus
Post by: Gacel on February 18, 2019, 04:06:10 am
I won't answer anything for a couple of weeks (Maybe even more) my family lost a loved one (My father) at an early age.
Title: Re: Ikemen GO Plus
Post by: -Ash- on February 18, 2019, 05:06:44 am
Oh shit man...

My condolences to you and your family, take your time and get well.
Title: Re: Ikemen GO Plus
Post by: HUNGRY WOLF on February 18, 2019, 05:23:07 am
Sorry for your loss! Que en paz descanse.
Take your time, this will still be here when you return.
Title: Re: Ikemen GO Plus
Post by: GaziraAgain on February 18, 2019, 06:04:54 pm
My condolences. Te acompaño en el sentimiento.
Title: Re: Ikemen GO Plus
Post by: junkerde on February 20, 2019, 01:08:36 am
Condolences, very tough thing, be with your family.

And switching back to topic, does anyone feel the IKEMEN faqs need to be updated? I feel they are quite outdated, with many conflicting things. I keep reading how IKEMEN GO is the latest, how Ikemen Plus was abandoned, but now there are so much forks etc, things that have happened that not much has been commented on. MP3 support wasnt in GO from what I heard, but its in Ikemen Plus 0.3 (contrary to what some old comments said). I've read there was no such thing as that among other things, because for me Ikemen Plus 0.3 seems more updated than the GO variant. Am I going crazy? It seems its the oposite, GO is outdated and Ikemen Plus is the better updated option, even though both are now deprecated. Why does GO seem less compatible then Plus 0.3? I thought the regular Plus was deprecated? Anyway, 0.3 is the one I stuck to because everything worked.
Title: Re: Ikemen GO Plus
Post by: 2Dee4ever on February 20, 2019, 01:24:09 am
Long story short, Ikemen Go was built to be more like mugen(not using lua etc) easier to setup and use. If you use Ikemen plus, you will have to learn some basic lua stuff or just experiment. Ikemen GO, uses the default mugen style of coding. It was discontinued before it caught up. Everything was just on the “roadmap” plans for future features that were never implemented. As they were never implemented and may never be, no need to use it. Ikemen plus is the most stable. What exactly are you trying to do? You can still do everything you want to do and just port over to any, it’s not like you are stuck with one. The few guys that are were on Go updates, they want to use mugen 1.1 stuff, if you don’t intend to use 1.1 stuff what is the issue?
Title: Re: Ikemen GO Plus
Post by: junkerde on February 20, 2019, 02:52:48 am
Really honestly its just basic stuff like getting localcoord to work right etc, the way its supposed to display, but that was while I was still on GO and GO Plus. Ikemen Plus does these things quite fine.  I switched back to Ikemen Plus because I noticed it just had more things and more stable. and yeah I found I literally had to not do much for it to work with Ikemen Plus. I think for me right now Ikemen Plus is doing everything I want it to, just thought it was quite confusing when I saw posts about how Ikemen plus was deprecated and 0.4 would not be released because the "new" thing is Ikemen GO, which I tried and had less compatiblity. Still initially it was all confusing, and like I said I ended up on Ikemen Plus again after comparing, its clear that Ikemen Plus is more stable and developed. I'm pretty happy with it.
Title: Re: Ikemen GO Plus
Post by: junkerde on February 20, 2019, 04:25:37 am
And sorry one more thing, How did you get multiple lifebars for more than 2 characters on each side? EDIT: I figured it out, it was way more simple than I thought. The more I dig in the crazier cool it gets, this is really powerful.
Title: Re: Ikemen GO Plus
Post by: Adnan on February 21, 2019, 05:54:42 pm
Guys,good news here gacels work has been merged to OSDN!!
Title: Re: Ikemen GO Plus
Post by: junkerde on February 21, 2019, 06:23:13 pm
is it on suehiro's osdn or where should I be looking? From what I see Gacel and Suehiro have been doing some recent work, gacel implemented all the stuff he posted here and suehiro last fixed a bunch of stuff and even added mp3 support. It'd be nice for a merge of both
Title: Re: Ikemen GO Plus
Post by: Adnan on February 21, 2019, 06:36:16 pm
is it on suehiro's osdn or where should I be looking? From what I see Gacel and Suehiro have been doing some recent work, gacel implemented all the stuff he posted here and suehiro last fixed a bunch of stuff and even added mp3 support. It'd be nice for a merge of both

Title: Re: Ikemen GO Plus
Post by: junkerde on February 21, 2019, 07:02:20 pm
nevermind, just saw it. thats sweet.
Title: Re: Ikemen GO Plus
Post by: HUNGRY WOLF on February 21, 2019, 07:07:12 pm
No seeing it, can I get a link to the info? ... I need coffee.

Edit - Just noticed it, see I did need coffee lol.
Title: Re: Ikemen GO Plus
Post by: junkerde on February 21, 2019, 10:47:47 pm
Has anyone been able to compile this one? Since it uses new extensions like BEEP for mp3, so you cant compile it like the abandonded ikemen go plus right?
Title: Re: Ikemen GO Plus
Post by: junkerde on February 21, 2019, 11:30:02 pm
Is anyone else experiencing audio cut-off/injection delay in regards to character sounds? I think it's an issue with sounds playing on the same channel.

I know you are watching, so I'll also show this.. Just imagine this with your setup etc Name display was always the only thing.
Spoiler, click to toggle visibilty

Old video, but I've been messing with this for years, name display was always the only setback.

but, name display for 3+ players already works for ikemen plus

Title: Re: Ikemen GO Plus
Post by: Bejeeta on February 22, 2019, 10:27:22 am
Has anyone been able to compile this one? Since it uses new extensions like BEEP for mp3, so you cant compile it like the abandonded ikemen go plus right?

You have to download the new build from osdn then tap get, you will download all the files from repo then paste inside the ikemen folder the script folder from gacel latest build.  place all the necessary mugen files for ikemen (chars, stages) gacel has a zip file with necessary mugen files a couple pages back at this thread. After you place all those files inside the ikemen folder press windows build icon and an ikemen exe will be created. Mp3 sound works and tested cvs2 screenpack for winmugen that also works.
Title: Re: Ikemen GO Plus
Post by: HUNGRY WOLF on February 22, 2019, 05:55:38 pm
Has anyone been able to compile this one? Since it uses new extensions like BEEP for mp3, so you cant compile it like the abandonded ikemen go plus right?

You have to download the new build from osdn then tap get, you will download all the files from repo then paste inside the ikemen folder the script folder from gacel latest build.  place all the necessary mugen files for ikemen (chars, stages) gacel has a zip file with necessary mugen files a couple pages back at this thread. After you place all those files inside the ikemen folder press windows build icon and an ikemen exe will be created. Mp3 sound works and tested cvs2 screenpack for winmugen that also works.

It would be pretty awesome if you shared that compiled folder with all those files, I'm sure everyone and I would be very great full of your contribution.
Title: Re: Ikemen GO Plus
Post by: Bejeeta on February 22, 2019, 06:10:25 pm
ok i will try.
Title: Re: Ikemen GO Plus
Post by: junkerde on February 22, 2019, 06:27:06 pm
Just built it and its way more stable and developed than my previous GO build I had, very nice!!! And so far retains all the fun features of Ikemen Plus, still testing it out but it does fix SFF angle rotations. There's a bug where projectiles dont pause in superpause, but helpers (that act as projectiles) will pause fine, but this has always been the case since the development of ikemen. Other than that its running very well
Title: Re: Ikemen GO Plus
Post by: junkerde on February 22, 2019, 06:31:03 pm
Has anyone been able to compile this one? Since it uses new extensions like BEEP for mp3, so you cant compile it like the abandonded ikemen go plus right?

You have to download the new build from osdn then tap get, you will download all the files from repo then paste inside the ikemen folder the script folder from gacel latest build.  place all the necessary mugen files for ikemen (chars, stages) gacel has a zip file with necessary mugen files a couple pages back at this thread. After you place all those files inside the ikemen folder press windows build icon and an ikemen exe will be created. Mp3 sound works and tested cvs2 screenpack for winmugen that also works.

It would be pretty awesome if you shared that compiled folder with all those files, I'm sure everyone and I would be very great full of your contribution.

Here's the latest sources compiled:

Its my folder but ignore those godzilla characters, you can delete em. I Readded duck hunt and that other bonus game too, but get rid of em if you want.
Title: Re: Ikemen GO Plus
Post by: Bejeeta on February 22, 2019, 06:41:05 pm
http://www.mediafire.com/file/566el4a5bcnz5ea/ikemen_go-4b99914.rar/file

Latest version from osdn supersuehiro using gacel's script file 15-02-19 version with mugen files.
If you have screenpack problems use updated script files from gacel zippy share one page back at this thread.
Title: Re: Ikemen GO Plus
Post by: Mark85 on February 22, 2019, 09:24:22 pm
yep nevermind,although cant get 1.0 screenpack to work on it even tho hungry wolf seems to pull it off a little bit
Title: Re: Ikemen GO Plus
Post by: junkerde on February 22, 2019, 09:26:12 pm
oto: NewContext can be called only once
goroutine 1 [running, locked to thread]:
github.com/yuin/gopher-lua.(*LState).PCall.func1(0x8fa338, 0xc00005a280, 0xc000077c00, 0x0, 0x0, 0x0)
C:/Users/Jim/Desktop/ikemen_go-8644bb1/go/src/github.com/yuin/gopher-lua/state.go:1634 +0x650
panic(0x821c20, 0x962a70)
C:/Go/src/runtime/panic.go:513 +0x1c7
github.com/hajimehoshi/oto.NewContext(0xbb80, 0x2, 0x2, 0x2580, 0x0, 0x0, 0x0)
C:/Users/Jim/Desktop/ikemen_go-8644bb1/go/src/github.com/hajimehoshi/oto/context.go:60 +0x2a8
github.com/hajimehoshi/oto.NewPlayer(0xbb80, 0x2, 0x2, 0x2580, 0x2580, 0x2580, 0x1)
C:/Users/Jim/Desktop/ikemen_go-8644bb1/go/src/github.com/hajimehoshi/oto/context.go:89 +0x54
github.com/faiface/beep/speaker.Init(0xbb80, 0x960, 0x0, 0x0)
C:/Users/Jim/Desktop/ikemen_go-8644bb1/go/src/github.com/faiface/beep/speaker/speaker.go:42 +0x16f
C:/Users/Jim/Desktop/ikemen_go-8644bb1/src/sound.go:377 +0x183
main.(*Bgm).Open(0x7c8a68, 0xc000fe4300, 0x15)
C:/Users/Jim/Desktop/ikemen_go-8644bb1/src/sound.go:364 +0x12a
main.scriptCommonInit.func14(0xc00005a280, 0x967400)
C:/Users/Jim/Desktop/ikemen_go-8644bb1/src/script.go:197 +0x5f
github.com/yuin/gopher-lua.callGFunction(0xc00005a280, 0x0, 0x1)
C:/Users/Jim/Desktop/ikemen_go-8644bb1/go/src/github.com/yuin/gopher-lua/vm.go:136 +0x47
github.com/yuin/gopher-lua.init.3.func26(0xc00005a280, 0x7c0c0202, 0xc000196000, 0x0)
C:/Users/Jim/Desktop/ikemen_go-8644bb1/go/src/github.com/yuin/gopher-lua/vm.go:717 +0x39b
github.com/yuin/gopher-lua.mainLoop(0xc00005a280, 0xc000196000)
C:/Users/Jim/Desktop/ikemen_go-8644bb1/go/src/github.com/yuin/gopher-lua/vm.go:31 +0xe1
github.com/yuin/gopher-lua.(*LState).callR(0xc00005a280, 0x0, 0xffffffffffffffff, 0x0)
C:/Users/Jim/Desktop/ikemen_go-8644bb1/go/src/github.com/yuin/gopher-lua/state.go:876 +0x24e
github.com/yuin/gopher-lua.(*LState).Call(0xc00005a280, 0x0, 0xffffffffffffffff)
C:/Users/Jim/Desktop/ikemen_go-8644bb1/go/src/github.com/yuin/gopher-lua/state.go:1613 +0x4f
github.com/yuin/gopher-lua.(*LState).PCall(0xc00005a280, 0x0, 0xffffffffffffffff, 0x0, 0x964600, 0xc0011c3f80)
C:/Users/Jim/Desktop/ikemen_go-8644bb1/go/src/github.com/yuin/gopher-lua/state.go:1676 +0xe1
github.com/yuin/gopher-lua.(*LState).DoFile(0xc00005a280, 0xc000060900, 0xf, 0x964920, 0xc0000c52f0)
C:/Users/Jim/Desktop/ikemen_go-8644bb1/go/src/github.com/yuin/gopher-lua/auxlib.go:394 +0xc9
main.main()
C:/Users/Jim/Desktop/ikemen_go-8644bb1/src/main.go:235 +0x15c2

stack traceback:
[G]: in function 'playBGM'
script/main.lua:674: in function 'f_resetBG'
script/main.lua:2116: in main chunk
[G]: ?

tried new one,do I compile this in a different way?

Also yeah I still can't use 1.0 screenpack either, I'm not sure what they did to get it working. I used Gacel's scripts too in the previous page with the edit he made on the post as well. For me its just a black screen, or if local coord = 1280,720 on the regular screenpack it doesnt fill the screen properly.
Title: Re: Ikemen GO Plus
Post by: Mark85 on February 22, 2019, 09:26:34 pm
its cool I got it to work,tho it doesnt work with 1.0 screenpacks and breaks main lua sometimes

Title: Re: Ikemen GO Plus
Post by: junkerde on February 23, 2019, 12:18:20 am
its cool I got it to work,tho it doesnt work with 1.0 screenpacks and breaks main lua sometimes

I got the default ikemen screenpack to be widescreen by editing the screenpack lua, you have to make sure to uncomment the paremeters or else theyll do nothing. but other than that, yeah, 1.0 still doesnt work.
Title: Re: Ikemen GO Plus
Post by: PeXXeR on February 23, 2019, 06:22:19 pm
No seeing it, can I get a link to the info? ... I need coffee.

Edit - Just noticed it, see I did need coffee lol.

Title: Re: Ikemen GO Plus
Post by: HUNGRY WOLF on February 24, 2019, 02:12:56 am
yep nevermind,although cant get 1.0 screenpack to work on it even tho hungry wolf seems to pull it off a little bit

The new builds aren't displaying 1.1 sprites for me either, I'm also getting the black screen.  Only the build by Gacel is displaying properly. With limitations of course.

No seeing it, can I get a link to the info? ... I need coffee.

Edit - Just noticed it, see I did need coffee lol.

Title: Re: Ikemen GO Plus
Post by: Gacel on February 24, 2019, 03:52:06 am
I'm back, time to answer things.

Spoiler, click to toggle visibilty

That error is becuase NeatUnsou/Suehiro MP3 support is broken as my version disables it for that reason.
I'm planing to rewrite the audio system later.

Spoiler, click to toggle visibilty

That's weird... (The PNG sprite stuff)
Remember that the repo that implemented my changes was the NeatUnsou one
https://osdn.net/users/neatunsou/pf/ikemen_go/wiki/FrontPage

OK, I will post the way that I compile the engine. (On windows)
At this point TDM-GCC is very outdated and unsupported, so I use MSYS2.

Part 1: Setting up the compiler (This is only required to do one time)
Spoiler, click to toggle visibilty

Part 2: Buildidng the code (This is the easy part)
Spoiler, click to toggle visibilty

Also I will post the compiled exe from the NeatUnsou repo in a moment.

EDIT:
Plus the last commit I think it fixes the round numbers bug and the mp3 support (Plus a load of other bugfixes)
Quote
Fixed an empty palette as it is when sffv2's palette number is less than MaxPalNo
There is a bug that the round does not end so we will return Win related updates

Also thanks to NeatUnsou fixing the Beep (https://github.com/faiface/beep) implementation that means that we could support OGG, MP3 and FLAC trough Beep and ditch openAL without much changes to the code!

EDIT 2:
I compiled but it seems that the render is not working...
I will look to see what happens.

Good news: At least the audio is fixed.

EDIT 3:
It seems to only happen with the new screenpacks... (For example the default mugen 1.0 one)
I have to see what changed between my code and the NeatUnsou one.

EDIT 4: (Boy this is a lot of edits)
So I discovered the commit that broke everything.
Is this one https://osdn.net/users/neatunsou/pf/ikemen_go/scm/commits/d20189df2919471eaa1aab4bff7b0afd2be2431b

Specifically it was the changes to redder.go
Title: Re: Ikemen GO Plus
Post by: HUNGRY WOLF on February 24, 2019, 05:49:30 am
First off, welcome back Gacel, hope all is well.
I should have explained myself when I said yours works with limitations, it was meant towards the full localcoord support in the lifebars.
Other than that your build was displaying 32 bit sprites perfectly.

Do you mind providing a pre set up build, like you did before. That’s a butt load of work lol, and I’m currently installing multiple adobe softwares.

Title: Re: Ikemen GO Plus
Post by: Koopa901 on February 24, 2019, 06:09:41 am
Tell him.......NOOO!!!!
Title: Re: Ikemen GO Plus
Post by: Gacel on February 24, 2019, 06:17:00 am
From now on I will upload the releases to github.

And as always the required mugen files.
http://www.mediafire.com/file/i2u70ordfjqj186/Ikemen_Mugen_Files.zip

From now I will not upload a new release until I:
- Implement localcoord for lifebars.
- Or Remove the openAL dependencies.
- Or Fix the infinite rounds bug.

Anyways if someone wants to compile the builds himself it's not that hard and I posted the build instructions.
(Honestly sooner or later we need a new tread that could be updated because K4thos left the development)

I could ask something HUNGRY WOLF?
How many time have you been creating that screenpack?
The way that people talk about it seems like have been a looong time. (Half life 3 release date meme time)
Title: Re: Ikemen GO Plus
Post by: HUNGRY WOLF on February 24, 2019, 06:25:15 am
Tell him.......NOOO!!!!

Mind yo bizz hoe! Unless you wanna get cut! LoL, Sup Koppa!

From now on I will upload the releases to github.

And as always the required mugen files.
http://www.mediafire.com/file/i2u70ordfjqj186/Ikemen_Mugen_Files.zip

From now I will not upload a new release until I:
- Implement localcoord for lifebars.
- Or Remove the openAL dependencies.
- Or Fix the infinite rounds bug.

Anyways if someone wants to compile the builds himself it's not that hard and I posted the build instructions.
(Honestly sooner or later we need a new tread that could be updated because K4thos left the development)

Gracias Gacel!
Take your time, and fix what needs to be fixed. I agree a new thread would help contain what you are working on and cause less confusion from what was done/abandoned.by others.

Edit: All is working fine, Mp3 files are playing fine as well. Thanks for the hard work.

LOL I just noticed what you wrote, yeah My SP has gone through so many changes, its been changed like 4-5 revamps no Joke.  Although most of the previous versions it went through I gave out test releases to few ppl, and yes its been more than 3 years lol.
These people here just want my privates Private wip lol.
Title: Re: Ikemen GO Plus
Post by: GaziraAgain on February 24, 2019, 07:00:43 am
Great to see you again Gacel! Waiting more news from you.
Title: Re: Ikemen GO Plus
Post by: HUNGRY WOLF on February 24, 2019, 07:19:46 am
Actually the life bars seem to appear better not all huge, and making it more playable. On my end I'm sure they appear not perfect is because I'm running it at 1080P, and I would have to make them that size, some good progress here!  :nuttrox:
Title: Re: Ikemen GO Plus
Post by: Gacel on February 24, 2019, 07:22:18 am
Well I added FLAC support to IKememn GO.
It was easier than I expected. Just 15 lines of code. :megusta:

About the lifebars, I will now work on localcoord support tomorrow.
Title: Re: Ikemen GO Plus
Post by: Adnan on February 24, 2019, 04:33:51 pm
Theres something wrong in ikemen go.When you try to do special moves of your chars.It is easier to execute on right side than left side.However this doesnt exist on mugen 1.0/1.1 as you can execute moves easier on both sides.Also can you add interactive stuff on your next update?
Title: Re: Ikemen GO Plus
Post by: Gacel on February 24, 2019, 05:57:26 pm
Theres something wrong in ikemen go.When you try to do special moves of your chars.It is easier to execute on right side than left side.However this doesnt exist on mugen 1.0/1.1 as you can execute moves easier on both sides.Also can you add interactive stuff on your next update?

Maybe Is your keyboard, I will search a way to test frame perfect stuff to see if is a problem with the engine.

Characters as stages (Interactive Stages), maybe will be a new feature but first SuperSuehiro, NeatUnsou and I have to finish the core parts of Ikemen (On my end is full lifebar support) after that I will consider adding features beyond the one already in MUGEN.

For now you can use Statedef -20 and -30 (In common1.cns) to make global coding on all characters.
Title: Re: Ikemen GO Plus
Post by: fisahas on February 24, 2019, 06:35:37 pm
hi, I need two helps:
1. how to disable ducking sound effect while fighting?
2. how to hide players in game? in mugen, we can do such by pressing:
- ctrl+alt+1 = hides player 1
- ctrl+alt+2 = hides player 2
- ctrl+alt+3 = hides player 3
- ctrl+alt+4 = hides player 4
can we do the same in Ikemen too?
Title: Re: Ikemen GO Plus
Post by: junkerde on February 24, 2019, 06:40:57 pm
Gacel our saviour!!! Thank you for the hard work!!!! Very grateful to have someone pick up what was abandoned by K4thos! I was wondering Gacel, are you aware of superpauses not pausing projectiles? I was testing out and when a character does a sper pause and the enemy shoots a projectile before it, the projectile does not pause. Only helpers pause. Bug?

Title: Re: Ikemen GO Plus
Post by: Adnan on February 24, 2019, 07:16:58 pm
Theres something wrong in ikemen go.When you try to do special moves of your chars.It is easier to execute on right side than left side.However this doesnt exist on mugen 1.0/1.1 as you can execute moves easier on both sides.Also can you add interactive stuff on your next update?

Maybe Is your keyboard, I will search a way to test frame perfect stuff to see if is a problem with the engine.

Characters as stages (Interactive Stages), maybe will be a new feature but first SuperSuehiro, NeatUnsou and I have to finish the core parts of Ikemen (On my end is full lifebar support) after that I will consider adding features beyond the one already in MUGEN.

For now you can use Statedef -20 and -30 (In common1.cns) to make global coding on all characters.

Well i tried again on mugen 1.1 i can do special moves on all sides easily.But in ikemen go,i cant do.For example i cant do kaiser wave on left side but i can do it easily on right side.Also thanks i will try to add those.
Title: Re: Ikemen GO Plus
Post by: Gacel on February 24, 2019, 07:23:59 pm
hi, I need two helps:
1. how to disable ducking sound effect while fighting?
2. how to hide players in game? in mugen, we can do such by pressing:
- ctrl+alt+1 = hides player 1
- ctrl+alt+2 = hides player 2
- ctrl+alt+3 = hides player 3
- ctrl+alt+4 = hides player 4
can we do the same in Ikemen too?

Ducking sound effect?
In my end there is no sound when ducking.

How to hide players in game?
For now Ikemen has not this feature.

Gacel our saviour!!! Thank you for the hard work!!!! Very grateful to have someone pick up what was abandoned by K4thos! I was wondering Gacel, are you aware of superpauses not pausing projectiles? I was testing out and when a character does a sper pause and the enemy shoots a projectile before it, the projectile does not pause. Only helpers pause. Bug?

OK I will check fixing it wouldn't be too hard.

Also I'm not the the only active developer there are also.

Suehiro: (The main developer and creator of ikemen)
https://osdn.net/users/supersuehiro/pf/ikemen_go/wiki/FrontPage

NeatUnsou: (He/She is the responsible of the MP3 support and loads of MUGEN compatibility)
https://osdn.net/users/neatunsou/pf/ikemen_go/

Theres something wrong in ikemen go.When you try to do special moves of your chars.It is easier to execute on right side than left side.However this doesnt exist on mugen 1.0/1.1 as you can execute moves easier on both sides.Also can you add interactive stuff on your next update?

Maybe Is your keyboard, I will search a way to test frame perfect stuff to see if is a problem with the engine.

Characters as stages (Interactive Stages), maybe will be a new feature but first SuperSuehiro, NeatUnsou and I have to finish the core parts of Ikemen (On my end is full lifebar support) after that I will consider adding features beyond the one already in MUGEN.

For now you can use Statedef -20 and -30 (In common1.cns) to make global coding on all characters.

Well i tried again on mugen 1.1 i can do special moves on all sides easily.But in ikemen go,i cant do.For example i cant do kaiser wave on left side but i can do it easily on right side.Also thanks i will try to add those.

That's worrying, I will test later but I have to find something to test frame perfect inputs. (Maybe autohotkey will work?)
Title: Re: Ikemen GO Plus
Post by: Adnan on February 24, 2019, 07:35:33 pm
Can you show me example of how to add interactive stuff?Cus i copied and pasted interactive codes on common1 but it doesnt work.
Title: Re: Ikemen GO Plus
Post by: PlasmoidThunder on February 24, 2019, 08:27:02 pm
Ducking sound effect?
In my end there is no sound when ducking.

He means audio ducking (https://en.wikipedia.org/wiki/Ducking), where sounds and music become quieter as other sounds play. This has been a thing since base IKEMEN.
Title: Re: Ikemen GO Plus
Post by: fisahas on February 24, 2019, 08:35:46 pm
Ducking sound effect?
In my end there is no sound when ducking.

He means audio ducking (https://en.wikipedia.org/wiki/Ducking), where sounds and music become quieter as other sounds play. This has been a thing since base IKEMEN.

yes, you got me right. pls lemme know if its pos not to lower the bgm volume while other sounds are on the go !!
Title: Re: Ikemen GO Plus
Post by: Gacel on February 24, 2019, 08:38:50 pm
Ducking sound effect?
In my end there is no sound when ducking.

He means audio ducking (https://en.wikipedia.org/wiki/Ducking), where sounds and music become quieter as other sounds play. This has been a thing since base IKEMEN.

yes, you got me right. pls lemme know if its pos not to lower the bgm volume while other sounds are on the go !!

Aaaaa that thing. (Sorry English is not my native language) As I said a audio system rewrite is in progress. (NeatUnsou already made a lot of progress)
The audio ducking is caused by the dumb openAL audio audio normalizer (At least I thinks is the openAL "Enhancements") we have no way to disable it so rewrite the current audio system is our better option.

The engine needs a lot of refactoring. The last updated modified the whole render to improve compatibility with integrated Intel GPUs and other stuff. (Again NeatUnsou's work)

Also the BGM ducking also happens when using MP3s? (I'm asking this beacuse the MP3 player uses a whole different audio system)

Can you show me example of how to add interactive stuff?Cus i copied and pasted interactive codes on common1 but it doesnt work.

Well instead of [statedef -2] you need to use [statedef -20]
Also there also common.air (Animation) file.

Sorry, I never used interactive mugen before.
I will try to install it later in Ikemen.
Title: Re: Ikemen GO Plus
Post by: fisahas on February 24, 2019, 09:17:52 pm

Aaaaa that thing. (Sorry English is not my native language) As I said a audio system rewrite is in progress. (NeatUnsou already made a lot of progress)
The audio ducking is caused by the dumb openAL audio audio normalizer (At least I thinks is the openAL "Enhancements") we have no way to disable it so rewrite the current audio system is our better option.

The engine needs a lot of refactoring. The last updated modified the whole render to improve compatibility with integrated Intel GPUs and other stuff. (Again NeatUnsou's work)

thanks for your reply. so I'm taking your reply as "wait until the next update of IKEMEN engine", well I can wait for it :)

Also the BGM ducking also happens when using MP3s? (I'm asking this beacuse the MP3 player uses a whole different audio system)

I've used only mp3, dunno if that duck-shit happens same on other audio formats !!

btw, can you or anyone tell me how to take in-game screenshot? F12 is the hotkey works for mugen, so what's for IKEMEN? thanks in advance..

EDIT: I've converted my mp3 to ogg file, seems that duck effect is enabled for all types of audio file !!
Title: Re: Ikemen GO Plus
Post by: Mark85 on February 25, 2019, 05:24:43 pm
Gacel
Was going to ask,think you can check the zoomout option? It seems too zoom out extreme even if I decrease it no matter what,wasnt having this issue in Ikemen Plus.
Title: Re: Ikemen GO Plus
Post by: junkerde on February 25, 2019, 07:31:24 pm
Hey @Gacel: https://osdn.net/users/neatunsou/pf/ikemen_go/scm/commits/72a56b9d103b64c74e5232544867925793d88a1b

looks like neatunsou fixed the pause and superpause with projectiles bug, is he reading our issues on the forums? Or you guys stay in contact with eachother? Anyway, this is great news!
Title: Re: Ikemen GO Plus
Post by: Gacel on February 26, 2019, 04:48:03 am
Hey @Gacel: https://osdn.net/users/neatunsou/pf/ikemen_go/scm/commits/72a56b9d103b64c74e5232544867925793d88a1b

looks like neatunsou fixed the pause and superpause with projectiles bug, is he reading our issues on the forums? Or you guys stay in contact with eachother? Anyway, this is great news!

No, neatunsou only info is his profile in OSDN. We are not in contact.
Considering that neatunsou merged my work maybe they read this thread. (Or that superpause bug was a know bug)
Anyway it would be great if it posted on this tread.

EDIT:
And fixed the screenpack rendering bug. That's curious,
EDIT END

Gacel
Was going to ask,think you can check the zoomout option? It seems too zoom out extreme even if I decrease it no matter what,wasnt having this issue in Ikemen Plus.

It woks as expected on my end (The one in the options menu) I'm not sure if it the one in the stages file is implemented.
Title: Re: Ikemen GO Plus
Post by: junkerde on February 26, 2019, 05:16:49 pm
Yes it's too much of a coincidence, maybe he does read it. nonetheless I think its great that he is seeing our user input as well if so. I can confirm, built the latest build and the superpause and pause bugs with projectiles is fixed now
Title: Re: Ikemen GO Plus
Post by: Amidweiz on February 27, 2019, 10:14:30 pm
No, neatunsou only info is his profile in OSDN. We are not in contact.
Considering that neatunsou merged my work maybe they read this thread. (Or that superpause bug was a know bug)
Anyway it would be great if it posted on this tread.

Title: Re: Ikemen GO Plus
Post by: Gacel on March 01, 2019, 05:19:08 am
Thanks for the link it will  be useful in the future.

Also I did find this post by k4thos

Spoiler, click to toggle visibilty

These features are not implemented in his repo (The last update of the script files was 01-2018) does anyone have these build?
Even a compiled one works I just need the lua script folder.

EDIT:

The duplicate negative states doesn't work because of the source code differences....
Honestly i think it's better that way. (Think of the implication of duplicate stateno working at the same time)

There is a more updated go plus versión that kathos did but forget to upload on the Github with MP3 ,fnt2 and some other things dated from September 2018
And Even there is a discord chat for the fork

Hey MangeX if you have a link to the build it will be great!

Edit 2
Progress report

Remember that the screenpack into scaling is bugged. No? well, now it's fixed.
Now time to search a way to fix the infinite rounds.
Title: Re: Ikemen GO Plus
Post by: Neat Unsou on March 01, 2019, 12:21:03 pm
Please check the pull request which fixed select scroll.
SUEHIRO seems to be not interested in the lua script, so I sent it here.
Title: Re: Ikemen GO Plus
Post by: 2Dee4ever on March 01, 2019, 02:56:41 pm
What are your current plans @Neat Unsou: ?
Title: Re: Ikemen GO Plus
Post by: junkerde on March 01, 2019, 04:59:29 pm
Oh wow, I didn't know you've been a member here for 10 years already! No wonder why we had our issues fixed! Thank you for your efforts along with @Gacel @Neat Unsou !
Title: Re: Ikemen GO Plus
Post by: 2Dee4ever on March 01, 2019, 09:50:10 pm
This is indeed a blessing. I’m hoping to learn so much more about this. Huh Jim? Kids in a candy store haha.
I have so many things I want to say... I just be watching to see what happens working on some other things.
Title: Re: Ikemen GO Plus
Post by: Neat Unsou on March 02, 2019, 01:53:26 pm
What are your current plans @Neat Unsou: ?
Known bug fixes and implementation of 1.1 features.
Then I will add a new state controller and trigger.
Title: Re: Ikemen GO Plus
Post by: junkerde on March 02, 2019, 06:02:54 pm
https://osdn.net/users/neatunsou/pf/ikemen_go/scm/commits/150fe933407d67a972cd92c574632faa7888d97f

^new update, NeatUnsou also merged some fixes by Gacel I believe

Working well on my end. it fixed mp3 sample rate, stage tiling and some more
Title: Re: Ikemen GO Plus
Post by: RagingRowen on March 02, 2019, 06:11:33 pm
I assume it's different from the one listed on Kathos' first post and GitHub.
I agree with the suggestion of starting a new topic for this.
Title: Re: Ikemen GO Plus
Post by: Mark85 on March 02, 2019, 07:46:34 pm
I have been having problem with characters running that I needed to rename stateno 100,and also nowalk works different than mugen,preventing me from running as well
Title: Re: Ikemen GO Plus
Post by: junkerde on March 03, 2019, 02:49:52 am
I assume it's different from the one listed on Kathos' first post and GitHub.
I agree with the suggestion of starting a new topic for this.

It's the same honestly, I've been grabbing the builds from neatunsou's repo on osdn since he tends to merge gacel's fixes as well. There's an updated way to build these I think 1 or 2 pages before that Gacel explains. But it's pretty much the same, just make sure you update sources from get.sh, I think recent ones have kind of flip flop Ed around
Title: Re: Ikemen GO Plus
Post by: Gacel on March 03, 2019, 02:56:56 am
I have been having problem with characters running that I needed to rename stateno 100,and also nowalk works different than mugen,preventing me from running as well

I will check this. I will revert the change to work like mugen.

I assume it's different from the one listed on Kathos' first post and GitHub.
I agree with the suggestion of starting a new topic for this.

It's the same honestly, I've been grabbing the builds from neatunsou's repo on osdn since he tends to merge gacel's fixes as well. There's an updated way to build these I think 1 or 2 pages before that Gacel explains. But it's pretty much the same, just make sure you update sources from get.sh, I think recent ones have kind of flip flop Ed around

I posted the instructions before.
EDIT Now I posted the build instructions bellow EDIT END
You also need some files from my repo. (The data and script folder)
You can use the get.cmd from my repo it's updated with the dependencies.

----------------------------------------

Also I started the work on lifebar localcoord. (I have no idea what I'm doing or how the lifebar code works)

(https://i.imgur.com/W78Cc96.png)

EDIT
I finally understand how the lifebar code works, it took 1.5 hours...
Well, lifebar stuff is almost complete.
EDIT END

EDIT2

(https://i.imgur.com/GIStkjk.png)

I finished screenpack localcoord support
also I added the Neat Unsou's fixes to the select scroll
made easier to manage the localcoord (Now inside locacoord.lua)
and fixed the controller config menu.

And as always the required mugen files
http://www.mediafire.com/file/i2u70ordfjqj186/Ikemen_Mugen_Files.zip

Also you need to modify ikemen fight.def to point to the font directory.
So you nee to change this:
font1 = enter48.def
To this:
font1 = font/enter48.def

I discovered that Ikemen font support (The one that shinlucho made) is still incomplete.
So the reason some screenpacks won't load is not incomplete screenpack support, is incomplete font support.
So some screenpack won't load if it needs a unsupported [By Ikemen] font.
And even if it loads it will sometime look wrong. (Like the image above check the color of the names)

And the bad news: Ikemen font code is closely tied to the render and I don't know anything about fonts or render code so this is the most I can do.
Title: Re: Ikemen GO Plus
Post by: Gacel on March 03, 2019, 03:04:59 am
Sorry for the double post but the other with the build instructions is too cluttered.
So I will repost this for easier quote/linking.
I will edit this post if necessary later.

----------------------------

OK, I will post the way that I compile the engine. (On windows)
At this point TDM-GCC is very outdated and unsupported, so I use MSYS2.

Part 1: Setting up the compiler (This is only required to do one time)
Spoiler, click to toggle visibilty

Part 2: Buildidng the code (This is the easy part)
Spoiler, click to toggle visibilty

Sorry if the instructions are not that clear but I'm bad explaining things.
Title: Re: Ikemen GO Plus
Post by: RagingRowen on March 03, 2019, 12:03:20 pm
Windows 10 64bit.

Title: Re: Ikemen GO Plus
Post by: Gacel on March 03, 2019, 12:04:16 pm
You also need to install openAL

Title: Re: Ikemen GO Plus
Post by: RagingRowen on March 03, 2019, 12:08:10 pm
Thanks for your condolences. The CMD thing remains open when the game is running though.
Is this on my end or is it just there?
Title: Re: Ikemen GO Plus
Post by: Gacel on March 03, 2019, 12:11:18 pm
It remains open until Ikemen closes...
It's not really a cmd so it's useless, if Ikemen surfers a error it closes instantly.
If you suffer a error it's inisde the debug folder, a log.txt file.

I know. It's really useless and annoying.
I need a way to remove it and add a real output to console.
Title: Re: Ikemen GO Plus
Post by: RagingRowen on March 03, 2019, 12:27:37 pm
My next problem is that in matches you don't get a point after winning, meaning the match is endless.
Title: Re: Ikemen GO Plus
Post by: Gacel on March 03, 2019, 12:29:20 pm
And that's a know bug, that is the next on my list of thing to do with the engine.
It will be fixed later.
For now the only way that a match could end is turns mode. (Or the esc key)
Title: Re: Ikemen GO Plus
Post by: RagingRowen on March 03, 2019, 01:45:53 pm
Ok, when I try to open DeathScythe's Mugen Ultimate Tournament, the game just closes on startup.
Compatibility issues again?
Title: Re: Ikemen GO Plus
Post by: -Ash- on March 03, 2019, 03:41:33 pm
Rounds on turns mode are bugged too.
Title: Re: Ikemen GO Plus
Post by: junkerde on March 03, 2019, 05:59:48 pm
Ok, when I try to open DeathScythe's Mugen Ultimate Tournament, the game just closes on startup.
Compatibility issues again?

I keep reading about the infinite rounds bug in here, how do I reproduce it? Im playing arcade/team/vs mode and its fine for me.
Title: Re: Ikemen GO Plus
Post by: Bejeeta on March 03, 2019, 06:03:46 pm
You play neat unsou build or gacel build?
Title: Re: Ikemen GO Plus
Post by: junkerde on March 03, 2019, 06:07:12 pm
Me? I'm playing neat unsou build at the moment.
Title: Re: Ikemen GO Plus
Post by: Bejeeta on March 03, 2019, 06:16:01 pm
Gacel's build has the bug.
Title: Re: Ikemen GO Plus
Post by: K4thos on March 03, 2019, 08:24:07 pm
huh, at least 10 pages to read since I've last been here. From what I see there is a new fork by Gacel with active development. Since this topic is still in use for the new fork, Gacel, let me know how I should edit the first post to properly describe your fork. I'm ok with completely removing link and information regarding my repo, since yours seems to be more developed and up to date with official OSDN commits.
Title: Re: Ikemen GO Plus
Post by: Adnan on March 03, 2019, 08:26:29 pm
Glad to see you back k4thos!I missed you.
Title: Re: Ikemen GO Plus
Post by: junkerde on March 03, 2019, 08:31:42 pm
@K4thos I'd say there's 2 different ones around right now, Gacel's and neatunsou in active development. I feel like both could be on the front page. They have gotten really far :)
Title: Re: Ikemen GO Plus
Post by: K4thos on March 03, 2019, 10:08:30 pm
I've added links to both those forks and removed some not relevant stuff from the opening post. Let me know if something else should be changed (not sure if I should remove "Feature requests" and "Bug reports"?) I can also change the opening post all together if someone bothers to write a new one with more up to date info and F.A.Q.

btw. I see Gacel that you're using outdated lua scripts since you don't have latest footer text with F1 support:
(https://i.imgur.com/vXU8Tbx.png)
and gamepad setting that mimics mugen:

Once I find some time I will send you the updated lua files (I need to first check what has to be changed to use them since the engine crashes if I just copy them to your repo)
Title: Re: Ikemen GO Plus
Post by: Gacel on March 04, 2019, 02:47:45 am
So only my build has the bug, Interesting.
If it's true I'll ditch my code and back port my changes to the Neat Unsou build.

Hey K4thos you could upload the whole updated code? (Not only the lua files but also the go files)
It would be useful to compare functions between the 2 code bases.

EDIT

Neat Unsou repo doesn't have these bugs, so that means...
It's time to port code!

EDIT 2

The only differences between our forks are lifebar localcoord code and the cause of the bug (A merge conflict that I handled wrong)
:oops:
I'm very dumb.

As you can see it works even on 8vs8 after fixing my mistake!
Also remind me the reason why Ikemen has 8vs8 (That's more players than Dota 2 or Call of Duty)
(https://cdn.discordapp.com/attachments/488624710226018316/551959445756968971/jeiofiohrwiohrwiofwe4.png)
Title: Re: Ikemen GO Plus
Post by: junkerde on March 04, 2019, 09:42:02 pm
amazing! Thank you for the fixes!

And on the topic of 8 vs 8 etc, I remember in Ikemen Plus 0.3 we were able to add in additional lifebars for the rest of the characters if you did more than 2v2. So if you had 3v3, a 3rd lifebar could appear for the 3rd team member, and this was done simply by adding "p5" and "p6" in the lifebar def file in Ikemen Plus. Here's an example I did in it, Ikemen plus 0.3:

And you had all the permiters as you did the rest of the lifebars, like the size, positioning, etc, simply by adding "p5." or "p6." So in this pic I made the 3rd partner's lifebars smaller simply by editing it in the def file. Thoughts if this will get implemented in the future?

Obviously take your time, because you guys have gotten so far in Ikemen and its amazing to see the progress!
Title: Re: Ikemen GO Plus
Post by: -Ash- on March 05, 2019, 06:56:14 am
@K4thos Do you still plan to implement tournament mode and universal tag system to the engine?
Title: Re: Ikemen GO Plus
Post by: Gacel on March 05, 2019, 07:14:39 am
@K4thos Do you still plan to implement tournament mode and universal tag system to the engine?

I'm not k4thos but i think it would be too hard add universal tag (Remember there are a common.cmd) so it's the matter of adding a extra [Dedicated] tag button and some minor adjustments.
I will see about universal tag after k4thos send the lua files.

amazing! Thank you for the fixes!

And on the topic of 8 vs 8 etc, I remember in Ikemen Plus 0.3 we were able to add in additional lifebars for the rest of the characters if you did more than 2v2. So if you had 3v3, a 3rd lifebar could appear for the 3rd team member, and this was done simply by adding "p5" and "p6" in the lifebar def file in Ikemen Plus. Here's an example I did in it, Ikemen plus 0.3:

(https://i.imgur.com/2OmLr69.jpg)

And you had all the permiters as you did the rest of the lifebars, like the size, positioning, etc, simply by adding "p5." or "p6." So in this pic I made the 3rd partner's lifebars smaller simply by editing it in the def file. Thoughts if this will get implemented in the future?

Obviously take your time, because you guys have gotten so far in Ikemen and its amazing to see the progress!

I remember that K4thos implemented that in Ikemen go some time ago...
There are 2 posibilites or suehiro didn't implemented it or is in the unreleased K4thos code.

Edit Here is the post:
Spoiler, click to toggle visibilty
Title: Re: Ikemen GO Plus
Post by: junkerde on March 05, 2019, 07:49:54 am
@Gacel Thank you for the info, I tried and those "[Tag_3P Lifebar]" etc, does not work on any of the builds. I guess it is in the unreleased code from k4thos
Title: Re: Ikemen GO Plus
Post by: fisahas on March 05, 2019, 01:19:11 pm
this char: http://www.mediafire.com/file/gt40svdnd4bzru7/Ember+Eputh-CKOFM.rar

Loads perfectly on mugen and winmugen, but not on IKEMEN...can anyone find out why?
Title: Re: Ikemen GO Plus
Post by: junkerde on March 05, 2019, 06:04:40 pm
this char: http://www.mediafire.com/file/gt40svdnd4bzru7/Ember+Eputh-CKOFM.rar

Loads perfectly on mugen and winmugen, but not on IKEMEN...can anyone find out why?

I tried him in ikemen and mugen, so basically the only thing you can do is hit hte directional keys and CPU will activate and do a bunch of stuff. Its working fine for me on ikemen, what seems to be the specific issue you have? Working ok on my end.
Title: Re: Ikemen GO Plus
Post by: junkerde on March 05, 2019, 07:17:31 pm
Title: Re: Ikemen GO Plus
Post by: fisahas on March 05, 2019, 07:37:31 pm
I tried him in ikemen and mugen, so basically the only thing you can do is hit hte directional keys and CPU will activate and do a bunch of stuff. Its working fine for me on ikemen, what seems to be the specific issue you have? Working ok on my end.

you sure about that? I use IKEMEN plus go and when I try to play with that char, I see this error message:

(http://img10.lostpic.net/2019/03/05/6b97946e4b8ee72e1090cb566b45028d.png)
Title: Re: Ikemen GO Plus
Post by: junkerde on March 05, 2019, 07:39:37 pm
I tried him in ikemen and mugen, so basically the only thing you can do is hit hte directional keys and CPU will activate and do a bunch of stuff. Its working fine for me on ikemen, what seems to be the specific issue you have? Working ok on my end.

you sure about that? I use IKEMEN plus go and when I try to play with that char, I see this error message:

(http://img10.lostpic.net/2019/03/05/576a1c674d17ee6ceac0baed6838d542.png)

that's not ikemen Go plus, you are using an old Ikemen 0.3 with old ssz code. The new one uses google's golang and that is what this thread is about. It is quite confusing because there are so many ikements out there, but you have to download the latest Ikemen Go Plus in the thread. It should work then.
Title: Re: Ikemen GO Plus
Post by: fisahas on March 05, 2019, 07:42:09 pm
that's not ikemen Go plus, you are using an old Ikemen 0.3 with old ssz code. The new one uses google's golang and that is what this thread is about. It is quite confusing because there are so many ikements out there, but you have to download the latest Ikemen Go Plus in the thread. It should work then.

can you provide me the link of the exact one you are using pls?
Title: Re: Ikemen GO Plus
Post by: junkerde on March 05, 2019, 08:21:14 pm
that's not ikemen Go plus, you are using an old Ikemen 0.3 with old ssz code. The new one uses google's golang and that is what this thread is about. It is quite confusing because there are so many ikements out there, but you have to download the latest Ikemen Go Plus in the thread. It should work then.

can you provide me the link of the exact one you are using pls?

http://www.mediafire.com/file/97hgvaxyh2j4n2p/Ikemen+GO+Plus.zip (http://www.mediafire.com/file/97hgvaxyh2j4n2p/Ikemen+GO+Plus.zip)
Title: Re: Ikemen GO Plus
Post by: junkerde on March 05, 2019, 08:21:39 pm
Ok I just had a thought/question, and if this is possible with luascript in the current state of Ikemen or would this have to be changed in the source code?

We all know transformations are hard to code and implement because of custom states, but what if we could make it easier by being able to REPLACE characters on the fly IN-GAME to have the effect of transforming? I am not talking about tagteam, but entirely replacing your character  with a different character form on your roster during ingame battle.

For example, you have Mario (from Nintendo) on your character select screen and you also have a FIRE MARIO character on your select screen. In game, what if we could transform Mario to FIRE MARIO by swapping/replacing them INGAME? Maybe in select.def, there is syntax like:

Code:
SuperMario, form1=FireMario

Then Ikemen will autoload that form if you select Mario, and if you click a certain key, Mario will switch with FIREMARIO and "transform" to that character ingame. I think this would also really help DragonBallZ characters. Would this be a complicated thing to accomplish? Because what this would do is make it easier to implement TRANSFORMATIONS in mugen by not having issues with being in custom states, since they exist as an entirely different character file. Thoughts?
Title: Re: Ikemen GO Plus
Post by: 2Dee4ever on March 05, 2019, 08:47:15 pm
I like the way Kof Zillion does it, though you mean in game(fight). I know my say doesn't mean much, but hard doesn't mean impossible. Not even limited to full game, though easier.. You can add a var to control your custom states via common1. If you don't want to edit your entire roster though nvm :/. Being able to switch sff on the fly huh.
Title: Re: Ikemen GO Plus
Post by: junkerde on March 05, 2019, 09:16:17 pm
Being able to switch sff on the fly huh.

yeah that, plus just the entire character in general. I mean it's not really "transforming" in the basic sense, but it gives off the effect of transformations, without having to change my common1 or do a bunch of other things just to get it correct. And without having to add a crapload of sprites into 1 sff. For now I can only see this happening if the character has a new statedef in tehir file that calls for this change even if something like this is implemented, but it should be pretty simple (statechange wise) or so
Title: Re: Ikemen GO Plus
Post by: 2Dee4ever on March 05, 2019, 10:19:15 pm
So basically more things to be automated? Hmm. Have any of you messed with screen-bound? Does it work as intended? Sometimes it feels as though it doesn't, might be stages though. Also which is the most updated version.
Title: Re: Ikemen GO Plus
Post by: Bastard Mami on March 05, 2019, 11:36:29 pm
I'd implement that as somekind of "invisible" tag, as doing it "on the fly" would pause the game when the transofrmation happens; at least the first time it does.
Title: Re: Ikemen GO Plus
Post by: junkerde on March 05, 2019, 11:40:43 pm
I'd implement that as somekind of "invisible" tag, as doing it "on the fly" would pause the game when the transofrmation happens; at least the first time it does.

yep, this is exactly how I imagine it. Like it'll select the 2nd form as an invisible character, no lifebar or displayname, but it wont count as a team member. Then there would have to be some kind of statedef to trigger this. So probably in simple terms, ability to invisible select and invisible tag a character to "transform" into them.
Title: Re: Ikemen GO Plus
Post by: Gacel on March 06, 2019, 06:13:55 am
I'd implement that as somekind of "invisible" tag, as doing it "on the fly" would pause the game when the transofrmation happens; at least the first time it does.

yep, this is exactly how I imagine it. Like it'll select the 2nd form as an invisible character, no lifebar or displayname, but it wont count as a team member. Then there would have to be some kind of statedef to trigger this. So probably in simple terms, ability to invisible select and invisible tag a character to "transform" into them.

The way that Ikemen load characters could make that posible.
But these characters must be loaded before the match starts.
(I'm not sure if would be posible to program character transform to any character in the roster)

To explain the internal way it could work (This is just speculation of the way someone could make it work)
It would not be a character transformation it would be 2 characters (Or more) connected by code.
And it needs a (Configurable) limit so it does not waste too much resources.
Imagine have loaded 50 Blazblue characters inside a match the use of resources would be through the roof.

But before we add these features to Ikemen we have to think about fix the font loading. (The reason why half of the screenpacks/lifebars does not work)

So basically more things to be automated? Hmm. Have any of you messed with screen-bound? Does it work as intended? Sometimes it feels as though it doesn't, might be stages though. Also which is the most updated version.

I think screenbound works in a different way that works in mugen when is widesceen.
Maybe later I will check what suehiro changed and what is the best way to screenbound to work.

EDIT

And now. It's time for a new release. (It's really the old code from Sunday compiled)

And as always the required mugen files.
http://www.mediafire.com/file/i2u70ordfjqj186/Ikemen_Mugen_Files.zip

And I added the build instructions (For windows and linux) to the readme in the repo.
Title: Re: Ikemen GO Plus
Post by: fisahas on March 06, 2019, 09:23:49 am
http://www.mediafire.com/file/97hgvaxyh2j4n2p/Ikemen+GO+Plus.zip (http://www.mediafire.com/file/97hgvaxyh2j4n2p/Ikemen+GO+Plus.zip)

Wah..You are a Life saver! Now I can play with all of my fav chars abesnt issue. Btw, there are some chars that use high gfx while attacking (i.e. donald edits). While playing with them, the frame passes too slow on IKEMEN while I can play with them on mugen real smooth. I guess video setting from the options might be tricky for that purpose. Unfortunately I have no knowledge on that. So if you provide some fix would be so nice of you...you are an angel living among men 0:)
Title: Re: Ikemen GO Plus
Post by: PeXXeR on March 06, 2019, 12:45:11 pm
If I was updating the engine I would fuse all of your branches into 1 its way more user friendly, gonna keep an eye on this.

A question as well, I have used ikemen and I dunno, how does it handle the little intricacies when it comes to mugen chars ? It felt a bit off when using some of the chars I've been using for years at this point.

I know mugen is closed source and you guys are doing your best to emulate it and its a teething period but I believe its still worth asking about.
Title: Re: Ikemen GO Plus
Post by: junkerde on March 06, 2019, 04:01:39 pm
http://www.mediafire.com/file/97hgvaxyh2j4n2p/Ikemen+GO+Plus.zip (http://www.mediafire.com/file/97hgvaxyh2j4n2p/Ikemen+GO+Plus.zip)

Wah..You are a Life saver! Now I can play with all of my fav chars abesnt issue. Btw, there are some chars that use high gfx while attacking (i.e. donald edits). While playing with them, the frame passes too slow on IKEMEN while I can play with them on mugen real smooth. I guess video setting from the options might be tricky for that purpose. Unfortunately I have no knowledge on that. So if you provide some fix would be so nice of you...you are an angel living among men 0:)

You should download Gacel's updated version he has above instead now, but Im not sure about that issue then, but yeah performance can be slower if you have older hardware
Title: Re: Ikemen GO Plus
Post by: junkerde on March 06, 2019, 04:11:29 pm

A question as well, I have used ikemen and I dunno, how does it handle the little intricacies when it comes to mugen chars ? It felt a bit off when using some of the chars I've been using for years at this point

They've made some huge progress, but yes I do have the same feelings about just the little intracracies as well. Example, this code behaves differently in Ikemen GO, vs Mugen 1.0, 1.1 (this is during an attack in which the character's position can be moved if holding forward):

[State 12345]
trigger1 = command = "holdfwd"
x = 1.2

[State 12345]
type = VelSet
trigger1 = command = "holdfwd"
trigger1 = Vel X < 0
x = 0

In Ikemen the velocity is atleast 2x greater than it should be, but I think if we post examples it will give them a good idea of what some issues are at present. But I have full faith in their ability to fix things like this.

Also there is no "SPEED" option in the menu, for example Normal, Fast 1, Fast 2, etc. Ctrl + S toggles speed but its either to ofast or too slow, and you have to click keys every round.
Title: Re: Ikemen GO Plus
Post by: PeXXeR on March 06, 2019, 04:27:22 pm
The combat feels super fast and it lacks any sort of impact, maybe its the chars or something else. I'll fiddle around with it a bit more.
Title: Re: Ikemen GO Plus
Post by: PlasmoidThunder on March 06, 2019, 04:49:06 pm
Knockback is higher in IKEMEN, which also extends to cornerpush.
Title: Re: Ikemen GO Plus
Post by: Manson Rees on March 06, 2019, 07:48:09 pm
I cant compile it in Linux... :(

Quote
src/main.go:46:21: undefined: syscall.NewLazyDLL
src/main.go:48:21: too many arguments in call to syscall.Syscall
src/main.go:49:20: undefined: syscall.GetStdHandle
src/main.go:49:41: undefined: syscall.STD_OUTPUT_HANDLE
src/main.go:50:19: undefined: syscall.GetStdHandle
src/main.go:50:40: undefined: syscall.STD_INPUT_HANDLE

Title: Re: Ikemen GO Plus
Post by: Gacel on March 07, 2019, 03:56:51 am
If I was updating the engine I would fuse all of your branches into 1 its way more user friendly, gonna keep an eye on this.

A question as well, I have used ikemen and I dunno, how does it handle the little intricacies when it comes to mugen chars ? It felt a bit off when using some of the chars I've been using for years at this point.

I know mugen is closed source and you guys are doing your best to emulate it and its a teething period but I believe its still worth asking about.

Because we are not a team we work on our own branches but we always merge our work so our branches are almost the same.
So any changes that we made is going to be on the 2 branches. (Counting on the fact the we update it)

A question as well, I have used ikemen and I dunno, how does it handle the little intricacies when it comes to mugen chars ? It felt a bit off when using some of the chars I've been using for years at this point

They've made some huge progress, but yes I do have the same feelings about just the little intracracies as well. Example, this code behaves differently in Ikemen GO, vs Mugen 1.0, 1.1 (this is during an attack in which the character's position can be moved if holding forward):

[State 1900, GoFwd1]
trigger1 = command = "holdfwd"
x = 1.2

[State 1900,GoFwd2]
type = VelSet
trigger1 = command = "holdfwd"
trigger1 = Vel X < 0
x = 0

In Ikemen the velocity is atleast 2x greater than it should be, but I think if we post examples it will give them a good idea of what some issues are at present. But I have full faith in their ability to fix things like this.

Also there is no "SPEED" option in the menu, for example Normal, Fast 1, Fast 2, etc. Ctrl + S toggles speed but its either to ofast or too slow, and you have to click keys every round.

Knockback is higher in IKEMEN, which also extends to cornerpush.

That is bad. Maybe there is a problem with the implementation.
Make the code behave exactly like mugen is a problem because is closed source and the docs (our only specification) well... they say almost nothing about the internal workings.
I will check when I'm free. (I'm drowning with college homework and exams)

Also I don't plan (I don't know about the others) to implement a "SPEED" option, it would require an insane amount of code and I don't see if its worth the effort for what it provides. (Considering that changing the framerate have almost the exact same effect)

I cant compile it in Linux... :(

Quote
src/main.go:46:21: undefined: syscall.NewLazyDLL
src/main.go:48:21: too many arguments in call to syscall.Syscall
src/main.go:49:20: undefined: syscall.GetStdHandle
src/main.go:49:41: undefined: syscall.STD_OUTPUT_HANDLE
src/main.go:50:19: undefined: syscall.GetStdHandle
src/main.go:50:40: undefined: syscall.STD_INPUT_HANDLE

That's a very big problem. It's caused because it call windows only functions on a Linux environment.
I will try to make time tomorrow to fix it.

EDIT

Also has anyone noticed that shinlucho deleted his Ikemen GO repo?
Title: Re: Ikemen GO Plus
Post by: junkerde on March 07, 2019, 05:00:06 pm
oh shoot you're right, I didn't know about the framerate option. I rebuilt it by changing the framerate to 70 and it's the exact speed I need. thanks!
Title: Re: Ikemen GO Plus
Post by: Gacel on March 07, 2019, 06:51:52 pm
I cant compile it in Linux... :(

Quote
src/main.go:46:21: undefined: syscall.NewLazyDLL
src/main.go:48:21: too many arguments in call to syscall.Syscall
src/main.go:49:20: undefined: syscall.GetStdHandle
src/main.go:49:41: undefined: syscall.STD_OUTPUT_HANDLE
src/main.go:50:19: undefined: syscall.GetStdHandle
src/main.go:50:40: undefined: syscall.STD_INPUT_HANDLE

That's a very big problem. It's caused because it call windows only functions on a Linux environment.
I will try to make time tomorrow to fix it.

It seems that you are trying to compile k4thos build. That one is very outdated and that build does not compile on Linux, in the other repos the windows only calls are removed so it should compile. Try to compile my repo and see if tit trows any errors.

I will try to build it but it seems that GO does not have cross compilation if the program uses CGO

EDIT

So I was like 1hour trying to cross-compile Ikemen on windows to linux.
I couldn't do it. When I'm back from college (About 10pm) I will install a Ubuntu VM.

EDIT 2

So I noticed that my build instuctions for linux mention K4thos repo instead of mine.
Well now it's updated with the rigth command.

Code:
git clone https://github.com/Windblade-GR01/Ikemen_GO.git
Title: Re: Ikemen GO Plus
Post by: Manson Rees on March 08, 2019, 03:15:08 am
Thank you for your hard work man! :D
But now I'm receiving this error when compiling:

Quote
# github.com/hajimehoshi/oto
go/src/github.com/hajimehoshi/oto/driver_linux.go:23:10: fatal error: alsa/asoundlib.h: No such file or directory
#include <alsa/asoundlib.h>
Title: Re: Ikemen GO Plus
Post by: Gacel on March 08, 2019, 06:40:25 am
https://github.com/hajimehoshi/oto

Quote
Linux
libasound2-dev is required. On Ubuntu or Debian, run this command:

Code:
apt install libasound2-dev

In most cases this command must be run by root user or through sudo command.

So try to install libasound2-dev.
(This is the first time I see someone trying to compile my repo on Linux so this is blind guiding the blind)
Sorry if I could not be of more help.
Title: Re: Ikemen GO Plus
Post by: Adnan on March 08, 2019, 09:11:30 pm
Gacel,looks like you fixed left-right input bug on keyboard.But this bug still exist on gamepad controllers.I cant do ryu shin hadoken-shoryuken on left side with my controller.I even tried 2 controllers to be sure.
Title: Re: Ikemen GO Plus
Post by: dan on March 09, 2019, 05:48:35 pm
https://github.com/hajimehoshi/oto

Quote
Linux
libasound2-dev is required. On Ubuntu or Debian, run this command:

Code:
apt install libasound2-dev

In most cases this command must be run by root user or through sudo command.

So try to install libasound2-dev.
(This is the first time I see someone trying to compile my repo on Linux so this is blind guiding the blind)
Sorry if I could not be of more help.

Hey Gacel, thanks for the great work!
I manage to compile it well on Linux without errors, however I was unable to run the binary.
It crashes with the following error message:

Code:
./Ikemen_GO panic: 0:1(264): error: could not implicitly convert operands to arithmetic operator0:1(328): warning: y' used uninitialized0:1(388): warning: y' used uninitializedgoroutine 1 [running, locked to thread]:main.chk(0x9576a0, 0xc4200108c0)	/home/dan/code/Ikemen_GO/src/main.go:22 +0x4amain.RenderInit.func2(0xc400008b30, 0x90f360, 0x309, 0x1)	/home/dan/code/Ikemen_GO/src/render.go:112 +0x178main.RenderInit()	/home/dan/code/Ikemen_GO/src/render.go:131 +0xa4main.(*System).init(0xd0b040, 0x1e000000280, 0xc42000e0b0)	/home/dan/code/Ikemen_GO/src/system.go:264 +0x1b6main.main()	/home/dan/code/Ikemen_GO/src/main.go:234 +0x1377

I'm using a Ubuntu 18.04 VM with go 1.10.4

I will give a try on windows build. But just in case, can you check if you pushed all your changes?
Thanks a lot!
Title: Re: Ikemen GO Plus
Post by: dan on March 09, 2019, 06:57:34 pm
Gacel, it failed to run on Windows 10 64, golang 1.12 too.
Code compiles correctly and crashes in the same way.
Title: Re: Ikemen GO Plus
Post by: RagingRowen on March 09, 2019, 09:04:15 pm
Hey, have y'all checked the add004 support?
I use Gacel's build and it crashed when I try a lifebar that's not the default.
Title: Re: Ikemen GO Plus
Post by: Mark85 on March 09, 2019, 10:09:34 pm
it works fine on my end
(https://cdn.discordapp.com/attachments/444327782831357973/554047825453907978/Screenshot.png)
Title: Re: Ikemen GO Plus
Post by: RagingRowen on March 09, 2019, 10:14:04 pm
it works fine on my end]

Using Gacel's build? I don't know how screenpacks work yet.
Title: Re: Ikemen GO Plus
Post by: dan on March 10, 2019, 12:09:37 am
it works fine on my end

EDIT:
Release version did not run in windows 10 64bit.
Same error. >.<
Title: Re: Ikemen GO Plus
Post by: Gacel on March 10, 2019, 08:19:28 pm
Gacel,looks like you fixed left-right input bug on keyboard.But this bug still exist on gamepad controllers.I cant do ryu shin hadoken-shoryuken on left side with my controller.I even tried 2 controllers to be sure.

That's weird nobody has touched the input code.
As you can see the last change was on Jan 7.

Maybe were changes to GLFW but I'm not sure.
EDIT The last update to GLFW was on August 18 so it was not that. EDIT END

Gacel, it failed to run on Windows 10 64, golang 1.12 too.
Code compiles correctly and crashes in the same way.

golang 1.12!? Thats a new release. (That probably broke stuff :() OK, when I am home I'll update golang to 1.12 (I use 1.11) and check if the same error happens and fix it.
I was the whole weekend outside my home sorry for not responding sooner. (I will be back home later the PC I'm writing now it's not mine)

EDIT 2
Dan I have very bad news, it seems that it compiles correctly on GoLang 1.12 and checking the code with the error that you posted it seems that you PC couldn't handle the shader compilation.

I could ask what GPU you PC uses?
Title: Re: Ikemen GO Plus
Post by: dan on March 11, 2019, 11:16:40 am
EDIT 2
Dan I have very bad news, it seems that it compiles correctly on GoLang 1.12 and checking the code with the error that you posted it seems that you PC couldn't handle the shader compilation.

I could ask what GPU you PC uses?
[/quote]

Sure, I'm using a Macbook pro with intel GPU Intel HD Graphics 4000, 1.5GB MB.
I understand it is not a new one but didn't think Ikemen would require much more resources (I might be wrong).
I also tried to compile it and run inside two VMware (Fusion 11) VMs: Ubuntu  18.04 and Windows 10, and compile/run natively in OSX using xQuartz and using docker.
All these attempts failed so far, with the same error.

I am a programmer, but I don't know Golang yet (although I have been searching a project to work on and learn for a while, and think this is a great opportunity).
Thus, the error messages - specially without details - are still not clear to me.
I hope I can make it work and be able to contribute. If you can provide any pointers I would be happy to help.
Thanks for the great work!

EDIT - spelling errors and clarity.
Title: Re: Ikemen GO Plus
Post by: junkerde on March 11, 2019, 07:35:00 pm
New commit from NeatUnsou build

https://osdn.net/users/neatunsou/pf/ikemen_go/scm/commits/415ecd6b0cce630661c04a1f259bb8d38c8e79d3
Title: Re: Ikemen GO Plus
Post by: Gacel on March 11, 2019, 07:46:58 pm
New commit from NeatUnsou build

https://osdn.net/users/neatunsou/pf/ikemen_go/scm/commits/415ecd6b0cce630661c04a1f259bb8d38c8e79d3

I will merge it later.

EDIT 2
Quote
Dan I have very bad news, it seems that it compiles correctly on GoLang 1.12 and checking the code with the error that you posted it seems that you PC couldn't handle the shader compilation.

I could ask what GPU you PC uses?

Sure, I'm using a Macbook pro with intel GPU Intel HD Graphics 4000, 1.5GB MB.
I understand it is not a new one but didn't think Ikemen would require much more resources (I might be wrong).
I also tried to compile it and run inside two VMware (Fusion 11) VMs: Ubuntu  18.04 and Windows 10, and compile/run natively in OSX using xQuartz and using docker.
All these attempts failed so far, with the same error.

I am a programmer, but I don't know Golang yet (although I have been searching a project to work on and learn for a while, and think this is a great opportunity).
Thus, the error messages - specially without details - are still not clear to me.
I hope I can make it work and be able to contribute. If you can provide any pointers I would be happy to help.
Thanks for the great work!

EDIT - spelling errors and clarity.

A Intel HD Graphics 4000 should work, that's a problem, could you post the error logs you get on every OS.
You only posted the linux logs

Also anyone is welcome to contribute! Ikemen GO is also the first time I use GoLang ever.
I dint know it existed before know about Ikemen GO.
Title: Re: Ikemen GO Plus
Post by: dan on March 11, 2019, 11:44:06 pm

A Intel HD Graphics 4000 should work, that's a problem, could you post the error logs you get on every OS.
You only posted the linux logs

Also anyone is welcome to contribute! Ikemen GO is also the first time I use GoLang ever.
I dint know it existed before know about Ikemen GO.

Code:
./Ikemen_GO panic: ERROR: 0:1: '-' does not operate on 'int' and 'float'ERROR: 0:1: Use of undeclared identifier 'y'ERROR: 0:1: Use of undeclared identifier 'y'ERROR: 0:1: Use of undeclared identifier 'left'ERROR: 0:1: Use of undeclared identifier 'left'ERROR: 0:1: Use of undeclared identifier 'right'ERROR: 0:1: Use of undeclared identifier 'right'ERROR: 0:1: Use of undeclared identifier 'left'ERROR: 0:1: Use of undeclared identifier 'left'ERROR: 0:1: Use of undeclared identifier 'right'goroutine 1 [running, locked to thread]:main.chk(...)        /Volumes/data/Users/dan/devel/Ikemen_GO/src/main.go:22main.RenderInit.func2(0x8b30, 0x44e4e0a, 0x309, 0x1)        /Volumes/data/Users/dan/devel/Ikemen_GO/src/render.go:112 +0x229main.RenderInit()        /Volumes/data/Users/dan/devel/Ikemen_GO/src/render.go:131 +0xe0main.(*System).init(0x480b200, 0x1e000000280, 0xc0001b2010)        /Volumes/data/Users/dan/devel/Ikemen_GO/src/system.go:264 +0x1bfmain.main()        /Volumes/data/Users/dan/devel/Ikemen_GO/src/main.go:234 +0x14bf
Title: Re: Ikemen GO Plus
Post by: PlasmoidThunder on March 12, 2019, 12:34:52 am
This is an error copied over from vanilla IKEMEN, but in char.ssz/char.go, yvel is assigned the value of an attack's ground hit y velocity instead of the attack's ground guard y velocity when a character is blocking. For the most part, characters don't actually suffer vertical knockback on ground block and thus wouldn't care about this, but certain custom cornerpush systems rely on yvel to be 0 for the cornerpush to be applied, so moves that knock down or launch won't apply cornerpush as intended.

The problem is that while you have hd.airguard_velocity[0] (x) and hd.airguard_velocity[1] (y) for air blocking, you only have hd.guard_velocity (x) for ground blocking, which means there's nothing to check for vertical ground guard velocity. However, were you to implement hd.guard_velocity[0] and hd.guard_velocity[1], they're supposed to default to the hit velocities when omitted from the HitDef, so the actual issue is that xvel and yvel are being written to even when the opponent isn't moving.

Sorry if that's a bit confusing.
Title: Re: Ikemen GO Plus
Post by: Gacel on March 12, 2019, 02:14:44 am
This is an error copied over from vanilla IKEMEN, but in char.ssz/char.go, yvel is assigned the value of an attack's ground hit y velocity instead of the attack's ground guard y velocity when a character is blocking. For the most part, characters don't actually suffer vertical knockback on ground block and thus wouldn't care about this, but certain custom cornerpush systems rely on yvel to be 0 for the cornerpush to be applied, so moves that knock down or launch won't apply cornerpush as intended.

The problem is that while you have hd.airguard_velocity[0] (x) and hd.airguard_velocity[1] (y) for air blocking, you only have hd.guard_velocity (x) for ground blocking, which means there's nothing to check for vertical ground guard velocity. However, were you to implement hd.guard_velocity[0] and hd.guard_velocity[1], they're supposed to default to the hit velocities when omitted from the HitDef, so the actual issue is that xvel and yvel are being written to even when the opponent isn't moving.

Sorry if that's a bit confusing.

I'm not gonna lie I'm confused.
Well reading the docs I see that guard.velocity is only a single axis. (Maybe is Elecbyte error while writing the docs)
http://www.elecbyte.com/mugendocs/sctrls.html#hitdef

I understand most of what you say except "xvel and yvel are being written to even when the opponent isn't moving"
Do you mean that guard.velocity is still applied to the char even when they are 0?

Sorry English is not my first language.
Title: Re: Ikemen GO Plus
Post by: PlasmoidThunder on March 12, 2019, 02:40:52 am
For some reason I thought guard.velocity accepted two values; in that case, simply removing the line would be the correct course of action.

Code:
if guard && int32(getter.ss.stateType)&hd.guardflag != 0 {	ghv.hitshaketime = Max(0, hd.guard_shaketime)	ghv.hittime = Max(0, hd.guard_hittime)	ghv.slidetime = hd.guard_slidetime	ghv.guarded = true	if getter.ss.stateType == ST_A {		ghv.ctrltime = hd.airguard_ctrltime		ghv.xvel = hd.airguard_velocity[0] * c.localscl / getter.localscl		ghv.yvel = hd.airguard_velocity[1] * c.localscl / getter.localscl	} else {		ghv.ctrltime = hd.guard_ctrltime		ghv.xvel = hd.guard_velocity * c.localscl / getter.localscl		ghv.yvel = hd.ground_velocity[1] * c.localscl / getter.localscl <----- Remove this line	}	absdamage = hd.guarddamage	ghv.hitcount = hc

As it is now, the second value of ground.velocity (the vertical velocity) is written to yvel when the character is hit while blocking, even though the knockback isn't actually applied to the character.
Title: Re: Ikemen GO Plus
Post by: Gacel on March 12, 2019, 03:05:06 am
Spoiler, click to toggle visibilty

That's intentional.
Code:
ghv.xvel = hd.guard_velocity * c.localscl / getter.localsclghv.yvel = hd.ground_velocity[1] * c.localscl / getter.localscl

But I'm not sure if MUGEN also does that.
If MUGEN does not do it I can change it but I need you to test it in MUGEN 1.1 first just to be sure.
Title: Re: Ikemen GO Plus
Post by: PlasmoidThunder on March 12, 2019, 03:17:18 am
MUGEN does not do that, which is why I brought it up; hitting a blocking opponent in MUGEN with a move that applies vertical knockback does not change the value of yvel. Some custom cornerpush systems rely on yvel being 0 (the opponent isn't in the air or falling) to apply cornerpush, so they don't work correctly in IKEMEN because of the above.
Title: Re: Ikemen GO Plus
Post by: Gacel on March 12, 2019, 03:20:47 am
OK removed.
Thanks for the feedback.

Now that we finished this:
I discovered that you can make interactive stages using "attachedchar" inside the stage file.

Well time to decipher the reason of the Dan's crash.
Title: Re: Ikemen GO Plus
Post by: junkerde on March 12, 2019, 03:51:46 am
So this fixes cornerpush?

edit: Just tried it out, crouch block at the end of a stage is pushing back characters who are attacking the defending character in latest ikemen, in mugen 1.1 they aren't being pushed back though. I can upload videos if needed.

Title: Re: Ikemen GO Plus
Post by: Gacel on March 12, 2019, 04:18:04 am
That's another bug to the list.

For now I'm trying to fix more critical bugs (Crashes at the star and the fontv2 loading bug)
but once I get these out of the way I will fix the others.

Sorry, but hope that you understand.
Title: Re: Ikemen GO Plus
Post by: junkerde on March 12, 2019, 04:22:38 am
It's no problem Gacel! I'm not expecting you to do it this instant, you've gotten Ikemen GO farther than any of us have! Thank you for your work! I just thought I would post it just in case for the future if anyone comes into this thread, or for future development! Thanks for your work!!

Saving this for documentation:

https://streamable.com/s/5t87b/hgyfjo
Title: Re: Ikemen GO Plus
Post by: Gacel on March 12, 2019, 04:25:43 am
Thanks for the videos
The issue is in Github so I not forget it.

Mind if you send the characters or the place where I can get them?
For testing in the exact same environment when the time to fix the bug comes.
Title: Re: Ikemen GO Plus
Post by: junkerde on March 12, 2019, 04:30:38 am
Thanks for the videos
The issue is in Github so I not forget it.

Mind if you send the characters or the place where I can get them?
For testing in the exact same environment when the time to fix the bug comes.

Yep here they are:

https://www.mediafire.com/file/nrhdu6ubu5741dn/characters.zip/file

Thanks!
Title: Re: Ikemen GO Plus
Post by: Gacel on March 12, 2019, 04:34:30 am
Thanks!

Well in another news I discovered the reason why half of the fntv2 fonts crashes in Ikemen.
The palletes of these fonts doesn't load for some reason.
(http://elecbyte.com/assets/images/404kfm.png)

EDIT:
I could not get Truetype Fonts to work with lifebars but at least fntv2 fonts doesn't crashes mugen anymore.
Honestly I still don't understand anything about fonts.
Title: Re: Ikemen GO Plus
Post by: GaziraAgain on March 12, 2019, 12:42:46 pm
Happy to read this! I test the older versions but I can´t run the screenpack. I test the next version and I told you something. Thank you for all your work!
Title: Re: Ikemen GO Plus
Post by: dan on March 12, 2019, 05:38:52 pm
Hey Gacel, I'm slowly understanding how to debug this...
currently I'm stuck in the file render.go
line 131
Code:
fragObj := compile(gl.FRAGMENT_SHADER, fragShader)

then it goes into the compile function and call on the line 110
Code:
gl.GetObjectParameterivARB(shader, gl.OBJECT_COMPILE_STATUS_ARB, &ok)
before calling this function, ok == 0
After calling, ok == 0.

Then, app panics and throw the error:
Code:
	/Volumes/data/devel/Ikemen_GO/src/main.go:22 +0x7bmain.RenderInit.func2(0xc000008b30, 0x462e502, 0x309, 0x2)	/Volumes/data/devel/Ikemen_GO/src/render.go:112 +0x1f0main.RenderInit()	/Volumes/data/devel/Ikemen_GO/src/render.go:131 +0x16fmain.(*System).init(0x4990240, 0x1e000000280, 0x0)	/Volumes/data/devel/Ikemen_GO/src/system.go:264 +0x2a3main.main()	/Volumes/data/devel/Ikemen_GO/src/main.go:234 +0x26b7

Currently using go1.12 darwin/amd64
Title: Re: Ikemen GO Plus
Post by: Gacel on March 12, 2019, 07:01:01 pm
That's great!

I could not be of much help but I can link the opengl docs to the function on line 110
http://docs.gl/gl2/glGetProgram
For some reason GoGL differs in name for the one in the docs.

It seems that it fails at shader compilation.
I could not help more because I know almost nothing of openGL.
Title: Re: Ikemen GO Plus
Post by: RagingRowen on March 12, 2019, 08:52:50 pm
So is it recommended to use Win-Mugen SPs in this IKEMEN for now because of the font thing?
Title: Re: Ikemen GO Plus
Post by: Gacel on March 12, 2019, 09:35:08 pm
Use whatever screenpack you want but take in mind that TTF fonts doesn't work. (All the other fonts work)
It doesn't crashes mugen but these type of fonts don't display. (I fixed the crash at least)
The screenpack itself should display correctly.

You use 1.0/1.1 be prepared to change some fonts. (For now I plan to fix this)

For info about what is a TTF font:
https://en.wikipedia.org/wiki/TrueType
Title: Re: Ikemen GO Plus
Post by: RagingRowen on March 12, 2019, 10:13:01 pm
Is there any plans for the combo counter at this moment?
Title: Re: Ikemen GO Plus
Post by: Gacel on March 12, 2019, 10:14:47 pm
Because the combo counter is a font someone have to fix the font support first.
I will investigate why it does not display. (Is probably a oversight somewhere)

EDIT
Does anyone know a GoLang debugger that works with CGO?
Or a way to set up a debugger in Ikemen? (To debug the go code)
Title: Re: Ikemen GO Plus
Post by: dan on March 13, 2019, 03:32:57 pm
Does anyone know a GoLang debugger that works with CGO?
Or a way to set up a debugger in Ikemen? (To debug the go code)
I did.
Worked perfectly with visual studio code.
The only issue I had was to configure gopath, which was easy and the relative path to resources.
I end up hard coding them.
It works very well, step by step, step into and so on..
Title: Re: Ikemen GO Plus
Post by: Gacel on March 14, 2019, 02:34:40 am
Thanks to you tips I set up the debugger!
Now fixing bugs is way easier.
And discovered the reason why the combo bar does not load.

In old dos/win-mugen the combo counter goes like this:
Code:
counter.font = 4,0,0

In Mugen 1.0/1.1 the combo code goes like this:

Code:
team1.counter.font = 5,0,1

Ikemen is programmed to load only the old winmugen combo counter.

If you modify the fight file to make it like winmugen it works!
But anyway we have to add the mugen 1.0/1.1 compatibility.

Also Dan you found the cause of the crash on your end?
Title: Re: Ikemen GO Plus
Post by: dan on March 14, 2019, 10:50:30 am
Also Dan you found the cause of the crash on your end?

Not yet.
After detecting the issue I tried to test my laptop with examples of OpenGL app.
I thought it was due to versioning or even maybe support for the OSX version I'm using.
However the vanila examples of gogl (gl21-cube and gl41core-cube) ran without issues.

From what I understood, ikemen loads textures and other binary resources from the data dir and compile them.
My next step is to try to run a minimum example of this loading.

I've actually never used mugen, so I dont know from where to start and compare the differences like you did.
Since I am a fan of these old games, and due the fact that electbyte team is on-off, and closed source, I think
It's healthy for the community to support open initiatives and went directly to Ikemen go plus instead of mugen (that and the fact that I
needed a reason to learn go ;-)   ).

Title: Re: Ikemen GO Plus
Post by: fisahas on March 15, 2019, 06:11:45 pm
I strongly agree with PlasmoidThunder
knockback is too high in Ikemen..
I even set the difficulty level to 1 and extended life to 300%
still the fighters seem too aggressive and KO so soon far than mugen...
seems finishing rounds at the earliest possible time is the only aim of Ikemen rather than playing with the fighters
and definitely I'm not talking about the cheap chars fighting !!
Title: Re: Ikemen GO Plus
Post by: Adnan on March 15, 2019, 06:27:43 pm
Also chars who have both dash and run ability cannot run or dash.They just jump forward.Example char:M206's sagatto.
Title: Re: Ikemen GO Plus
Post by: junkerde on March 15, 2019, 07:10:50 pm
@Fishas are you sure you aren't using characters that have custom AI written for them? Becuase then difficulty setting wont matter and they will always be op. I actually prefer the AI in Ikemen when the characters have NO AI written for the,, its way better in my opinion. Again, this is for characters who dont have AI written to them. In mugen even if you set hte difficulty to 8, the AI is as DUMB AS ROCKS! In Ikemen they actually scale nicely.
Title: Re: Ikemen GO Plus
Post by: dan on March 16, 2019, 09:57:15 am
Hey Gacel, I pulled your last commit from the repository and it seems to pass that error.
Now, I had an issue with fonts that were lacking,
Code:
openal: invalid enumopenal: invalid nameopenal: invalid nameopenal: invalid namepanic: ./script/motif.lua:1302: open font/f-4x6.fnt: no such file or directorystack traceback:        [G]: in function 'fontNew'        ./script/motif.lua:1302: in function <./script/motif.lua:0>        [G]: in function 'require'        /Volumes/data/Users/dan/devel/Ikemen_GO/script/main.lua:925: in main chunk        [G]: ?goroutine 1 [running, locked to thread]:main.main()        /Volumes/data/Users/dan/devel/Ikemen_GO/src/main.go:241 +0x1f17
but I copied from another repo (https://github.com/fanyer/mugen) and placed the font dir in the root of the Ikemen_go folder.
now something seems to happen... a window pops up then closes with an error message.

I wonder if you can share more details about your development environment.
Do you use windows? Linux? What windows/linux version are you running?
thanks

Title: Re: Ikemen GO Plus
Post by: fisahas on March 16, 2019, 10:01:53 am
@junkerde, yah nice scaling sometimes goes over scaling...man, I've tried with several chars...in mugen, two certain chars fighting takes 2-2.5 mins to finish the round at difficulty 8 and life 200% while it takes approximately 40 secs in Ikemen to finish the round of those two same chars at difficulty level 1 and life 300%...that's not fair to me :\
Title: Re: Ikemen GO Plus
Post by: dan on March 16, 2019, 01:16:58 pm
I feel like stepping in the dark here...
My real goal was to port Ikemen go plus to work on android boxes (I have an nvidia shield tv).
However, without using Mugen, it seems to be a huge step as many things are common knowledge for Ikemen
community.
Thus, I'm still unable to get the basics working and struggling with basic configuration/requirements.

I will take a step back and start playing with Mugen, just for fun. Hope it can work in osx.
I know there are ports for android but they are ugly enough to make me skip them in favor of Ikemen.

Once I wrap my head around mugen, I go back to ikemen, maybe I will be more helpful and make this process
less frustrating.

Title: Re: Ikemen GO Plus
Post by: Gacel on March 16, 2019, 07:37:20 pm
Hey dan to use Ikemen you need some files from Mugen:
http://www.mediafire.com/file/i2u70ordfjqj186/Ikemen_Mugen_Files.zip/file

Also the reason of the crash it seems because the lua library have problems with GoLang 1.12 (Temp files stuff)
The only solution is open over and over and over until it decides to work.
(https://i.imgur.com/UWFcckc.png)
The error is "signal arrived during external code execution"

In GoLang 1.11 this doesn't happens, and using Ikemen well I recommend reading tutorials about mugen and get familiarized with it.
The main differences that I can think is that Localcoord works inside a lua file in the script folder.

Reading a MUGEN beginner tutorial is the best idea and if you try to make characters use Fighter Factory by VirtuallTek.
If you try to make character I recommend starting with trying to add/edit things to existing ones.

@junkerde, yah nice scaling sometimes goes over scaling...man, I've tried with several chars...in mugen, two certain chars fighting takes 2-2.5 mins to finish the round at difficulty 8 and life 200% while it takes approximately 40 secs in Ikemen to finish the round of those two same chars at difficulty level 1 and life 300%...that's not fair to me :\

I tried to play arcade in a old game called Mega Man 9: Battle & Fighters, ohh boy the AI is ultra aggressive at level 1, mean it's too much.
I understand making the AI not rock dumb but I agree with you, we need to reduce the aggressiveness at low levels.
Title: Re: Ikemen GO Plus
Post by: Mark85 on March 16, 2019, 09:36:41 pm
you mind checking why some characters cant run,dash? had to rename stateno 100 to 99 and remove nowalk assertspecial.
Title: Re: Ikemen GO Plus
Post by: dan on March 16, 2019, 09:44:59 pm
Hey dan to use Ikemen you need some files from Mugen:
http://www.mediafire.com/file/i2u70ordfjqj186/Ikemen_Mugen_Files.zip/file

Super!!! After including the dependencies it worked.
Compiled without warnings with go1.12  darwin with some console messages.
I mean, it opened the main window and I was able to play with kung fu man and even won my very first battle!
Next step is installing new characters.

thanks a lot!
Title: Re: Ikemen GO Plus
Post by: junkerde on March 16, 2019, 10:29:18 pm
@junkerde, yah nice scaling sometimes goes over scaling...man, I've tried with several chars...in mugen, two certain chars fighting takes 2-2.5 mins to finish the round at difficulty 8 and life 200% while it takes approximately 40 secs in Ikemen to finish the round of those two same chars at difficulty level 1 and life 300%...that's not fair to me :\

yes now that you mention it, you are right. I tried playing with characters with no AI difficulty setting 1, and they are the same aas difficulty setting 8. So basically it's not scaling at all, it stays on a very difficult mode on default (level 8) and level 1-7 do nothing.

Also very important to note: On MUGEN 1.1, the highest difficulty STILL has very dumb AI. I think Ikemen is implementing AI differently in this case, just that right now there are no scaling from difficult 1-7.
Title: Re: Ikemen GO Plus
Post by: PeXXeR on March 17, 2019, 11:18:54 am
It depends on the char, some of them dont even scale in mugen.
Title: Re: Ikemen GO Plus
Post by: Gacel on March 17, 2019, 02:45:13 pm
It depends on the char, some of them dont even scale in mugen.

We are talking about the default AI

And I implemented AI scaling, I fell is is a better way to implement it.
Ikemen calculates normal buttons and special attacks separate.

Anyone got any AI scaling formula that could work?
There must be one for "special attacks" and one for normal buttons.
It executes once per frame.
The actual formulas are in line 720 system.go
And line 1346 input.go

EDIT

I propose a idea the AI at different levels got a "reaction time"
is a time between a minimum and 1 second were it executes a random command.
This scales non lineally.
This time is chosen by exponential random numbers to reduce the probability of the AI begin too fast or too slow.
Remember any other idea is welcome.

Also we need to rewrite the AI movement so it doesn't just input random directions.
Title: Re: Ikemen GO Plus
Post by: fisahas on March 18, 2019, 06:10:03 am
I tried to play arcade in a old game called Mega Man 9: Battle & Fighters, ohh boy the AI is ultra aggressive at level 1, mean it's too much.
I understand making the AI not rock dumb but I agree with you, we need to reduce the aggressiveness at low levels.

sorry friend, your reply somehow gone out of my notice. but I just saw it right now. thanks for being agreed with me. i believe you will definitely find a better solution to this. I'm counting on you :)

yes now that you mention it, you are right. I tried playing with characters with no AI difficulty setting 1, and they are the same aas difficulty setting 8. So basically it's not scaling at all, it stays on a very difficult mode on default (level 8) and level 1-7 do nothing.

Also very important to note: On MUGEN 1.1, the highest difficulty STILL has very dumb AI. I think Ikemen is implementing AI differently in this case, just that right now there are no scaling from difficult 1-7.

thanks for testing it from your end. hope to get the fix from Ikemen go's lovely developers so soon :)

We are talking about the default AI

And I implemented AI scaling, I fell is is a better way to implement it.
Ikemen calculates normal buttons and special attacks separate.

Anyone got any AI scaling formula that could work?
There must be one for "special attacks" and one for normal buttons.
It executes once per frame.
The actual formulas are in line 720 system.go
And line 1346 input.go

EDIT

I propose a idea the AI at different levels got a "reaction time"
is a time between a minimum and 1 second were it executes a random command.
This scales non lineally.
This time is chosen by exponential random numbers to reduce the probability of the AI begin too fast or too slow.
Remember any other idea is welcome.

Also we need to rewrite the AI movement so it doesn't just input random directions.

I've updated the src files with your ones; but seems aggressiveness yet remains high from my end. btw, can you tell me how to use mugen 1.1 lifebars in Ikemen? I have one which I wanna use in Ikemen. Problem is, after the fight starts, when the lifebar is supposed to be appeared on screen, Ikemen crashes. Any medicine from you would be more than welcome :)
Title: Re: Ikemen GO Plus
Post by: Gacel on March 18, 2019, 08:45:14 pm
I've updated the src files with your ones; but seems aggressiveness yet remains high from my end. btw, can you tell me how to use mugen 1.1 lifebars in Ikemen? I have one which I wanna use in Ikemen. Problem is, after the fight starts, when the lifebar is supposed to be appeared on screen, Ikemen crashes. Any medicine from you would be more than welcome :)

That's because the AI scaling is linear, with linear AI scaling, or the AI is rock dumb at all level or the AI is unfair at all levels, that's the reason why we said we need another AI scaling system.
Have you noticed the AI jumps like an idiot?
That's because AI inputs random directions. There many problems with the Ikemen AI.

The AI system needs a rewrite.
We could get some clues for the Dolmexica Engine.

Title: Re: Ikemen GO Plus
Post by: Adnan on March 18, 2019, 09:23:04 pm
Also chars who have both dash and run ability cannot run..They just jump forward.Example char:M206's sagatto.

Title: Re: Ikemen GO Plus
Post by: Gacel on March 18, 2019, 11:51:23 pm
Also chars who have both dash and run ability cannot run..They just jump forward.Example char:M206's sagatto.

I know that the run command have a lot of problems.
I will fix it later, there so much stuff to do.
Do you know more charactes that also have this bug?
Title: Re: Ikemen GO Plus
Post by: RagingRowen on March 19, 2019, 12:05:06 am
Well I had Ikemen Plus 0.3 and DW's chars would do a short jump instead of running or dashing.
Title: Re: Ikemen GO Plus
Post by: fisahas on March 19, 2019, 02:10:05 pm

yes sure..here's the thing I've got from log file located in debug folder after crash:

Code:
runtime error: index out of rangegoroutine 1 [running, locked to thread]:github.com/yuin/gopher-lua.(*LState).PCall.func1(0x90dcf0, 0xc000218000, 0xc0086c7c00, 0x0, 0x0, 0x0)	C:/Ikemen_GO/go/src/github.com/yuin/gopher-lua/state.go:1634 +0x650panic(0x88e860, 0x7cb990)	C:/Dev/Go/src/runtime/panic.go:513 +0x1c7main.(*Fnt).DrawText(0xc00bd4ed90, 0x7b9810, 0x1, 0x43358000434d0000, 0x3f0000003f000000, 0x100000000)	C:/Ikemen_GO/src/font.go:493 +0x479main.(*Layout).DrawText(0xc00c3d64fc, 0x0, 0x3f800000, 0x7b9810, 0x1, 0xc00bd4ed90, 0x100000000)	C:/Ikemen_GO/src/common.go:611 +0x119main.(*PowerBar).draw(0xc00c3d6000, 0xf350000, 0x3f80000000000000, 0x7d9d38, 0xa, 0xa)	C:/Ikemen_GO/src/lifebar.go:255 +0x398main.(*Lifebar).draw(0x7d9d18, 0x0)	C:/Ikemen_GO/src/lifebar.go:1196 +0x2c8main.(*System).draw(0x7d3b20, 0x80000000, 0xc03f800000)	C:/Ikemen_GO/src/system.go:1215 +0x757main.(*System).fight(0x7d3b20, 0xc000014900)	C:/Ikemen_GO/src/system.go:1589 +0xec5main.systemScriptInit.func61.2(0x18, 0x90df70, 0x7d3b20)	C:/Ikemen_GO/src/script.go:853 +0x23emain.systemScriptInit.func61(0xc000218000, 0x0)	C:/Ikemen_GO/src/script.go:897 +0x3cdgithub.com/yuin/gopher-lua.callGFunction(0xc000218000, 0x0, 0xc001739801)	C:/Ikemen_GO/go/src/github.com/yuin/gopher-lua/vm.go:136 +0x47github.com/yuin/gopher-lua.init.3.func26(0xc000218000, 0x7c000601, 0xc00020e000, 0x0)	C:/Ikemen_GO/go/src/github.com/yuin/gopher-lua/vm.go:717 +0x39bgithub.com/yuin/gopher-lua.mainLoop(0xc000218000, 0xc00020e000)	C:/Ikemen_GO/go/src/github.com/yuin/gopher-lua/vm.go:31 +0xe1github.com/yuin/gopher-lua.(*LState).callR(0xc000218000, 0x0, 0xffffffffffffffff, 0x0)	C:/Ikemen_GO/go/src/github.com/yuin/gopher-lua/state.go:876 +0x24egithub.com/yuin/gopher-lua.(*LState).Call(0xc000218000, 0x0, 0xffffffffffffffff)	C:/Ikemen_GO/go/src/github.com/yuin/gopher-lua/state.go:1613 +0x4fgithub.com/yuin/gopher-lua.(*LState).PCall(0xc000218000, 0x0, 0xffffffffffffffff, 0x0, 0x979040, 0xc000043140)	C:/Ikemen_GO/go/src/github.com/yuin/gopher-lua/state.go:1676 +0xe1github.com/yuin/gopher-lua.(*LState).DoFile(0xc000218000, 0xc000068900, 0xf, 0x979380, 0xc0000d12f0)	C:/Ikemen_GO/go/src/github.com/yuin/gopher-lua/auxlib.go:394 +0xc9main.main()	C:/Ikemen_GO/src/main.go:235 +0x15c2stack traceback:	[G]: in function 'game'	.\script\select.lua:678: in function 'f_selectSimple'	script/main.lua:1627: in function 'f_mainMenu'	script/main.lua:2120: in main chunk	[G]: ?
Title: Re: Ikemen GO Plus
Post by: Gacel on March 19, 2019, 08:07:53 pm
That error...

I will explain why is so weird, the code that cause error is this.
Code:
x += float32(f.offset[0])*xscl + float32(sys.gameWidth-320)/2

The error is that f.offset[0] is bigger than the array but the array is crated as:
Code:
offset    [2]int32
So is created by the size of 2, the error is not a "nil value" error is that the variable just plain doesn't exist.

Even if it loads and invalid/fake font by error it should not crash there, because it at least it should initialize the empty variables.

Could you send the lifebar files?

EDIT

I've updated the src files with your ones; but seems aggressiveness yet remains high from my end. btw, can you tell me how to use mugen 1.1 lifebars in Ikemen? I have one which I wanna use in Ikemen. Problem is, after the fight starts, when the lifebar is supposed to be appeared on screen, Ikemen crashes. Any medicine from you would be more than welcome :)

I updated yet again the AI scaling. (Now I understand better how it works) Test now if it's better.
It still lacks movement AI so it just output random directions.

For now the current AI scaling formula is
Code:
rand(1, -11.25 * aiLevel + 165) = 1
For normal attacks

Code:
rand(0 , aiLevel / 2 + 32) > 32
For special attacks

Anyone is welcome to suggest another one.
Title: Re: Ikemen GO Plus
Post by: fisahas on March 20, 2019, 04:08:30 am
Could you send the lifebar files?

yes I can; already sent to you through PM :)

I updated yet again the AI scaling. (Now I understand better how it works) Test now if it's better.
It still lacks movement AI so it just output random directions.

For now the current AI scaling formula is
Code:
rand(1, -11.25 * aiLevel + 165) = 1
For normal attacks

Code:
rand(0 , aiLevel / 2 + 32) > 32
For special attacks

ahh..can you help this noob by telling where to put these codes? moreover, I like to watch AI play rather than playing manually. thanks..
Title: Re: Ikemen GO Plus
Post by: junkerde on March 20, 2019, 06:32:44 am
@Gacel I tried em out, I don't see a difference between 1 and 8 difficulty still, using non-ai characters. If you want me to send you a character for example I can send you one.
Title: Re: Ikemen GO Plus
Post by: fisahas on March 21, 2019, 09:29:55 am
also I realized that many codes along with %n code doesn't work in Ikemen. I have two cheap chars; one is able to KO another in mugen 1.0 when there's no KO in Ikemen of those two same chars fighting. even we all know mugen doesn't support many cheap chars, that's the reason I migrated to Ikemen, yet its a sad part for me that despite of supporting almost all winmugen chars, Ikemen doesn't support all of their codes :( :(
Title: Re: Ikemen GO Plus
Post by: PlasmoidThunder on March 21, 2019, 02:45:30 pm
Pretty sure it's a good thing that IKEMEN doesn't support an engine exploit.
Title: Re: Ikemen GO Plus
Post by: fisahas on March 21, 2019, 06:15:32 pm
good thing may be for you..but not for me
I collect chars from different sources..make AI playing with them...record the battle and upload to my youtube channel
now if my viewers see a cheap char able to defeat another cheap in winmugen, but is unable to defeat in my battle...what they think then?
they will think I cheat to make a winner or my engine isn't powerful enough to apply a char's full power advantage during the battle
so what should I do? you want me to tell them that yes I use Ikemen which doesn't suuport engine exploitation, and that's why cheap chars become weak (or dumb) in Ikemen !! that's ridiculous
I'll lose acceptability to my viewers and my earned reputation will go wasted...the thing I can't let it to be happened
unless Ikemen has that potential, I guess I better continue with mugen !!
I dont like winmugen because it's aspect ratio sucks in full screen mode...it stretches 4:3 screen to 16:9...and I don't like it at all
Title: Re: Ikemen GO Plus
Post by: PlasmoidThunder on March 21, 2019, 09:25:34 pm
Oh no what a shame...?

If an application stretches to fit your screen when fullscreen'd, that's something you'll have to change in your GPU settings.
Title: Re: Ikemen GO Plus
Post by: Gacel on March 21, 2019, 10:28:26 pm
good thing may be for you..but not for me
I collect chars from different sources..make AI playing with them...record the battle and upload to my youtube channel
now if my viewers see a cheap char able to defeat another cheap in winmugen, but is unable to defeat in my battle...what they think then?
they will think I cheat to make a winner or my engine isn't powerful enough to apply a char's full power advantage during the battle
so what should I do? you want me to tell them that yes I use Ikemen which doesn't suuport engine exploitation, and that's why cheap chars become weak (or dumb) in Ikemen !! that's ridiculous
I'll lose acceptability to my viewers and my earned reputation will go wasted...the thing I can't let it to be happened
unless Ikemen has that potential, I guess I better continue with mugen !!
I dont like winmugen because it's aspect ratio sucks in full screen mode...it stretches 4:3 screen to 16:9...and I don't like it at all

also I realized that many codes along with %n code doesn't work in Ikemen. I have two cheap chars; one is able to KO another in mugen 1.0 when there's no KO in Ikemen of those two same chars fighting. even we all know mugen doesn't support many cheap chars, that's the reason I migrated to Ikemen, yet its a sad part for me that despite of supporting almost all winmugen chars, Ikemen doesn't support all of their codes :( :(

That's because is a data overflow that overwrites the other character data.
Because in Ikemen every character and helper is his own isolated object including that in the way that MUGEN does it is imposible. (Also because GOlang uses a garbage collector)
Also I'm not sure if include such a bug is a good idea.

About the stretches as PlasmoidThunder said, maybe it's you GPU settings?
Title: Re: Ikemen GO Plus
Post by: 2Dee4ever on March 21, 2019, 11:15:36 pm
so what should I do?
2.Stop complaining that everything isn't automated to your preference.
3.Write your own workarounds, put the work in to have that quality.
All of which require some type of effort, so may not be interested.
Title: Re: Ikemen GO Plus
Post by: junkerde on March 21, 2019, 11:20:20 pm
never been a fan of pure spectating mugen, and stuff such like salty bets, mugen can be better than a spectator machine, just my opinion. I for one support the removal of these bugs in ikemen. They don't have a place in Ikemen, winmugen/mugen is its own thing.
Title: Re: Ikemen GO Plus
Post by: PlasmoidThunder on March 21, 2019, 11:43:15 pm
Just something to put out there in the hopes someone might know how to fix it, but an issue from IKEMEN that has carried over to IKEMEN GO is the way certain commands are handled. Let's say for instance I wanted to do a Hadoken into a Shinku Hadoken, that'd require a total of three quarter-circles forward (one for the Hadoken and two for the Shinku Hadoken).

In MUGEN, doing it fast enough (determined by the time value for the motion in the cmd) lets you activate both with just two quarter-circles forward, as the quarter-circle from the Hadouken is read as half the command for the Shinku Hadoken, though it'll still activate even if you perform all three quarter-circles; in fact, you can perform as many quarter-circles as you'd like as long as MUGEN understands two of them have been input within the defined time given to perform the Shinku Hadoken motion.

In IKEMEN, you can also activate both with just two quarter-circles as long as they're input fast enough, but the problem is when you try to input them both quickly but individually (three quarter-circles), as there's this delay period after activating the Hadoken where the Shinku Hadoken just doesn't activate, regardless of however many quarter circles you perform; if you want to cancel the Hadoken into the Shinku Hadoken quickly, you have to perform the fast double quarter-circle or else the Shinku Hadoken just won't activate.

I'm awful at wording things, but it's like this:

MUGEN:
QCF P -> QCF P (if performed quick enough) = Hadoken into Shinku Hadoken.
QCF P -> QCF QCF QCF QCF QCF QCF (you get the idea) P = Hadoken into Shinku Hadoken.

IKEMEN:
QCF P -> QCF P (if performed quick enough) = Hadoken into Shinku Hadoken.
QCF P -> QCF QCF P = Hadoken.
QCF P -> (delayed) QCF QCF P  = Hadoken into Shinku Hadoken.

This issue only occurs with motions of the same direction, so QCB P -> QCF QCF P will always activate both attacks without needing to delay the second motion.
Title: Re: Ikemen GO Plus
Post by: Mike77154 on March 22, 2019, 05:34:49 am
Good evening friends

I only have a few questions/requests about ikemen
----------------------------------------------------------------------------------

First question: can I have support for midi playing
Using soundfonts (fluidsynth plugin)

Example of this

In the stage.def we use this synthax
Bgmusic= sound/liberathos.mid
Bgvolume =255
...}
}

So, for example have somithing like this in
System.def or motif file:

Code:
Midiplay = trueMidiuseMicrosoftWavetable = falseMidiuseexternalsoundfont = trueGMSoundfont = data/cps2musicalinstruments.sf2..}    }

Or

Code:
Midiplay = trueMidiuseMicrosoftWavetable = falseMidiuseexternalsoundfont = trueGMSoundfont = data/neogeomusicalinstruments.sf2..}    }

So this means, that in system.def you can choose
The file of musical sounds/instruments that want
To be used on midi playing (remember point and click adventures and snes particular instrument sounds in each game)
----------------------------------------------------------------------------------

Second question
I know about the unlocking system
Using ranking, defeats, but I propose to
Expand this to using a custom sequence to
Unlock boss chars, for reference remember
Kof 95 when you unlock rugal and saisyu
With a button sequence (start, down b, up c, left, left, D and after to push that sequence appears rugal on select screen

Pseudo coding this example:

Code:
Rugal95,stages/blacknoah.def, hidden =1, unlockable =1, unlocktype =ranking...}     }

And i want to:

Code:
Rugal95,stages/blacknoah.def, hidden =1, unlockable =1, unlocktype =buttonsequence...}     }

And paralel to this thing in system.def:
Code:
Fight = data/fight.defFont = font/kof95.defTitlebgm = sound/funky.midSelectbgm = sound/choosealterego.midVsbgm = sound/confrontation.midUnlockingseq = data/bosschoose.cmd..}    }

So, this brings to the bosschoose.cmd file:

Code:
[Command]name = "Rugal"command =  Start, D, D, U, U, D, Utime = 1}

And this cmd file is loaded simultaneously to the
select.def by the engine, so when you load that custom sequence you can unlock that character with that sequence of buttons
----------------------------------------------------------------------------------
Other question
Can I allow to p2 push start on select screen when
I am in one player mode, or begin the arcade mode with player 2 and interrupt the game with player 1

Example:

Code:
[Arcade]SelectionP1start = trueP2start = falseOriginalplayer = P1Cpuladder =true; the time when you play withPlayer 1 side begin arcade mode} }

Code:
[Arcade]SelectionP1start = falseP2start = trueOriginalplayer= P2Cpuladder =true; the time when you begin the game with p2 player} }

And

Code:
[Arcade]SelectionP1start = trueP2start = trueOriginalplayer = bothInitvsmode =trueCpuladder = false} }

And

Code:
[Arcade]SelectionP1start = trueP2start = faseOriginalplayer = P1Cpuladder =trueUndefiniedplayer interrupting = trueGamepause= trueHerecomeschallengerscreen = trueIf undefinied player win = true   Do = replaceoriginalplayerwithwinnerIf undefiniedplayer win = false  Do = getbacktogame before pause   Restartround = true} }

----------------------------------------------------------------------------------
Can I increase the continues
With a button directly in the game when
I lose the round (eg. The continue credit button in original arcade games) and separate each continue in a different side of player
(E.g. P1credit = button 9,  p2 credit=button 27)
You know like old school games

Code example
Code:
[Main]P1lives = coins1.luaP2lives = coins2.lua}  }
And

Code:
[Coins]Int Gettotalcoins = menu.lua   If PlayerLoseround = true        Continuescreen = true               Get coins=-1                      If Gettotalcoins = -1                           Do = gameover.lua}  }
..................................
Forgive me about bad coding explanation of the request, but I am a musician (I am Mike77154, a cps2 style composer and Whizzywhipitwonderful sidekick than a coder

Thanks in advance, greetings from Mexico DF

Title: Re: Ikemen GO Plus
Post by: fisahas on March 22, 2019, 06:20:05 am
Oh no what a shame...?

If an application stretches to fit your screen when fullscreen'd, that's something you'll have to change in your GPU settings.

About the stretches as PlasmoidThunder said, maybe it's you GPU settings?

there's nothing to do with my GPU setting...all who uses winmugen has the screen like that; because its an old engine that doesnt support wide screeen. still wanna doubt on me? go try yourself..and see how the chars look like when you change the setting to stretch = 1 and fullscreen = 1 in winmugen. the chars will become fatty !!

2.Stop complaining that everything isn't automated to your preference.
3.Write your own workarounds, put the work in to have that quality.
All of which require some type of effort, so may not be interested.

sorry to say but I dont have that time for those crap...I've my business and family to take care of...and when I have some time free, I watch the battles and share with my friends !! and I'm not a lazy ass...I seek help only when something's beyond my reach. If I'd be that expert, I'd rather try myself than replying you here !!
Title: Re: Ikemen GO Plus
Post by: AVPboy on March 22, 2019, 06:27:24 am
Hey guys... Just to clarify, you are acting totally rude to this situation, seriously... you are not Gods or something.
Title: Re: Ikemen GO Plus
Post by: lui on March 22, 2019, 06:38:44 am
...what?
Title: Re: Ikemen GO Plus
Post by: Neo_Fire_Sonic on March 22, 2019, 04:38:56 pm
Hey guys... Just to clarify, you are acting totally rude to this situation, seriously... you are not Gods or something.
They are rude yes, but they aren't wrong.
Title: Re: Ikemen GO Plus
Post by: Gacel on March 22, 2019, 05:46:33 pm
Hey guys... Just to clarify, you are acting totally rude to this situation, seriously... you are not Gods or something.
They are rude yes, but they aren't wrong.

I'm not trying to be rude I'm just explaining that Including such bug/quirk is no easy task because the reason why things like %n exist in mugen is because it uses a static variable position. Ikemen uses dynamic object allocation.

Also I said that including the bug is not a good idea I was referring to the way that mugen does, intentional code to replicate the things would be posible. (With the option to toggle it)

But we need to finish the core parts of the engine first before thinking about adding these type of features. We don't even have the lifebar support complete.

The things that fisahas and PlasmoidThunder said do not represent the thought or opinions of the Ikemen developers.

Some things like a characters that are borderline malware (Edit Ram, uses CMD files that changes/deletes files, run external scripts, etc) will [Probably] never be supported.

EDIT

I have college exam week over here so this week and the next I could not work on Ikemen.

EDIT 2

Quote
% n bug
Bug using DisplayToClipboard.
You can do various things by rewriting an arbitrary address using the% n token.

That seems imposible to implement....
Anything that writes arbitrary addresses is imposible to implement because GoLang does not allow that.

EDIT 3

I was wrong.
You can use "unsafe.Pointer" in GoLang but...
Also I'm not sure how useful it would be considering that object allocation is dynamic.
You will have to fight not only against the other cheapie but also against the Garbage Collector.
Consider this, what once was a helper variable address could become the file I/O and overwrite your hard disk files.
Title: Re: Ikemen GO Plus
Post by: Adnan on March 22, 2019, 06:31:13 pm
Any news about left-right controller bug and dash-run chars?
Title: Re: Ikemen GO Plus
Post by: Gacel on March 22, 2019, 07:11:51 pm
Since Tuesday I was investigating the dash-run chars stuff.
So this is my report.

• AI scaling: Base system finished I just need to tweak the scaling ratio.
• Dash-Run bug: Investigating, I'm still not sure what causes it.
• Cornerpush bug: Investigating, It seems that only happens with the chars that Junkerde send KFM does not present this behaviour.
• Lifebar bug that fisahas did have: To do.
• Lifebar dynamic TrueType scalable font: Planned to to after the rest.
• Left-right controller bug: This is a bug that I cannot fix because I do not understand the input code, you should try to contact NeatUnsou.

But a I said the next week is the college exam week and I have to study from today so I will not have free time to work on Ikemen.
Title: Re: Ikemen GO Plus
Post by: Adnan on March 22, 2019, 07:15:19 pm
Ok i understand.Good luck on your exam mate.You work really hard for us.But i wonder,are there no progress about the bug which chars unable to execute some special moves on left side using controller?
Title: Re: Ikemen GO Plus
Post by: Gacel on March 22, 2019, 07:20:06 pm
As I said I do not understand the input code...
The weird thing about that bug is that was the same bug with keyboard but it was fixed without anyone editing the input code.
Maybe the cause was the GLFW implementation. https://www.glfw.org/
The GLFW go repo is constantly updated, so is the only cause that I can think of.
https://github.com/go-gl/glfw
Title: Re: Ikemen GO Plus
Post by: junkerde on March 22, 2019, 07:47:39 pm
uhmmmmm well,........that escalated quickly. Lol.

And @Gacel that's interesting with cornerpush, I think now I will test the characters in Mugen 1.0, old Mugen and winmugen/old ikemen plus to see if there is a code in their file that might be causing this, thank you for testing
Title: Re: Ikemen GO Plus
Post by: Gacel on March 22, 2019, 08:06:08 pm
Yeah I was just trying to explain why including that exploit is too dangerous.
MUGEN 1.0 removed it for a reason.
But everything exploded.

I you find what these character made to disable the conerpush inform me.

Spoiler, click to toggle visibilty

That's a lot.
Okay time to answer you questions Mike.

MIDI soundfound should be posible, I will keep it in mind (Is also a feature that interest me)

The Unlock code system could be also be implemented.

The "here comes a new challenger" is already done by K4thos
Here is the post:
Spoiler, click to toggle visibilty

But he hasn't uploaded the files that he said he would.
K4thos if you are reading this could you show any signal of life? Please...
Title: Re: Ikemen GO Plus
Post by: RagingRowen on March 22, 2019, 08:29:08 pm
Speaking of bosses, I wish for this:
Force certain team modes in Arcade.
This can be useful for bosses or twin opponents (e.g Juli and Juni).
The parameter should be: force=[single,team,turns]
Also, for the team and turns stuff there should be another parameter which connects characters to each other so they appear on the same team, either Simul or Turns. This could be useful for KOF Fangames.
Like this: team=[number]

Quick Examples:
Abyss, stages/MVC2Abyss.def, order=3, boss=1, force=single
Kyo, stages/Japan.def, team=4
Benimaru, stages/Japan.def, team=4
Title: Re: Ikemen GO Plus
Post by: Gacel on March 22, 2019, 10:03:13 pm
That is posible by just editing the lua files.
But as I said I'm waiting for K4thos to upload the updated ones.
I do not want to implement features in them just to be latter discarded.
Title: Re: Ikemen GO Plus
Post by: junkerde on March 22, 2019, 10:26:51 pm
looks like @K4thos is going on another 6 month vaction lol
Title: Re: Ikemen GO Plus
Post by: -Ash- on March 22, 2019, 11:22:44 pm
His last activity was 4 days ago, which implies that he has been at least lurking here.
Title: Re: Ikemen GO Plus
Post by: RagingRowen on March 23, 2019, 01:59:39 am
1. If 2+ fighter are chosen with the same palette, they'll all use it, unlike normal Mugen.
2. Mr. Ansatsuken's Ryu is stuck on his SF3 palette, no matter which mode or button. This might be something to do with his Palette Initialization.
Title: Re: Ikemen GO Plus
Post by: dan on March 23, 2019, 02:16:03 pm
Quick update on my journey here.
To remember my goal: port Ikemen to Android TV/Box.
I will eventually create a thread about it. But is not quite at the point yet.

I think I'm starting to wrap my head about the project structure and way people use Mugen. I'm just
a fan of old fight games that just learn about Mugen, and went directly to Ikemen - without ever using mugen - because is opensource.

Right now, I have Dockerized the development environment. I can now cross compile windows/linux with ease.
Next target is to cross compile to Mac (my environment).
With that any developer will be able to produce binaries for all platforms from their own environment.
I think being able to produce binaries for all platforms can boost the interest on the project.
Moreover, it will make easy to put together resources from other projects (Mugen dependencies) without concerning about the license of them and to get something up and running quickly.

The reason why containerizing the dev environment is that is important for the next step. Android has too many dependencies.
Setting them up in proper places is annoying and require a lot of work and break easily. Adding that up to the Ikemen project dependencies just magnifies problem. Having the single development environment for all platforms can help gather contributions for a broader community.

I also managed to (in a separate environment) create an Android app from golang+opengl sources. I created the APK file, installed in my phone and it worked. I hope that eventually this experience will help on porting Ikemen for Android.

If is there anyone interested in this project let me know.

Title: Re: Ikemen GO Plus
Post by: fisahas on March 23, 2019, 04:51:57 pm
@Gacel, bro I've sent you a PM. Pls give it a read and reply me in there :)
Title: Re: Ikemen GO Plus
Post by: PlasmoidThunder on March 23, 2019, 05:07:09 pm
there's nothing to do with my GPU setting...all who uses winmugen has the screen like that; because its an old engine that doesnt support wide screeen. still wanna doubt on me? go try yourself..and see how the chars look like when you change the setting to stretch = 1 and fullscreen = 1 in winmugen. the chars will become fatty !!

I have done exactly that. Via my GPU settings, I set WinMUGEN to retain its aspect ratio and thus it stayed at 4:3 when running fullscreen; by default, everything stretches to fit unless you tell it otherwise.
Title: Re: Ikemen GO Plus
Post by: fisahas on March 23, 2019, 07:00:13 pm
I have done exactly that. Via my GPU settings, I set WinMUGEN to retain its aspect ratio and thus it stayed at 4:3 when running fullscreen; by default, everything stretches to fit unless you tell it otherwise.

I'm able to do the same..but I prefer widescreen, means AR 16:9 over 4:3..and you better know how it looks like when the screen turns into 16:9 :(
Title: Re: Ikemen GO Plus
Post by: PlasmoidThunder on March 23, 2019, 10:00:14 pm
Honestly I don't mind it stretching to fit as long as it isn't blurry. Still, WinMUGEN is buggy and outdated, and those engine exploits are a result of this; it'd be silly to deliberately code an exploit into your program that'd allow for arbitrary code injection and execution since that poses a risk to everyone using it, and it'd be just as silly to realistically expect any developers to do it with theirs.

Not trying to be mean here, but from a logical standpoint it just doesn't make sense to purposefully compromise the integrity of a program you're making.
Title: Re: Ikemen GO Plus
Post by: dan on March 24, 2019, 12:55:50 am
Good news,
cross compiling mac is working too.
windows/linux/mac in a single environment.
:-)
I can move forward to integrate Android now.
Title: Re: Ikemen GO Plus
Post by: junkerde on March 24, 2019, 04:24:00 am
Good news,
cross compiling mac is working too.
windows/linux/mac in a single environment.
:-)
I can move forward to integrate Android now.

Thank you for your work and I can't wait to try it out! It felt like ikemen for a while was in a development halt but I'm glad to see there is a bunch of development on it by many now!
Title: Re: Ikemen GO Plus
Post by: Gacel on March 24, 2019, 08:32:07 am
Good news,
cross compiling mac is working too.
windows/linux/mac in a single environment.
:-)
I can move forward to integrate Android now.

That's great,I could never get to cross compile CGO.

I have done exactly that. Via my GPU settings, I set WinMUGEN to retain its aspect ratio and thus it stayed at 4:3 when running fullscreen; by default, everything stretches to fit unless you tell it otherwise.

I'm able to do the same..but I prefer widescreen, means AR 16:9 over 4:3..and you better know how it looks like when the screen turns into 16:9 :(

Hey Fisahas could you send a photo of your monitor (not screenshot) while Ikemen is running mid-battle to check how it looks the stretching.
Title: Re: Ikemen GO Plus
Post by: junkerde on March 24, 2019, 08:37:59 am
Is the support for 32 bit screenpacks still gone? Example MugengersHD, used to get a black screen and had a mess with ikemen trying to get stuff to work. I figured if it isn't there yet I wouldn't bother testing the screenpacks anyway because of how messy it gets
Title: Re: Ikemen GO Plus
Post by: Gacel on March 24, 2019, 08:41:42 am
I haven't tested it in screenpacks but Ikemen GO has support for 32 bit sprites.
Wait a moment I will test it right now.

EDIT

WHY? Why these sprites does not for on lifebars when it works on everything else? Why?
OK.
That's a bug (Or maybe a unfinished feature?) I'll fix it when I finish my college exams (The next weekend)

Guessing it probably uses a whole different implementation than the rest of the program for displaying lifebar sprites just like lifebars fonts.
Title: Re: Ikemen GO Plus
Post by: dan on March 24, 2019, 11:50:24 am
Good news,
cross compiling mac is working too.
windows/linux/mac in a single environment.
:-)
I can move forward to integrate Android now.

That's great,I could never get to cross compile CGO.

I was wondering... after successfully cross-compiling Ikemen to windows/mac/linux I did some research on
how to best integrate that to Ikemen code.
The key issue is licensing.
Several dependencies with different licensing makes it hard to understand how do they combine.
In particular Apple SDK license is very confusing. That adds up to OpenAL which has different license for different platforms.
And I haven't added android yet.

To avoid any contamination of Ikemen code, I think I will keep the dev environment out of the Ikemen codebase.
Besides, a separate project has some advantages such as enabling to customize the images. Right now, without android,
the image has 3GB in size. I think android will add at least 1or 2GB to it.
Later I can add support for Raspberry without disrupting much, and take advantage of tags to allow smaller images.
For instance, if you are only interested in build Ikemen for windows, the image size can be smaller, around 1GB.

An use case would be something like:
for generating binaries for all platforms (this should download a large image one time):
Code:
docker pull ikemen-dev:all

for small development environment for specific platforms:
Code:
for windows:docker pull ikemen-dev:winor for linuxdocker pull ikemen-dev:linuxor for macdocker pull ikemen-dev:macor for raspberry pidocker pull ikemen-dev:pior for android tvdocker pull ikemen-dev:android

and to build the binaries will become something as easy as executing this command from the
Ikemen source dir:
Code:
docker run --rm -v $(pwd):/code -e os='win' -t ikemen-dev:all deploy.sh and Ikemen.exe will be created. Title: Re: Ikemen GO Plus Post by: fisahas on March 25, 2019, 11:22:35 am it'd be silly to deliberately code an exploit into your program that'd allow for arbitrary code injection and execution since that poses a risk to everyone using it, and it'd be just as silly to realistically expect any developers to do it with theirs. Not trying to be mean here, but from a logical standpoint it just doesn't make sense to purposefully compromise the integrity of a program you're making. all the winmugen users running winmugen at their own risk. from that point of view, your words dont ring any bell; because as a modern emulator, Ikemen should include all the features, and users will decide whether to enable exploit feature in Ikemen or not. And if a user dares to take the risk of executing arbitrary code injection, you have got no bigger problem to worry about that. I'd like to see Ikemen above all other emulators ever released. That's why it should include all the features, and it will let the user decide to enable/disable exploit feature, the unique option no other emulators ever offered before. That's my suggestion to the honorable Ikemen developers. Hey Fisahas could you send a photo of your monitor (not screenshot) while Ikemen is running mid-battle to check how it looks the stretching. here you go bro: http://img16.lostpic.net/2019/03/25/5d754458c51208606440a48550b5bbf0.jpg When winmugen stretches 4:3 screen to 16:9 in fullscreen mode, Ikemen runs perfectly in my widescreen monitor keeping the aspect ratio 16:9 (no stretching and perfect aspect ratio for widescreen). That's why I'm in love with it <3 it will be my pleasure to deliver you anything necessary for the betterment of Ikemen :) Title: Re: Ikemen GO Plus Post by: junkerde on March 25, 2019, 08:22:25 pm any word from @K4thos? It seems like so much was implemented in the non-released build he had. Title: Re: Ikemen GO Plus Post by: Gacel on March 26, 2019, 12:28:35 am No not a single word from K4thos not even PMs. He shouldn't have much trouble uploading a few files. Maybe personal life got in his way. Title: Re: Ikemen GO Plus Post by: RagingRowen on March 26, 2019, 07:17:52 pm I kinda wish this version had the Looping Character Select from Ikemen Plus 0.3 because that actually looked kinda neat, depending on the layout. Title: Re: Ikemen GO Plus Post by: junkerde on March 26, 2019, 08:04:06 pm i believe k4thos ported a bunch of things from the original ikemen 0.3 into his unreleased GO version, which is why its so important to have these files. ikemen 0.3 had quite a load of features, although being worse in compatibility than the GO variant. Title: Re: Ikemen GO Plus Post by: junkerde on March 27, 2019, 04:14:47 am new commits from neatunsou's page, mostly the addition of Gacel's code neatunsou's commit with Gacel's code: https://osdn.net/users/neatunsou/pf/ikemen_go/scm/commits/19e5e9efbed388ec9486b9d8643026f4b47564a9 new commit with zoom lag: https://osdn.net/users/neatunsou/pf/ikemen_go/scm/commits/7c8f687ee0abe304816eda381bc1a6cc903ad778 Title: Re: Ikemen GO Plus Post by: Mike77154 on March 27, 2019, 06:35:43 am Hello buddies, with the new that I can finally compile the ikemen go (useful information, please upload the readme.md,so when you instal the go lang from the source, please specify that it must to be used the Go version w32 and not the w86-64 version, even if you want a compile the 64 bit version, it must have the go language instalation of w32 on your coputer or gitbash will not compile) ok, and now I have another question number one, in original winmugen and mugen 1.0 in the title screen (you know the screen with arcade,vs,survival,training.options, etc) you can choose the mode with player one or player two, but in ikemen go plus you only can choose the mode with player one only, so, How can I make able to player 2 begin the game number two, I know that the tokens (credits) only can be added or reduced in options but, Lets say that I want to add a general button for adding credits (you know, left, right, start, a,b,c,x,y,z, pause, but I wanto to push a button like F11 or 3 number for give one credit ) so, here is the question, Which file control the credit usage (main.go,main.lua?) and in which file I can add more buttons to have more functions except of the mugen classical butons (input.go?)? number three, there is some place of the K4thos have the beta or experimental file of the script Here comes a new challenger code? for implement it myself and help him finish his original job? something more buddys, I am trying implementing myself the midi with soundfont file playing for ikemen, but the problem is that I only have the library for C code, the Go bindings of fluidsynth is something awful because I only understand the C language because I learn before on arduino programing but the Go lang is a little difficult for me (sorry guys,remember I am mainly a musician of cps2 originals, not a veteran code progrrammer on golang so it is a big effort for my, but if I can help Gacel and you, I will do it), so here is my last question, how do I manage a c library with their original parameters or there is a way to transalte a C code to golang ? (that weird thing of cgo conffuse me a lot) Greetings from Mexico Title: Re: Ikemen GO Plus Post by: Gacel on March 27, 2019, 10:15:25 am The titlescreen controls and the credits system are inside the lua file. The thing that K4thos is going to send are the Lua files... So any change we make to them is going to be replaced/deleted when we merge our code. If you can't manage to implement fluidsynth I will try to do it when the weekend comes. Edit Merged neatunsou's changes: https://github.com/Windblade-GR01/Ikemen_GO/commit/0de88d8c8be7c1d3977bea4ce1271974b5592b0d Title: Re: Ikemen GO Plus Post by: HUNGRY WOLF on March 27, 2019, 11:45:47 pm @Gacel: Question for you bro, So if I understood what you said about the Menu screen, If I wanted to implement changes to how you control the movement of the fonts ("Arcade" "Versus" etc etc) from Horizontal (Left to right ) to Vertical (up & down) in order to do something like the below old screenshots, So to cut it short the changes would need to be made against the Lua code correct. This Mugen version I had to make it look like it went horizontal but in reality the controls only allow for vertical movements, sadly mugen limitation. Spoiler, click to toggle visibilty Title: Re: Ikemen GO Plus Post by: Gacel on March 28, 2019, 01:03:05 am Near line 1399 in main.lua. It uses Code: commandGetState(player, input) You have to modify it so instead of up and down it uses left and right. PS: Now I see why the player 2 doesn't work in the main menu. EDIT Now the player 2 can control the main menu. https://github.com/Windblade-GR01/Ikemen_GO/commit/ecc19f2635f828bfd2b8eef9c3f3c11637b7f966 To clarify, I did this because it did not require to much code I'm still busy for the week. Title: Re: Ikemen GO Plus Post by: PlasmoidThunder on March 28, 2019, 02:18:54 am Yeah, if it's anything like IKEMEN Plus, it's simply because all menu controls assume P1 rather than either player. Good to know that's something you've sorted out :) Title: Re: Ikemen GO Plus Post by: RagingRowen on March 28, 2019, 06:59:07 pm Fullscreen looks like this on my Windows 10. Note that this is a mock-up because Print Screen won't catch it. (https://i.imgur.com/OIIKstr.png) Title: Re: Ikemen GO Plus Post by: dan on March 28, 2019, 10:26:35 pm @Gacel, there are a few things to tweak in the cross-compiler image but is at least working. I submitted a pull request. The changes in the get and build scripts shall not change the way you build without docker. It only enables to also build with docker. Therefore, you will need docker to run the docker-build.sh commands and cross compile the binaries. Later I will add android dependencies, and optimize the image to reduce its size. Title: Re: Ikemen GO Plus Post by: Gacel on March 29, 2019, 02:29:22 am @Gacel, there are a few things to tweak in the cross-compiler image but is at least working. I submitted a pull request. The changes in the get and build scripts shall not change the way you build without docker. It only enables to also build with docker. Therefore, you will need docker to run the docker-build.sh commands and cross compile the binaries. Later I will add android dependencies, and optimize the image to reduce its size. I already merged the changes. Fullscreen looks like this on my Windows 10. Note that this is a mock-up because Print Screen won't catch it. (https://i.imgur.com/OIIKstr.png) That's the reason why I said that you need to send a photo. But I think I see what's the problem... I could ask what is the resolution of your monitor and what's resolution you set up in Ikemen? Title: Re: Ikemen GO Plus Post by: RagingRowen on March 29, 2019, 08:13:17 am 1920x1080 Monitor. Game resolution was 960sx720 Title: Re: Ikemen GO Plus Post by: Gacel on March 29, 2019, 11:04:44 pm That explains everything! Ikemen does't have resolution scale (Like mugen 1.0) Also doesn't have a true fullscreen mode. Try to set the resolution to 1440x1080 inside the config.json file. EDIT Hey Neat Unsou I was testing the old binaries of Ikemen and it seems that your changes to the render was the thing that broke PNG lifebars. I remember that you changed the render order, maybe could be it. EDIT 2 Remember about cheapie character code, well if found some info and... Well %f bug code it looks like this: Code: pushad ;initializationpushfd ;initializationmov eax,[004b5b4c] ;get MUGEN's addressmov ebx,[eax+0000b788] ;get the enemy's address (+0000b784 if teamside = 2)mov ecx,[ebx+00000be8] ;get the state code pointer of the enemymov [ecx],004b4000 ;move a null address to the state code pointer of the enemypopfd ;finalizationpopad ;finalizationmov [004b4458],00000000 ;finalizationjmp 00496651 ;return to normal code It's goddam ASM! And this is a version that is in readable form is more messy inside the char. For example this is a supernull in cns form. Spoiler, click to toggle visibilty EDIT 3 In this image it shows parts of the default lifebar converted to PNG sprites running in a old build (You can notice the blurry PNG sprites.) In a new build the PNG sprites does not display. (https://i.imgur.com/6yrvfeC.png) It also shows Golden-Catastrophe (A Assembly Tier cheapie) killing itself at the intro because supernull does not work. (It's hilarious) Title: Re: Ikemen GO Plus Post by: fisahas on March 30, 2019, 02:45:13 pm @Gacel bro...one char loads nicely in mugen and winmugen..but it crashes Ikemen. here's the data got from log: Code: .\script\select.lua:678: chars\opirus_element kyo/Element-S.cns:2898:1trans: 1が無効な値ですstack traceback: [G]: in function 'game' .\script\select.lua:678: in function 'f_selectSimple' script/main.lua:1627: in function 'f_mainMenu' script/main.lua:2120: in main chunk [G]: ? can you explain what's causing the crash? thanks in advance.. Title: Re: Ikemen GO Plus Post by: Adnan on March 30, 2019, 02:46:42 pm Neatunsou made a cornerpush commit.Gacel maybe Neatunsou can fix the left-right controller bug.Can you contract about it please? Title: Re: Ikemen GO Plus Post by: RagingRowen on March 30, 2019, 03:16:54 pm How do I scale up the infobox? I've got everything else up to 640x480 but not this. (https://i.imgur.com/lbvWn05.png) Title: Re: Ikemen GO Plus Post by: junkerde on March 30, 2019, 04:07:01 pm New commit also fixes fonts I believe, from neatunsou's. I'm gonna test cornerpush on the 2 characters to see if it's fixed Title: Re: Ikemen GO Plus Post by: junkerde on March 30, 2019, 05:40:14 pm UPDATE: @Gacel, Yes the new neatunsou commit fixed the cornerpush bug on those chracters, so characters coded that way will not push back, and for regular characters it will push back like normal. basically, corner push is working as it should. So that is fixed now Title: Re: Ikemen GO Plus Post by: Mike77154 on March 31, 2019, 09:03:52 am The titlescreen controls and the credits system are inside the lua file. The thing that K4thos is going to send are the Lua files... So any change we make to them is going to be replaced/deleted when we merge our code. If you can't manage to implement fluidsynth I will try to do it when the weekend comes. Edit Merged neatunsou's changes: https://github.com/Windblade-GR01/Ikemen_GO/commit/0de88d8c8be7c1d3977bea4ce1271974b5592b0d Bro, I want to ask, how was going the fluidsynth implementation? Title: Re: Ikemen GO Plus Post by: Gacel on April 01, 2019, 01:52:10 am Sorry but this week I haven't any time free to for on Ikemen. That's because this week and the next is the time in college when we do exams. After that I will have a whole week free (Without class) to work on Ikemen. @Gacel bro...one char loads nicely in mugen and winmugen..but it crashes Ikemen. here's the data got from log: Code: .\script\select.lua:678: chars\opirus_element kyo/Element-S.cns:2898:1trans: 1が無効な値ですstack traceback: [G]: in function 'game' .\script\select.lua:678: in function 'f_selectSimple' script/main.lua:1627: in function 'f_mainMenu' script/main.lua:2120: in main chunk [G]: ? can you explain what's causing the crash? thanks in advance.. Send me the char and I will try to make time to check it. (Maybe tomorrow) How do I scale up the infobox? I've got everything else up to 640x480 but not this. Spoiler, click to toggle visibilty That's because the I didn't implement infobox (Or option menu) scaling. I will implement it when I get free from college exams. (By Friday aprox.) I don't do it before because I was waiting for K4thos to upload new lua files but he haven't show any signs of life since that last post. If anyone have have the unreleased source files please inform me. Title: Re: Ikemen GO Plus Post by: fisahas on April 01, 2019, 09:07:59 am Send me the char and I will try to make time to check it. (Maybe tomorrow) I've done my part already; now waiting for this fix from you :) Title: Re: Ikemen GO Plus Post by: LebKeller on April 04, 2019, 08:47:33 pm Hey guys! Are there any public builds released yet? Does one still need to build it themselves or are there compiled versions available already? Can this be used mac? Thanks for the great work! Title: Re: Ikemen GO Plus Post by: Adnan on April 04, 2019, 09:31:20 pm This can be compiled for windows and linux(not sure but dan ported to mac i suppose).And pre compiled builds for windows is here https://github.com/Windblade-GR01/Ikemen_GO/releases Title: Re: Ikemen GO Plus Post by: LebKeller on April 04, 2019, 09:32:39 pm Thank You! Title: Re: Ikemen GO Plus Post by: LebKeller on April 05, 2019, 10:30:42 am Can this run in wineskin on a mac? Please if someone has successfully compiled this on mac, could someone give a link to their compiled version or instructions on how they did it! Thanks Title: Re: Ikemen GO Plus Post by: Gacel on April 05, 2019, 10:44:22 pm Well fiashas now that I have free time I'll check the reason why the char crash. Also, LebKeller I will install docker and will try create a native macOS app. I will have it ready soon. (Not today) Sorry for being absent for 2 weeks. Title: Re: Ikemen GO Plus Post by: -Ash- on April 05, 2019, 11:05:27 pm You don't need to apologize for anything my man, you're a busy person doing us a favor, keep it at your pace. Title: Re: Ikemen GO Plus Post by: junkerde on April 06, 2019, 12:58:20 am we are not worthy Title: Re: Ikemen GO Plus Post by: Mike77154 on April 06, 2019, 06:29:21 am Well fiashas now that I have free time I'll check the reason why the char crash. Also, LebKeller I will install docker and will try create a native macOS app. I will have it ready soon. (Not today) Sorry for being absent for 2 weeks. Bro thank you, I appreciate your IKEMEN Man, I have two quetions, did you will implementate the fluidsynth compatibility? And about the second player controling the main menu, only the player 2 can move in direccions but cant select the play mode? Could this can be fixed? Thanks in advance Title: Re: Ikemen GO Plus Post by: LebKeller on April 06, 2019, 06:59:01 am Well fiashas now that I have free time I'll check the reason why the char crash. Also, LebKeller I will install docker and will try create a native macOS app. I will have it ready soon. (Not today) Sorry for being absent for 2 weeks. Thank you so much! Thanks for giving your free time to this project! Title: Re: Ikemen GO Plus Post by: Adnan on April 06, 2019, 07:15:18 am Hey gacel can you contact neatunsou about the controller bug please¿I PM him but he doesnt respond.Also k4thos was active yesterday. Title: Re: Ikemen GO Plus Post by: Gacel on April 07, 2019, 02:52:45 am Sadly I don't have more means of contacting neatunsou than you. I wish there was a better way of contacting them. (neatunsou and k4thos) Title: Re: Ikemen GO Plus Post by: RagingRowen on April 07, 2019, 03:15:42 am Unsou has a hidden Active time, there's a chance he hasn't been here in a good few days or even weeks. Title: Re: Ikemen GO Plus Post by: junkerde on April 07, 2019, 03:54:57 am He doesn't really post here, but his osdn is usually active every 1 to 2 weeks K4thos I have no idea about lol Title: Re: Ikemen GO Plus Post by: Adnan on April 07, 2019, 07:45:04 am Didnt k4thos send you lua files? Title: Re: Ikemen GO Plus Post by: Gacel on April 07, 2019, 08:02:06 am Nope. I'm still waiting. (In reality stopped hopping he would send them and started making changes to the lua files that we have now) Title: Re: Ikemen GO Plus Post by: fisahas on April 07, 2019, 10:46:01 am Well fiashas now that I have free time I'll check the reason why the char crash. ok bro..hope you find out what's causing the issue and get it fixed asap :) Sorry for being absent for 2 weeks. pls dont be...we all have other works to do..we all know how much effort you're giving to solve our mumbo jumbo thing hats off bro...we all love you and your works <3 Title: Re: Ikemen GO Plus Post by: Adnan on April 07, 2019, 03:45:44 pm You should pm him again.Its really wierd that he was online at friday but didnt send files to you. Title: Re: Ikemen GO Plus Post by: Mike77154 on April 09, 2019, 05:26:07 am I really wonder that happen with the Here comes a new challenger system maded by K4thos Title: Re: Ikemen GO Plus Post by: junkerde on April 09, 2019, 05:05:06 pm I think it is clear K4thos does not care, he's been seen online for the past few weeks. It's best to move on and not wait for someone who will not give anything. It's done with, we're not seeing. The guys here have been getting things done that he never did, so I am very greatful for the developers here. Best to move on imo. Title: Re: Ikemen GO Plus Post by: 2Dee4ever on April 09, 2019, 05:56:48 pm I wouldn't say that. Can't blame him or anyone though, this stuff gets boring after a while, especially when no one is really doing anything with it. Why I'm always suggesting talking about specific/related content etc, never know who you might inspire. Figure peeps are just lurking around waiting for something to happen as usual. If you are reading this and willing to answer.. What are the benefits of using Ikemen for you? I've not seen anyone do anything not already possible in mugen. SP,SP,SP. I've seen a few of you interested in porting to Mac/Android etc, but why do you want to do that? Curious. I had a lot of plans.. Mainly story mode, recreating the lore of every CVS verse series in 2D etc. Cut-scenes, Unlockable characters etc. *sighs* Remaking these will just have to wait bro :/ Spoiler, click to toggle visibilty Crazy idea I know.. Why can't any of you contributing to this Ikemen dev do the donation thing? You should really consider it. I understand you have your lives, you aren't obligated to do anything, especially free work. An extra incentive even. Title: Re: Ikemen GO Plus Post by: Adnan on April 09, 2019, 09:00:47 pm If he had shared his files and updated the source code all from the begining then we wouldnt be slow and outdated. Title: Re: Ikemen GO Plus Post by: 2Dee4ever on April 09, 2019, 11:01:31 pm I feel like at some point, you realize that no one is under obligation to do any of this. All your talk about being slow and outdated? Guy has done more in a week than anyone has used this forum for in years. You sound ungrateful. What have you done to help speed up this process? You know besides request for things to be done for you. Maybe it’s not what you meant entirely, but have some respect that we have anything at all. I’ve been using this since vanilla Ikemen. Lot of progress since then. All this work done for free on “their” free time. If you aren’t contributing to developing, you don’t get to be impatient, and that’s fair. You don’t know what anyone is going through. That’s why, coming up with solutions to make it easier for them isn’t a bad idea. We help them, they help us. Come together on this. Title: Re: Ikemen GO Plus Post by: Adnan on April 10, 2019, 02:50:16 pm If i had known go and lua language(i dont know if other languages could work with this) then i would love to spend my time on this open source engine.Why wouldnt i? Title: Re: Ikemen GO Plus Post by: dan on April 11, 2019, 08:48:46 pm If i had known go and lua language(i dont know if other languages could work with this) then i would love to spend my time on this open source engine.Why wouldnt i? Sorry but that should not limit you. Instead should be an incentive to learn. I also did not know go/lua but tried to help anyways. You are welcome to help. As we all are. Let's be grateful with the contributors and try to help. Helping is not limited to code. Testing, improving development workflow, filing bugs, adding tutorials, improving documentation, replacing mugen dependencies are just a few examples of how one can help. Dont take this in the wrong way but as an invitation. Title: Re: Ikemen GO Plus Post by: dan on April 11, 2019, 08:51:51 pm btw I've also been busy :-( april is being tough. I hope to get back on track soon. I still want to port Ikemen to android TV. It would be great if those mugen dependencies required for Ikemen to run were replaced as they cannot be packed with the the android app due to licensing. Title: Re: Ikemen GO Plus Post by: Gacel on April 12, 2019, 06:48:23 am Yeah, April is being tough. So my PC was broken so I wasn't able to compile Ikemen. I reinstalled windows and I installed docker and now I can cross compile so from now on I'll post builds from Windows, Linux and MacOS. I'll post a new version in a few minutes the changes are: - PNG lifebars fixed. - Changes to Cornerpush. - The Player 2 now works in the main menu. - Docker builds for easier compiling. - Some stage zoom changes. Download: https://github.com/Windblade-GR01/Ikemen_GO/releases And as always the required mugen files. http://www.mediafire.com/file/i2u70ordfjqj186/Ikemen_Mugen_Files.zip I have not tested the MacOS and Linux builds it would be useful if someone can test them. Also anyone is invited to contribute even bug reports are very useful. I didn't l know anything about GO (Even his existence) before finding Ikemen. Ikemen GO is the first time I program in GO-lang. Title: Re: Ikemen GO Plus Post by: LebKeller on April 12, 2019, 06:52:37 am Thank you very much! Will definitely test the mac build later on today! Can't wait :) Title: Re: Ikemen GO Plus Post by: Mike77154 on April 12, 2019, 07:07:28 am Yeah, April is being tough. So my PC was broken so I wasn't able to compile Ikemen. I reinstalled windows and I installed docker and now I can cross compile so from now on I'll post builds from Windows, Linux and MacOS. I'll post a new version in a few minutes the changes are: - PNG lifebars fixed. - Changes to Cornerpush. - The Player 2 now works in the main menu. - Docker builds for easier compiling. - Some stage zoom changes. Download: https://github.com/Windblade-GR01/Ikemen_GO/releases And as always the required mugen files. http://www.mediafire.com/file/i2u70ordfjqj186/Ikemen_Mugen_Files.zip I have not tested the MacOS and Linux builds it would be useful if someone can test them. Also anyone is invited to contribute even bug reports are very useful. I didn't l know anything about GO (Even his existence) before finding Ikemen. Ikemen GO is the first time I program in GO-lang. Thank you man!!! you are awesomeeewe!!! Player 2 on main menu! Epic! But could be possible add the compatibility with fluidsynth library for loading soundfonts? Title: Re: Ikemen GO Plus Post by: Gacel on April 12, 2019, 07:11:26 am I will investigate it later. I'm still not sure how to make the soundfount option. It should be in the config file? It should be inside the stage file? Both? Also Hey fisahas about that crash with "Opirus Element Kyo" is because of the coding of the char. In the line 2896 inside the Element-S.cns file there is a line that it says: Code: trans = 1 That's a typo you need to replace it with: Code: trans = add1 I tested it in Ikemen and is a awesome char. Title: Re: Ikemen GO Plus Post by: Mike77154 on April 12, 2019, 07:48:02 am I will investigate it later. I'm still not sure how to make the soundfount option. It should be in the config file? It should be inside the stage file? Both? Also Hey fisahas about that crash with "Opirus Element Kyo" is because of the coding of the char. In the line 2896 inside the Element-S.cns file there is a line that it says: Code: trans = 1 That's a typo you need to replace it with: Code: trans = add1 I tested it in Ikemen and is a awesome char. The idea of using a soundfont is giving all the game a particular sound of musical instruments but maybe for the stage collectors can work the stage option The idea is loading the soundfont like loading a lifebar, for example in system.def something like Data/AllInOneGM.sf2 volume = 500 Reverb = true Or something like Soundfonts: Generalsoundfont: Data/AllinOne.sf2 Particular soundfonts Data/CrujienteHeavyGuitar.sf2 (GM=31) Data/plumberbass.sf2 (GM=34) Data/rockodrumkit.sf2 (GM= Standard kit) Data/tr-909.sf2 (GM = electronic kit) GM means general midi the weird thing is translating the C code libraria to Go lang Title: Re: Ikemen GO Plus Post by: dan on April 12, 2019, 10:29:46 am Yeah, April is being tough. So my PC was broken so I wasn't able to compile Ikemen. I reinstalled windows and I installed docker and now I can cross compile so from now on I'll post builds from Windows, Linux and MacOS. Download: https://github.com/Windblade-GR01/Ikemen_GO/releases And as always the required mugen files. http://www.mediafire.com/file/i2u70ordfjqj186/Ikemen_Mugen_Files.zip I have not tested the MacOS and Linux builds it would be useful if someone can test them. Also anyone is invited to contribute even bug reports are very useful. I didn't l know anything about GO (Even his existence) before finding Ikemen. Ikemen GO is the first time I program in GO-lang. Hey Gacel, I'm very happy that crosscompilling worked easily for you! I know starting with docker can be hard. :-) Title: Re: Ikemen GO Plus Post by: Zero800 on April 12, 2019, 12:14:55 pm In the future could have a way to function as an arcade (insert coin)... One of the infinite possibilities of Ikemen! Title: Re: Ikemen GO Plus Post by: LebKeller on April 12, 2019, 01:33:10 pm Hi Gacel! I downloaded the mac version but it is a .dms extension and i can't open it? Was it suppose to be a .dms file? Title: Re: Ikemen GO Plus Post by: dan on April 12, 2019, 04:13:45 pm Hi Gacel! I downloaded the mac version but it is a .dms extension and i can't open it? Was it suppose to be a .dms file? Hey LebKeller, the easiest way to run it on mac is as follows: 1 - download the repository as a zip file: https://github.com/Windblade-GR01/Ikemen_GO/archive/master.zip 2 - download the binary released: https://github.com/Windblade-GR01/Ikemen_GO/releases/download/2019.04.11/Ikemen_GO_mac 3 - download the external mugen dependencies : http://www.mediafire.com/file/i2u70ordfjqj186/Ikemen_Mugen_Files.zip 4 - unpack the master.zip into a folder: Ikemen_GO 5 - unpack Ikemen_Mugen_Files.zip into a separate folder 6 - copy everything but the directory data from the Ikemen_Mugen_Files.zip into the Ikemen_GO folder 7 - copy the content of the data folder into Ikemen_Mugen_Files.zip (extrated folder) to Ikemen_GO/data (you have to merge both folders not replace) 8 - copy Ikemen_GO_mac into Ikemen_GO folder at this point you have everything in place, but the file Ikemen_GO_mac has no execution bit enabled. You'll need to enable it. I dont know an easy way but opening the terminal, navigating to the Ikemen_GO folder (cd directory) and then run Code: chmod +x Ikemen_GO_mac  after doing that, you can double click and Ikemen should open up. We will try to make this deployment process easier in the next versions. Cheers! Title: Re: Ikemen GO Plus Post by: LebKeller on April 12, 2019, 04:16:04 pm Thank you! I will do that! Title: Re: Ikemen GO Plus Post by: dan on April 12, 2019, 04:19:15 pm Having these mugen dependencies included would make the deployment process a lot easier in all platforms (windows/linux/mac/android) Gacel, is there any chance to have this ported to Ikemen and overcome the licensing issues? What do we need for it? Can you outline the steps required to have a replacement towards a pure Ikemen? The alternative is an installation package that downloads the bundle and merges it into the program folder. But that's ugly IMHO. Title: Re: Ikemen GO Plus Post by: RagingRowen on April 12, 2019, 04:24:07 pm Time and work is always appreciated. Shame I've gotta re-edit the lua files every time I update. Title: Re: Ikemen GO Plus Post by: LebKeller on April 12, 2019, 04:35:02 pm I am getting this message when I start it Last login: Fri Apr 12 16:32:18 on ttys001 /Users/macbook/Documents/Ikemen/Ikemen_GO_mac ; exit; macbooks-MacBook-Air:~ macbook$ /Users/macbook/Documents/Ikemen/Ikemen_GO_mac ; exit;
panic: open data/config.json: no such file or directory

goroutine 1 [running, locked to thread]:
main.chk(...)
/code/src/main.go:22
main.main()
/code/src/main.go:166 +0x226c
logout
Saving session...
...copying shared history...
...saving history...truncating history files...
...completed.

[Process completed]
Title: Re: Ikemen GO Plus
Post by: dan on April 12, 2019, 04:37:34 pm
in the same terminal you run chmod +x Ikemen_GO_mac run:
./Ikemen_GO_mac

and see the output
Title: Re: Ikemen GO Plus
Post by: dan on April 12, 2019, 04:39:53 pm
I am getting this message when I start it

Last login: Fri Apr 12 16:32:18 on ttys001
/Users/macbook/Documents/Ikemen/Ikemen_GO_mac ; exit;
macbooks-MacBook-Air:~ macbook$/Users/macbook/Documents/Ikemen/Ikemen_GO_mac ; exit; panic: open data/config.json: no such file or directory ...... [Process completed] This seem to be a path issue. run it from the same directory from the terminal. Title: Re: Ikemen GO Plus Post by: dan on April 12, 2019, 04:52:19 pm Do I have to run it from the terminal like this every time? That's a bug. Thanks for finding it ;-) alternatively, as a temporary fix, you can write a script for it create a file named "Ikemen" in the same directory of Ikemen_GO_mac add the following content: Code: #!/bin/bashcd$(dirname $0)chmod +x Ikemen_GO_mac./Ikemen_GO_mac save, enable the exec bit: chmod +x Ikemen try double click it. Title: Re: Ikemen GO Plus Post by: dan on April 12, 2019, 04:53:41 pm Okay I ran it in the terminal and it works! However I am not getting any sound at all TBH this is another bug. I will investigate later. Title: Re: Ikemen GO Plus Post by: dan on April 12, 2019, 05:00:42 pm Do I need the open Al sound stuff? Yes, but that normally comes with the OSX. I even tried to install with homebrew but it didnt work. I will check later. Cheers. Title: Re: Ikemen GO Plus Post by: dan on April 12, 2019, 05:33:00 pm that is the log if needed @LebKeller: I think you misunderstood. the code I posted was the content of the script. filename: Ikemen content: ---- #!/bin/bash cd$(dirname $0) chmod +x Ikemen_GO_mac ./Ikemen_GO_mac --- this file must be in the same directory of Ikemen_GO_mac then after saving the content, you enable the exec bit for the file: chmod +x Ikemen that's it. Title: Re: Ikemen GO Plus Post by: fisahas on April 12, 2019, 06:01:52 pm Hey fisahas about that crash with "Opirus Element Kyo" is because of the coding of the char. In the line 2896 inside the Element-S.cns file there is a line that it says: Code: trans = 1 That's a typo you need to replace it with: Code: trans = add1 I tested it in Ikemen and is a awesome char. good to see you like that char. and many thanks from my heart for fixing it in such a easier way. btw, this time I've sent you a cheap char causing Ikemen for the same crash. If you can fix it will be so much appreciated.. thanks in advance bro Title: Re: Ikemen GO Plus Post by: dan on April 12, 2019, 06:02:19 pm Please download the script here: https://pastebin.com/RNWdXkey There is a button "download" (amongst others) save with the name Ikemen in the same folder of Ikemen_GO_mac open the terminal, and navigate to the Ikemen_GO_mac folder type: chmod +x Ikemen now, in Finder, double click Ikemen Title: Re: Ikemen GO Plus Post by: dan on April 12, 2019, 06:53:47 pm Last login: Fri Apr 12 18:24:53 on ttys001 /Users/macbook/Documents/Ikemen_GO/Ikemen\ 6.24.59\ PM ; exit; macbooks-MacBook-Air:~ macbook$ /Users/macbook/Documents/Ikemen_GO/Ikemen\ 6.24.59\ PM ; exit;
-bash: /Users/macbook/Documents/Ikemen_GO/Ikemen 6.24.59 PM: /bin/bash^M: bad interpreter: No such file or directory
logout
Saving session...
...copying shared history...
...saving history...truncating history files...
...completed.

[Process completed]

I think this is already a long conversation to solve a bug with a 'quick' hack.
Thats not the right way nor worthwhile. Please wait until a proper fix come out.
Until then, run Ikemen from the terminal like you did before.
Soon enough I hope to create a proper dmg file. As soon as I figure out how to create one
and after solving the sound issue ;-)

Cheers
Title: Re: Ikemen GO Plus
Post by: LebKeller on April 12, 2019, 07:02:37 pm
Anyway I will wait until you guys have found a solution and will run it like you said so :)! Thanks for the help, I appreciate it!
Title: Re: Ikemen GO Plus
Post by: dan on April 12, 2019, 07:03:36 pm
okay Thank you! btw the way might the ^M  at the end of the command lines be causing the problem?

The issue is the editor.
I would advise you to use visual studio code  which is awesome for coding and editing configuration files. It's free, opensource and lightweight.
And yes.. the ^M is part of the problem.
But then again, we are circulating the problem instead of solving it.
Title: Re: Ikemen GO Plus
Post by: LebKeller on April 12, 2019, 07:12:47 pm
Okay will do thanks!
Title: Re: Ikemen GO Plus
Post by: Gacel on April 13, 2019, 08:35:39 am
Hey fisahas about the char that you send (It was Gaster by 1850)
Well the problem... there are a lot with the char:
- Not closing stings
- Lack of new lines
- Wrong file encoding
- The sprite palletes are wrong
- The whole act file is a mess
Code:
[Begin Action 1531]2, 2, 0, 0, 1, , s2, 2, 0, 0, 1, , add2, 2, 0, 0, 1, , s2, 2, 0, 0, 1, , add2, 2, 0, 0, 5, , add [Begin Action 1532]2, 3, 0, 0, 1, , s2, 3, 0, 0, 1, , add2, 3, 0, 0, 1, , s2, 3, 0, 0, 1, , add2, 3, 0, 0, 5, , add

Code:
[Begin Action 4318]10000, 253, 0, 0, 1, H, AS0D9000010000, 252, 0, 0, 1, H, AS0D9000010000, 251, 0, 0, 1, H, AS0D9000010000, 250, 0, 0, 1, H, AS0D9000010000, 249, 0, 0, 1, H, AS0D9000010000, 248, 0, 0, 1, H, AS0D9000010000, 247, 0, 0, 1, H, AS0D90000

Code:
[Begin Action 5000]Clsn2: 2 Clsn2[0] = -13,-32, 11, -1 Clsn2[1] = -14,-43,  9,-165000, 0, 0, 0, 4Clsn2: 2 Clsn2[0] = -13,-32, 11, -1 Clsn2[1] = -14,-43,  9,-165000, 0, 0, 0, 0, , ÿÿÿÿÿÿÿÿÿÿ

Why the transparency setting is "ÿÿÿÿÿÿÿÿÿÿ"?

One of the problems is the act(Animation) file it was sloppily edited by hand (Who edits the whole act file by hand?) and the only way to fix it is by someone taking the time to also edit it by hand.
I maybe take the time to do it later (It will be not soon) and release it fixed for everyone.

This is not fault of Ikemen it was that the creator did some things sloppily and wrong but it "worked" and called it a day.
Title: Re: Ikemen GO Plus
Post by: LebKeller on April 13, 2019, 09:11:27 am
I deleted my posts to clear up space in the forum btw
Title: Re: Ikemen GO Plus
Post by: Gacel on April 13, 2019, 11:38:31 am
I think we need a MacOS run guide.

Hey guys there is any way to kill a character without any hitbox.
That doesn't use any dangerous exploits.
Title: Re: Ikemen GO Plus
Post by: Bejeeta on April 13, 2019, 11:56:56 am

gacel check the codes.
Title: Re: Ikemen GO Plus
Post by: dan on April 13, 2019, 12:39:21 pm
I think we need a MacOS run guide.

Hey guys there is any way to kill a character without any hitbox.
That doesn't use any dangerous exploits.

sure thing.
We have two options, one: a guide with what we have now or two: after creating the DMG (install package).
The first guide is outlined in previous messages:

the easiest way to run it on mac is as follows:

4 - unpack the master.zip into a folder: Ikemen_GO
5 - unpack Ikemen_Mugen_Files.zip into a separate folder
6 - copy everything but the directory data from the Ikemen_Mugen_Files.zip into the Ikemen_GO folder
7 - copy the content of the data folder into Ikemen_Mugen_Files.zip (extracted folder) to Ikemen_GO/data (you have to merge both folders not replace)
8 - copy Ikemen_GO_mac into Ikemen_GO folder

at this point, you have everything in place, but the file Ikemen_GO_mac has no execution bit enabled. You'll need to enable it.

I don't know an easy way but opening the terminal, navigating to the Ikemen_GO folder (cd directory) and then run
Code:
chmod +x Ikemen_GO_mac
run: ./Ikemen_GO_mac

I think I fact we need both.
That's is related to the different audiences Ikemen targets: game developers and players.
For people who would like to use Ikemen as a development platform, building binaries is important for testing and so on.
But for those who want to play a game built with it, we need to provide install packages not only DMGs, but also EXE bundle and/or deb/rpm packages.
Thus people will easily install a game done with Ikemen (with custom stages, characters and so on)
What do you think?
Title: Re: Ikemen GO Plus
Post by: fisahas on April 13, 2019, 07:02:05 pm
Hey fisahas about the char that you send (It was Gaster by 1850)
Well the problem... there are a lot with the char:
- Not closing stings
- Lack of new lines
- Wrong file encoding
- The sprite palletes are wrong
- The whole act file is a mess
Code:
[Begin Action 1531]2, 2, 0, 0, 1, , s2, 2, 0, 0, 1, , add2, 2, 0, 0, 1, , s2, 2, 0, 0, 1, , add2, 2, 0, 0, 5, , add [Begin Action 1532]2, 3, 0, 0, 1, , s2, 3, 0, 0, 1, , add2, 3, 0, 0, 1, , s2, 3, 0, 0, 1, , add2, 3, 0, 0, 5, , add

Code:
[Begin Action 4318]10000, 253, 0, 0, 1, H, AS0D9000010000, 252, 0, 0, 1, H, AS0D9000010000, 251, 0, 0, 1, H, AS0D9000010000, 250, 0, 0, 1, H, AS0D9000010000, 249, 0, 0, 1, H, AS0D9000010000, 248, 0, 0, 1, H, AS0D9000010000, 247, 0, 0, 1, H, AS0D90000

Code:
[Begin Action 5000]Clsn2: 2 Clsn2[0] = -13,-32, 11, -1 Clsn2[1] = -14,-43,  9,-165000, 0, 0, 0, 4Clsn2: 2 Clsn2[0] = -13,-32, 11, -1 Clsn2[1] = -14,-43,  9,-165000, 0, 0, 0, 0, , ÿÿÿÿÿÿÿÿÿÿ

Why the transparency setting is "ÿÿÿÿÿÿÿÿÿÿ"?

One of the problems is the act(Animation) file it was sloppily edited by hand (Who edits the whole act file by hand?) and the only way to fix it is by someone taking the time to also edit it by hand.
I maybe take the time to do it later (It will be not soon) and release it fixed for everyone.

This is not fault of Ikemen it was that the creator did some things sloppily and wrong but it "worked" and called it a day.

thanks a lot for finding out the problem. I was so surprised to see the errors/lackings within that char; yet it does support by mugen...hehehe

btw if you want to fix it later...your choice bro...but I've similar chars that causing crashes to Ikemen too; but supported by mugen. so I think fixing every one of those chars isnt a good idea, and time cosuming too. better if you find a way to tell Ikemen to ignore those errors and run anyway...I mean if its possible for Ikemen would be time saving and solution to all the simialr chars like that :)
Title: Re: Ikemen GO Plus
Post by: junkerde on April 13, 2019, 07:40:06 pm
You could also fix the problem yourself since gacel pretty much laid out what the issues are, if you need help I can look at them as well
Title: Re: Ikemen GO Plus
Post by: Gacel on April 13, 2019, 11:10:46 pm
thanks a lot for finding out the problem. I was so surprised to see the errors/lackings within that char; yet it does support by mugen...hehehe

btw if you want to fix it later...your choice bro...but I've similar chars that causing crashes to Ikemen too; but supported by mugen. so I think fixing every one of those chars isnt a good idea, and time cosuming too. better if you find a way to tell Ikemen to ignore those errors and run anyway...I mean if its possible for Ikemen would be time saving and solution to all the simialr chars like that :)

I'm gonna fix gaster because I want to.
I don't think It would a good idea to parse things like "ÿÿÿÿÿÿÿÿÿÿ" to the engine that could even cause a hang.

And Ikemen ignores these erroneous animations, the char even loads when you fix the line breaks. But it wont work as expected because Ikemen does not fill the glitchy animation data with correct one.

The only thing that Ikemen not autofixes is line breaks, strings and animation data.

EDIT:

New Bug report:
The training char is registered as order 1 so it could aparear in arcade.
The not match completed yet point in the lifebar noes not display. (To do: Word this one better)
If you set the match number to 99 in arcade it will repeat chars until 99 matches are complete. (Arcade should not repeat chars)

Know suff:
[Bug]
Infobox and config menu does not scale.

[Feature]
Add ttf fonts to the lifebar.

[Other]

[K4thos]
Waiting for K4thos and the lua files.

Tell me if I forgot something.
Title: Re: Ikemen GO Plus
Post by: junkerde on April 14, 2019, 02:21:38 am
32 bit screenpacks are working now?
Title: Re: Ikemen GO Plus
Post by: Gacel on April 14, 2019, 04:35:08 pm
Yup, 32 bit (PNG) sprites and fonts on screenpacks are now displaying properly on all GPUs.
But Vector font's (TTF) are not implemented on the lifebars. (But they work on screenpacks)
Title: Re: Ikemen GO Plus
Post by: GaziraAgain on April 14, 2019, 05:19:35 pm
I download the latest build and yes, 32 bits screenpack works, but the images are not in their position and interpolated actions doesn´t work in the system.
Title: Re: Ikemen GO Plus
Post by: Gacel on April 14, 2019, 05:35:51 pm
Images are not in their position?
Could you sen a comparation screenshots or explain?

Interpolated actions are still unimplemented. (One more thing I forgot to add to the roadmap)
Title: Re: Ikemen GO Plus
Post by: junkerde on April 14, 2019, 06:56:55 pm
edit: 32bit screenpacks partially work, you just have to do alot of tweaking, but still there are some positioning issues. Maybe the screenpack is to oadvanced, im sure everything would work fine if its something mroe simple.  lifebars are working 100% though. I think the example below would be the same thing Gazira is experiencing.

(https://i.imgur.com/2NKqFqU.jpg)

https://imgur.com/a/ewkmy8P (i fixed the yellow color issue)

summary: basically 32bit screenpacks no longer crash on startup, all tahts left is further implementation. I think mayebe the SP im using is too advanced for Ikemen, but im sure more basic 32bit sp's will work fine. Im gonna try to make a simpler one.

Title: Re: Ikemen GO Plus
Post by: GaziraAgain on April 14, 2019, 11:22:02 pm
Hello Gacel, I have position issues in the title screen. Logo and intro works fine and character select screen is misaligned but all the images the same distance. Thank you very much for your work.
Title: Re: Ikemen GO Plus
Post by: Gacel on April 15, 2019, 06:57:03 am
Hey guys looks like the problem is the "main.SP_Center" variable inside "localcoord.lua"
That stuff exist because the scaling code and k4thos code are clashing until I find the pattern of the variable it must set manually to a arbitrary unknown value depending of the localcoord.

"main.SP_Center" is not used by lifebars only screenpacks.
Title: Re: Ikemen GO Plus
Post by: GaziraAgain on April 15, 2019, 12:56:07 pm
Hey guys looks like the problem is the "main.SP_Center" variable inside "localcoord.lua"
That stuff exist because the scaling code and k4thos code are clashing until I find the pattern of the variable it must set manually to a arbitrary unknown value depending of the localcoord.

"main.SP_Center" is not used by lifebars only screenpacks.

Thank you very much for the info, I try to modify this variable and I tell you something. Another issue that I find it´s about the fonts that I use in the screenpack, it´s not the complete alphabet, I use custom fonts for each mode, something like this for Arcade mode:
(https://i.imgur.com/H9di4Ty.png)

Then I add to the system.def with this way:

; Names for each of the items in the menu. Names must be in quotes.

With Ikemen the modes are not correlative with the assigned font, I try Arcade and I think it´s team arcade the one that appears.
Please, I wanna take snapshots to compare images but I press f12 like in mugen but nothing, what is the mode? Thank you very much.

EDIT:
Good news, I change the value to 320 and now all it´s in place, except the ikemen info in the title screen. I see that the intro screen it´s not adjust to the screen and it´s with localcoord in the archive:
(https://i.imgur.com/uozSBtH.png)

Title screen now looks goood:
(https://i.imgur.com/eavwdWI.png)

When I start the arcade mode appears the option to try between turns, simul or single, this options are not avaiable for arcade mode, other fonts like exit or options doesn´t appear, and other are misaligned, this is the thing that I told you in the other post:
(https://i.imgur.com/bi7M6Lt.png)

I try Single mode and all works fine, except the interpolated options that are not included for now. I don´t test versus and winner screens because use this actions to work.
(https://i.imgur.com/dwqIy5I.png)

Thank you very much for your help and effort, If I see more bugs I tell you something, bye!
Title: Re: Ikemen GO Plus
Post by: Adnan on April 15, 2019, 03:19:33 pm
dan could you please fix the left right input bug on controllers if you can?This is the reason why i dont use this engine.
Title: Re: Ikemen GO Plus
Post by: junkerde on April 15, 2019, 07:38:44 pm
http://mugenguild.com/forum/profile/dan-92755 could you please fix the left right input bug on controllers if you can?This is the reason why i dont use this engine.

how to replicate this? can i try a character with this you have?
Title: Re: Ikemen GO Plus
Post by: Adnan on April 15, 2019, 09:22:46 pm
Just get sf3_ryu by GM and try to do shin shoryuken and shin hadouken on left side with controller.
Title: Re: Ikemen GO Plus
Post by: 2Dee4ever on April 15, 2019, 11:32:18 pm
Hey guys looks like the problem is the "main.SP_Center" variable inside "localcoord.lua"
That stuff exist because the scaling code and k4thos code are clashing until I find the pattern of the variable it must set manually to a arbitrary unknown value depending of the localcoord.

"main.SP_Center" is not used by lifebars only screenpacks.

Thank you very much for the info, I try to modify this variable and I tell you something. Another issue that I find it´s about the fonts that I use in the screenpack, it´s not the complete alphabet, I use custom fonts for each mode, something like this for Arcade mode:
(https://i.imgur.com/H9di4Ty.png)

Then I add to the system.def with this way:

; Names for each of the items in the menu. Names must be in quotes.

With Ikemen the modes are not correlative with the assigned font, I try Arcade and I think it´s team arcade the one that appears.
Please, I wanna take snapshots to compare images but I press f12 like in mugen but nothing, what is the mode? Thank you very much.

EDIT:
Good news, I change the value to 320 and now all it´s in place, except the ikemen info in the title screen. I see that the intro screen it´s not adjust to the screen and it´s with localcoord in the archive:
(https://i.imgur.com/uozSBtH.png)

Title screen now looks goood:
(https://i.imgur.com/eavwdWI.png)

When I start the arcade mode appears the option to try between turns, simul or single, this options are not avaiable for arcade mode, other fonts like exit or options doesn´t appear, and other are misaligned, this is the thing that I told you in the other post:
(https://i.imgur.com/bi7M6Lt.png)

I try Single mode and all works fine, except the interpolated options that are not included for now. I don´t test versus and winner screens because use this actions to work.
(https://i.imgur.com/dwqIy5I.png)

Thank you very much for your help and effort, If I see more bugs I tell you something, bye!

Are you making a full game out of that? Or just a sp? Interesting. Cool to see someone else messing with things. That could easily pass for an official game, design wise anyway.
Title: Re: Ikemen GO Plus
Post by: junkerde on April 16, 2019, 12:32:49 am
new commits by Neatunsou on his osdn:

https://osdn.net/users/neatunsou/pf/ikemen_go/scm/commits/56a748bae83456138131207742483873e739c958
This one has something to do with commands and input buffers, not too sure, but @Adnan Im wondering if this has something to do with your issue (not being able t odo commands on opposite side)

https://osdn.net/users/neatunsou/pf/ikemen_go/scm/commits/cf7cd451f2ec743d2639d61bd208c5ee129ba803
Something with fonts.

So much updates the past months, time to finally port everything mugen over, slowly of course.
Title: Re: Ikemen GO Plus
Post by: Adnan on April 16, 2019, 09:06:06 am
I tried the neatunsou's commit but looks like the bug still persist.I can do shoryuken on left side now.But still cant do the shins.When i try it only does denjin hadou.
Title: Re: Ikemen GO Plus
Post by: dan on April 16, 2019, 02:30:29 pm
dan could you please fix the left right input bug on controllers if you can?This is the reason why i dont use this engine.

Sorry Adnan, I'm currently solving the multiplataform bundle release and due time constraints, very slowly.
Please try to give more details on how to replicate the issue. Start by describing your environment and

cheers
Title: Re: Ikemen GO Plus
Post by: dan on April 16, 2019, 02:34:09 pm
....
So much updates the past months, time to finally port everything mugen over, slowly of course.

This sounds like music!

I hope to come up with the Ikemen installer for windows/linux/mac by the weekend.
Clearing up the mugen dependencies would be great!
Title: Re: Ikemen GO Plus
Post by: REDHOT on April 16, 2019, 03:29:55 pm
Sorry if this was answered or this actually it´s in ikemen.. but there are a possibility that all the features that mugen 1.1b have, are there in ikemen? (
all the features that can be useful to make a game at 720/1080 dpi... export 32bit jpg.. etc..)
Title: Re: Ikemen GO Plus
Post by: 2Dee4ever on April 16, 2019, 05:31:52 pm
Just read up a lil bit and you’ll see Gazira is doing that. You are a creator, no reason for you to not use it. Mugen will only hinder you in the long run, unless you are deadset on it. It’s not difficult to port, but better to build around it from the beginning. Also... My own opinion. Forget about compatibility, start building your common1 now. Will save you a lot of time and effort as well as bring more incentive to playing your game with its own exclusives.
Title: Re: Ikemen GO Plus
Post by: Bejeeta on April 16, 2019, 05:56:55 pm
REDHOT you should really try IKEMEN GO.
Title: Re: Ikemen GO Plus
Post by: GaziraAgain on April 16, 2019, 06:00:24 pm
Hello 2Dee4ever, first about the screenpack question is going to be a screenpack, but I'm also working with portraits, intros and endings for all the chars that appear ( I think I will reach the thousand) in it, only that you choose the char you want to add to it.
The reason why I want to launch it for ikemen is that mugen can not perform some actions like the portraits animation, actionbg for the fight file, continue screen, etc. Now with an engine in development and compatibility with mugen chars, it's something we've been waiting for a looooong time.
Thanks to all the people who make it possible.
Title: Re: Ikemen GO Plus
Post by: REDHOT on April 16, 2019, 06:08:29 pm
Just read up a lil bit and you’ll see Gazira is doing that. You are a creator, no reason for you to not use it. Mugen will only hinder you in the long run, unless you are deadset on it. It’s not difficult to port, but better to build around it from the beginning. Also... My own opinion. Forget about compatibility, start building your common1 now. Will save you a lot of time and effort as well as bring more incentive to playing your game with its own exclusives.

Thanks for your answer, yes, when Gazira finish and implement all the mugen1.b1, surelly will be the engine that I´ll use, would be great too that I can play 3vs3 in Training mode (something that in Mugen I cant!), that Ikemen is in development is great.
Keep it up with this great project guys!

REDHOT you should really try IKEMEN GO.

I´d love to! when all the mugen 1.b1 features are implemented
Title: Re: Ikemen GO Plus
Post by: 2Dee4ever on April 16, 2019, 06:37:03 pm
What exactly are the unique 1.1 features? I don’t know them all. This SP stuff is just about wrapping up. It’s interesting because a lot of this has never been possible, we’ll have to continue to mess with it to see it’s full potential.

It’s better to experiment now to keep things moving. You need to experience it yourself, telling you, throw some characters in there to see how you like it. Visually, there is a huge difference.

As much work as you are putting into that Gazira, you might as well make a full game. You just have to weigh the pros and cons.

Cons
-In development/some development(not complete)
Pros
-In development/some development
-Extra modes
-Single, Tag, Simul, Turns(all four together)
-3v3/4v4 without hacks
-Features that normally required work arounds don’t need them
-Potential to grow
That and many more, though this is a joke post, no reason not to use it, or rather, as I had said a while back, if you are interested in a full game, use it 100%.

As you all continue to work on cosmetics(which is also important) I’ve just been working on making concepts to show things like Controlled Arcade Mode, potential for story mode, endings etc. It’s good to have a mix of things being done. You guys stuff already looks “beyond mugen”, that is the highest possible compliment.
Title: Re: Ikemen GO Plus
Post by: REDHOT on April 16, 2019, 08:51:38 pm
What exactly are the unique 1.1 features?

Overview:
-New rendering engine based on OpenGL
-Camera zooming

Graphical:
- New rendering engine based on OpenGL (mugen.cfg: [Video]: RenderMode = OpenGL). RenderMode=System now deprecated (it still works but will not support all the new features). RenderMode=OpenGLScreen removed.
- mugen.cfg: [Video]: KeepAspect, StageFit, SystemFit options added. Various window-related preferences. If you prefer the 1.0 behavior of cropping stages and motifs to match the window aspect, set StageFit and SystemFit to 0.
-Alt-Enter during OpenGL windowed video mode (fullscreen = 0) will toggle windowed fullscreen instead of exclusive fullscreen mode.
-Added RGB and RGBA sprite support. Use the updated SprMake2 tool.
-AIR: Floating point values now accepted for offsets.
-Stages and Backgrounds
-BG: Parallax: Deprecated yscalestart and yscaledelta parameters. Use startscale and scaledelta instead.
-BG: Parallax: use of the width parameter is now the preferred method for hardware-accelerated rendering modes due to visual artifacts resulting from using xscale method.
-BG: Parallax: support for animated parallax added.
-Stages: [Camera]: added zoomout, zoomin, tensionhigh, tensionlow parameters. Backgrounds: Camera Group

CNS
CNS: DestroySelf: Added recursive param. State Controllers: Destroyself

CNS: DestroySelf: Fixed instability if explods are not removed before DestroySelf.

CNS: Explod: Added angle params (behavior will likely be changed before stable release). More info: State Controllers: Explod

CNS: Explod: Added remappal param. State Controllers: Explod

CNS: Helper: Added remappal param. State Controllers: Helper

CNS: Explod: Added space, bindID params. Deprecated postype param; use combination of pos and screen instead. State Controllers: Explod

Because stage zooming was added in 1.1, there is a need to distinguish screen space from stage space to achieve the desired effect.

CNS: Projectile: Added ownpal and remappal params. State Controllers: Projectile

CNS: RemapPal: now restricted to 8 mappings. State Controllers: Remappal

CNS: Added CameraPos trigger. Triggers: CameraPos

CNS: Added CameraZoom trigger. Triggers: CameraZoom

CNS: Added ScreenWidth, ScreenHeight triggers for use with screen-space explods. Triggers: ScreenWidth, ScreenHeight

CNS: Added BackEdge, FrontEdge, LeftEdge, RightEdge, TopEdge, BottomEdge triggers. Triggers

CNS: Line number report on parse errors.

Misc
-Motifs: sysexplods: added angle parameter (doesn't work right for text yet)
-Text line limit increase from 4k to 16k.
-Graphics: Fight player portraits are no longer affected by player PalFX.
-Efficiency of ownpal=1 explods improved.
-Fixed possible resource leak in survival mode.
-select.def: Increased arcade.maxmatches and team.maxmatches limit to 30.
-Font v2: added banktype parameter: palette (default) and sprite. Sprite banktype lets you substitute an entirely new set of sprites instead of changing the palette.
-Font v2: added RGBA font support. Use an SFF with RGBA sprites, and optionally set banktype = sprite. See font/num72.def and work/font/num72/ for an example of an RGBA font.
-Precaching does not work yet in 1.1 and is currently disabled.

Tools
-SprMake2: Added support for 24 (RGB) and 32 bit (RGBA) sprites. Including such sprites will generate an SFF (v2.01) that is incompatible with MUGEN 1.0.
-SprMake2: Added png8, png24 and png32 compression methods. Using such compression methods will generate an SFF (v2.01) that is incompatible with MUGEN 1.0.

Reimplemented
These have been partly or fully reimplemented. Info for alpha testers only.

-Graphical renderer (affects all sprites)
-Palfx and RemapPal (affects all players, helpers, explods, projectiles and afterimages)
-Explod drawing
-Game flow, i.e. transitions between mode select, vs screen, fight, etc. (not in alpha 1)

Player Update Notes
Some explods in 1.0 characters may not appear correctly when the camera zooms in or out. This happens because 1.0 does not understand if an explod is meant to be zoomed with the camera or not.

Convert existing explod controllers to use the new parameters, particularly "space", in order to display explods correctly. Examples of explod effects that should be in screen space are fullscreen background shown during supers, character portraits, victory screens implemented in CNS, etc. Examples of explod effects that should be in stage space are hit and super sparks, dust, character parts (e.g. a shield), etc.

Explods now take angle, yangle and xangle parameters. This means you can rotate an explod in 3D space. Those of you familiar with 3D will notice that there is a fixed perspective projection. You can play with these new parameters, but note that we'll probably change how this works, so expect breakages during the alpha and beta phases of 1.1.

Stage Update Notes
There is a temporary parameter "ForceStageZoomout" under [Misc] in mugen.cfg. This enables zooming on all stages that do not have explicit zoom parameters.

Camera zooming has a tendency to expose blank areas around the edges of stages, especially on background elements with a small delta. You can think of zooming out to be like switching a camera to a wide-angle lens, enabling you to see a wider view of the same scene.

For 1.1, you should explicitly set the zoomout and zoomin parameters in the [Camera] group. It's also recommended to use tensionhigh and tensionlow to control vertical movement as they look better than verticalfollow for tall stages.

If you're using content from 1.0, you'll want to fix the blank areas around the edges of your stage. One way to do this is draw in the edges of the affected sprites.

There is another method that works on multi-layered stages: use the zoomdelta BG element parameter. For elements on layers that are "far away", such as the sky, use a small zoomdelta. Use progressively larger zoomdeltas up to 1.0 for elements that appear closer to the foreground. A general guideline is to use a zoomdelta that is close in value to the delta value of each element. This method requires less touch up artwork and gives stages a feeling of depth. You may need to reduce your stage bounds slightly using this method.

Note that the example KFM stage has zooming explicitly disabled.
Title: Re: Ikemen GO Plus
Post by: 2Dee4ever on April 16, 2019, 09:59:13 pm
Now you have the references. To what extent has anyone tried to use these? From my understanding many of these work as is without any workarounds. Now the notes are there for anyone who wants to compare. It’d also help with what needs to be done knowing what doesn’t work. None of the zoom stuff maters btw. Ikemen has its own zoom settings.
Title: Re: Ikemen GO Plus
Post by: junkerde on April 16, 2019, 10:19:58 pm
The zoom in ikemen, imo, looks and feels betterthan Mugen 1.1
Title: Re: Ikemen GO Plus
Post by: 2Dee4ever on April 16, 2019, 11:06:30 pm
Correct me if I’m wrong, K4thos, before leaving also added the “stage specific zoom” to the select def. Having multiple zooms will clash btw(cancel each other out) from my experience anyway.

What exactly are we missing now? To reach that “like commercial” status, this wouldn’t even be accurate to today’s fighters I guess.. I always use Alpha 3 as a base btw. Depending on your game, you may not require the same modes.
*Have
-Training(Dedicated training mode, this includes hidden slots etc as training can be non selectable)
-Survival
-Vs 100 Kumite
-Free battle(Can finally play against the cpu without using debug keys)(No dedicated mode for team/dynamic/reverse, but could be implemented, but not necessary as free battle allows both sides to choose play style)
-Variable(similar to tag)
-Vs mode
-Network mode
-Final battle(Boss rush takes its place)(You can make hidden characters/slots/npcs, it’s possible, I have Orochi as boss only.)

*Missing
-Ranking system, which is tied to score/unlocks etc(need a dedicated score system unique to well applicable modes)
Having the score system itself is hugeeee, now with the continue screen that works with coins?? So offfical.

*Wishlists(based on various things I’ve read from other users may be more)
-Color edit mode
-Some type of Gallery mode
-Some type of in game shop(I’ve only seen this in KOF wing, but apparently its possble.

Title: Re: Ikemen GO Plus
Post by: RagingRowen on April 16, 2019, 11:12:05 pm
Speaking of Arcade, could there be/is it possible to have secret requirements for certain matches?
Like for example: No losses makes Akuma appear as the last opponent?
Or no losses and at least 5 Perfects to get Oni instead?
And maybe once you've beaten them they are unlocked via a flag?
Title: Re: Ikemen GO Plus
Post by: 2Dee4ever on April 16, 2019, 11:21:43 pm
There was talk about that back when he was still active, don’t remember what page it’s on. Some code was even mocked up I believe. As far as I’ve seen, not much is “impossible” the work just needs to be done and the interest needs to be there naturally. Oh another thing that is already possible, that many people want.. Expansion of the character select options. So we have the animations now right? Only idles though. Upon selection state 195(assuming its common for taunts, or a dedicated one?) The announcer call outs has been possible since vanilla though not many have messed with it.
Title: Re: Ikemen GO Plus
Post by: Gacel on April 17, 2019, 08:34:00 am
Interesting talk.
Not sure how a ranking system would work for existing characters.
Secret requirements would not be too hard but first I have to fix the arcade code (It's a mess how it works in practice)
Coin-op would be super simple to make once the arcade mode is in place.

About mugen 1.1 feature we have almost everything I think we only lack:
- Linear interpolation for animations
- The undocumented zoom parameter
- And TTF for lifebars
- Better default AI scaling (We have one but...)

Once we finish that.
Most of the work on we have on Ikemen to get to RC is making it more stable, fixing bugs and making the compatibility better.
Like for example load the localcoord from the lifebar file instead of lua.

About things that Ikemen GO has new compared to mugen.
- Portait scale independent from localcoord
- 4vs4 and TAG mode
- Interactive stages (The stage could be his own char)
Title: Re: Ikemen GO Plus
Post by: GaziraAgain on April 17, 2019, 09:49:37 am
Please, let me add the things that I would like to see in a ikemen Go screenpack/lifebar:

SCREENPACK
-Compatibility with video files.
-Can work portraits like images to work animations with them.
-Multuple portraits for select, versus and winner screens.
-You Lose animation for 1p modes.
-Here Comes New Challenger animation.
-Story Mode.
-Introbg for title and select.
-Different selectbg for 1player and 2 player modes.
-Stage Intermision screen.
-Portraits for stages.
-Palette select at character select screen.

LIFEBAR
-Actionbg for all the animations, Round, Fight, Finish and Winner screens.
-Introbg for round.
-Can work portraits like images to work animations with them.
-Normal KO and Special KO differnt animations.
-Loopstart doen´t work in mugen fight.def archive.
-Include combo messages and sounds.

Well this is all that comes to mind, to see everything that can be included, very interested in the Portait scale independent from localcoord because it´s very annoying to create portraits for chars. Thank you very much for you time.

Title: Re: Ikemen GO Plus
Post by: Gacel on April 17, 2019, 10:15:07 am
Well as I said first we have to make the engine stable enough before making big changes.

"Portraitscale" is a new ikemen thing.
https://osdn.net/users/neatunsou/pf/ikemen_go/wiki/FrontPage

Most of these thing could be added once the lifebar/screenpack code is complete.
Spoiler, click to toggle visibilty
Story mode would be the hardest thing to add (Considering all the posible story modes...)

We will have to define a standard for these things (Resolution, aspect ratio, size, etc) this is not something that should take lightly.
Title: Re: Ikemen GO Plus
Post by: -Ash- on April 17, 2019, 11:49:35 am

How hard would be to implement this function where the music triggers when the match is over and continue playing on victory screen?
Title: Re: Ikemen GO Plus
Post by: GaziraAgain on April 17, 2019, 01:26:16 pm
Well as I said first we have to make the engine stable enough before making big changes.

"Portraitscale" is a new ikemen thing.
https://osdn.net/users/neatunsou/pf/ikemen_go/wiki/FrontPage

Most of these thing could be added once the lifebar/screenpack code is complete.
Spoiler, click to toggle visibilty
Story mode would be the hardest thing to add (Considering all the posible story modes...)

We will have to define a standard for these things (Resolution, aspect ratio, size, etc) this is not something that should take lightly.

I'm glad to see that most options are possible to include. This afternoon with time I want to test how lifebars work. Well thank you very much for answering. See you.
Title: Re: Ikemen GO Plus
Post by: LebKeller on April 17, 2019, 02:12:20 pm
Hi guys! I wanted to ask, how hard is it to implement a feature that allows you to select a stage music ingame? Like for example say if I choose stage 1, then I could choose ingame what music from my sound folder would play for that stage in the next match? For vs and non arcade modes of course?
Title: Re: Ikemen GO Plus
Post by: kidcy on April 17, 2019, 03:00:27 pm
Hey guys! Long time lurker, first time poster. First of all, thank you for your incredible work. I'm impressed by your work as a community. And since i love Mugen/Ikemen, i think i could contribute to it's development. I'm currently working on implementing some missing features from mugen1.1(mostly screenpack support) in my fork: https://github.com/nckgriva/Ikemen_GO (https://github.com/nckgriva/Ikemen_GO)
Gacel i sent you a pull request with TTF support for lifebars. Maybe i could help you if you don't have enough time :)
Title: Re: Ikemen GO Plus
Post by: Adnan on April 17, 2019, 03:19:43 pm
Wow looks like this engine will rival unreal fighter 2D!
Also dan my problem is as explained.I am unable to do special moves with controller on Many chars when my character is in left side.Exaple i cant do shin hadou.Even i do right input it does denjin hadoken.When i try to do shin shoryuken it does hurricane kick.This is ryu by GM.
Also i found out that GM' sf3 chars are unable to hit ducks on duck hunt minigame after they hit one with normal moves.I dont know if its about char or engine.
Also this engine doesnt recognize 2Player controller.
Title: Re: Ikemen GO Plus
Post by: REDHOT on April 17, 2019, 04:32:51 pm
Well, I will wait for the new update. When the mugen 1.1b graphical and tools feature it´s applied, I will use Ikemen 100% sure.
Thanks for all the works that you guys are doing.
Title: Re: Ikemen GO Plus
Post by: RagingRowen on April 17, 2019, 05:36:21 pm
Nothing wrong here... nah. (Ignore the Infobox part)
(https://i.imgur.com/tdY8tfD.png)
Title: Re: Ikemen GO Plus
Post by: junkerde on April 17, 2019, 10:02:15 pm
Thank you for your contribution kidcy! I can't wait to see what can come of ikemen!
Title: Re: Ikemen GO Plus
Post by: Mazemerald. on April 17, 2019, 10:18:06 pm
i always had seen screenpacks very basics or without almost nothing added using ikemen, i'd like to see a screenpack like street fighter, kof or marvel with animated portraits and a structure from original game.

Ikemen seems to be hard to work and at the same time a challenge what anything wants to commit forward......
Title: Re: Ikemen GO Plus
Post by: 2Dee4ever on April 18, 2019, 02:34:15 am
You know... I see far too much of “I’d like to see” especially when you are a creator aka not lazy. You are only going to see it if you make it. Not trying to be negative in the slightest, but no one is making content like that these days to be that hopeful lol. You’ll have to be the first or few to help get things started.

Use it for your stuff, you may inspire others to do the same which inevitably leads to more interest, which leads to more help. You are right, it can be a challenge, but give yourself some credit. At the capacity that, most if not all of you edit your stuff, you are already on your way. At the very least, try it and post your experiences. The days of hoping/wishing are over, help make it happen. You are all talented, I look forward to what you may come up with. Try implementing your ideas first, before assuming they aren’t possible.
Title: Re: Ikemen GO Plus
Post by: RagingRowen on April 18, 2019, 09:26:12 am
K, the problem with last screenshot is that there appears to be some spotlight thingamabob coming from 0,0 onto the text.
I tried changing font but no luck.
I assume this is to do with truetype fonts.
Title: Re: Ikemen GO Plus
Post by: HUNGRY WOLF on April 19, 2019, 05:45:32 pm
We will have to define a standard for these things (Resolution, aspect ratio, size, etc) this is not something that should take lightly.

@Gacel:
Just to make sure I understand, will the stage portraits have to be standardized?, and making them look unique wont be possible?
I could have sworn one of the Old Ikemen builds that @2Dee4ever: made had a stage select after the player select screen, could have been dreaming and wishful thinking on my part lol.
I was making a few mock ups with a stage select in the player select screen and if possible (if implemented) a stage select on its own, after the player select screen

some examples:

Spoiler, click to toggle visibilty
Title: Re: Ikemen GO Plus
Post by: Bejeeta on April 19, 2019, 07:40:58 pm
I notice that envshake on hitdefs doesnt work as it should, check Cody from lost avenger causes zoom in and out.
Also his picking knife move doesnt work(type = projectile at CMD).
Title: Re: Ikemen GO Plus
Post by: dan on April 19, 2019, 11:33:18 pm
Hi there,

I've finished an Ikemen_GO_Plus multiplatform installer.
Until now, binaries for all platforms are made available but I think that's not sufficient.
Instructions to put all moving parts (Mugen dependencies, configuration files) in place carefully, can be daunting for newcomers.
I believe making this process easier can attract more developers, as they would be able to create/pack/distribute
custom games easily for all platforms (Linux/Windows/Mac) regardless of the platform they use to code.

Thus, I've chosen an installation builder and created a configuration sample to build the install wizards for all platforms.
Instructions on how to build and customize the installation wizard were added to README.md

As we cannot pack the Mugen dependencies alongside the Ikemen resources (due licensing), we

I had to repack the Mugen dependencies zip file. The zip bundle seems to be malformed and extraction was failing when unpacking with the installer bundle, but the content is the same.

Files are available here:  https://github.com/danielporto/Ikemen_GO/releases
@LebKeller, can you try the mac installer and launcher?

@Gacel, I've submitted a pull request.

Title: Re: Ikemen GO Plus
Post by: LebKeller on April 20, 2019, 01:37:01 pm
Hey Dan, everything is working except the sound, it just keeps bringing up an error "OpenAL: Invalid name"
Title: Re: Ikemen GO Plus
Post by: LebKeller on April 20, 2019, 01:51:53 pm
Strange, I put a stage with a mp3 theme and the bg music works fine, only the the button sound, fight sounds and other sounds don't work. It seems like mp3 sounds are working fine, just not .snd files.
Title: Re: Ikemen GO Plus
Post by: LebKeller on April 20, 2019, 02:48:11 pm
Wait a second, I just thought of something, does the .snd file play stereo or mono sounds? Because I am pretty sure that macs can't play stereo openal sounds very well if at all. Another game I had, had openal problems when  the sounds were stereo but not when I converted them to mono.
Title: Re: Ikemen GO Plus
Post by: dan on April 20, 2019, 03:17:55 pm
Hey Dan, everything is working except the sound, it just keeps bringing up an error "OpenAL: Invalid name"

Good to hear that.
I notice there is no sound in my system too.
I will look into that now.
Title: Re: Ikemen GO Plus
Post by: LebKeller on April 20, 2019, 03:40:21 pm
Thank you for the hard work Dan (and of course everyone who made this what it is now :) )
Title: Re: Ikemen GO Plus
Post by: Gacel on April 20, 2019, 10:56:43 pm
Hey guys I'm back.
Sorry for missing I was in a farm without internet (Or electricity)

It's great seeing more people help with the project.

Spoiler, click to toggle visibilty

That's curious. I'm gonna try to replicate it.

Spoiler, click to toggle visibilty

We need a standard for stage portraits.
What I mean is like the characters portrait standard are 25x25 using pallete 1,1.
But that doesn't mean that some screenpacks (Or characters) could use portrait that don't follow it.

Having a standard could mean that stages could be bundled with a default portrait.

EDIT

Hey guys remember this bug:

Spoiler, click to toggle visibilty

neatunsou fixed it.
https://osdn.net/users/neatunsou/pf/ikemen_go/scm/commits/56a748bae83456138131207742483873e739c958
Title: Re: Ikemen GO Plus
Post by: dan on April 20, 2019, 11:12:58 pm

Hey guys remember this bug:

Spoiler, click to toggle visibilty

neatunsou fixed it.
https://osdn.net/users/neatunsou/pf/ikemen_go/scm/commits/56a748bae83456138131207742483873e739c958

I wish they comment in english hahaha.
Title: Re: Ikemen GO Plus
Post by: Gacel on April 20, 2019, 11:56:21 pm
I wish too jajaja.

Thinking about that we should add translated version of the error logs.
Not remove the Japanese ones but display them in Japanese and English.
Title: Re: Ikemen GO Plus
Post by: PlasmoidThunder on April 21, 2019, 01:35:24 am
I had a feeling it was fixed, but nice to have confirmation on that.

Was trying to backport it to ssz, but I'm not having much luck.
Title: Re: Ikemen GO Plus
Post by: junkerde on April 21, 2019, 04:16:36 am
I had a feeling it was fixed, but nice to have confirmation on that.

Was trying to backport it to ssz, but I'm not having much luck.

original ikemen plus is still being worked on?
Title: Re: Ikemen GO Plus
Post by: dan on April 21, 2019, 10:07:22 am
I have seem some game packs done with Mugen (capcom, kof, dbz,...)
I wonder if is there any packs done with Ikemen that we can use to test.
I only test things with kfm and it sucks to spend more time searching/configuring resources than actually playing it.

(BTW that's a good idea for tool, one resource repository that works like apt/homebrew/chocolatey or Kodi repositories.)

Can you guys share links to any game bundle you did/know that uses Ikemen/Ikemen_GO/Ikemen_GO_plus?
Title: Re: Ikemen GO Plus
Post by: LebKeller on April 21, 2019, 10:56:38 am
2Dee4Ever has done some game packs if I remember, I am pretty sure he did a darkstalkers game with this engine. https://youtu.be/2YnaQrvAKFY
Title: Re: Ikemen GO Plus
Post by: LebKeller on April 21, 2019, 10:58:02 am
Title: Re: Ikemen GO Plus
Post by: dan on April 21, 2019, 11:39:12 am
2Dee4Ever has done some game packs if I remember, I am pretty sure he did a darkstalkers game with this engine. https://youtu.be/2YnaQrvAKFY

Nice! I don't know how I forgot that! I actually discovered Ikemen through his channel hahaha!!
Thanks for the pointer!
Title: Re: Ikemen GO Plus
Post by: PlasmoidThunder on April 21, 2019, 11:49:29 am
I had a feeling it was fixed, but nice to have confirmation on that.

Was trying to backport it to ssz, but I'm not having much luck.

original ikemen plus is still being worked on?

In a sense, yeah. In my case it's that the game I'm helping develop runs on Plus, so because it also suffers from the input bug, I'm really trying to backport the latest changes from input.go to command.ssz.
Title: Re: Ikemen GO Plus
Post by: dan on April 21, 2019, 04:16:27 pm
Hey Dan, everything is working except the sound, it just keeps bringing up an error "OpenAL: Invalid name"

After some digging I think the problem seems related to the openal versions and binding. I tried to replace the OSX library for the custom installed and minimized the error messages but still no sound.
So far, I noticed the issue is mac only. Besides Windows, Linux works fine too.
I will first give a try on the android front then I go back to this. I think it will be more fun :-)

Title: Re: Ikemen GO Plus
Post by: LebKeller on April 21, 2019, 04:37:33 pm

Great! I am looking forward to the android build also!
Title: Re: Ikemen GO Plus
Post by: Amidweiz on April 23, 2019, 01:03:56 am
Since people are talking about features ikemen GO should have, I did remember saying these to K4thos but I might as well reiterate them again. Most of these are things that where pre existing in commercial fighting games other than one thing which was an abandoned mugen feature.
• Stage intros: some stages already have this in mugen but with mugen they characters ignore the fact it's happening along with the life bar as well. I want to see them implemented properly.
Example: https://youtu.be/0asY2HMxc3g?t=10 and a lot of SNK fighting games had this (I'm sure other companies did this as well)
• Stage Depth and Stage FX: Using KOF as an example again with the Mediterranean stage, the characters start out in the background a bit then jump into the foreground as well their normal landing fx being overidden by the stage. I did see that 2Dee4ever did something similar to this in his full game, but I was thinking upon it just overidding every characters landing fx and such.
Example: https://youtu.be/zhV11wG9zDY?t=13
• Down system: From jjba:hftf, Darkstalkers 3, and other capcom fighting games. Rather than going to another round when one of characters is koed, they just fall over and get right back up until one of them loses both rounds
Example: https://youtu.be/qZ6FWkfiiMs?t=64
• Breakable walls and platforms: Since you are doing stage interaction, it would be cool to see platforms that the players can stand on and walls that can be broken. (one things for sure with the walls you'd have to make them god press compatible AKA any move that takes you to the corner)
Examples: https://youtu.be/cBfNVqgYqg0?t=2542 , https://youtu.be/qkSl1toLDUw?t=121 , https://youtu.be/3zs0dy7ieY4?t=106
• Mugen .AI file functions: Maybe you could see if you could revamp this system with a more modern neural network. I doubt this will get implemented but it would be cool to see this working at it's full glory (thread on the original system here http://mugenguild.com/forum/topics/yall-know-that-ai-file-is-not-only-placeholder-155808.0.html)
Title: Re: Ikemen GO Plus
Post by: 2Dee4ever on April 23, 2019, 01:22:11 am
Let me know what you need to test. Can always make more builds. If you can put together the latest files I can compile more. You can have a separate screen for stage select. That was in vanilla days. The Rev Ikemen game.
Title: Re: Ikemen GO Plus
Post by: Mazemerald. on April 23, 2019, 09:57:59 am

i'm really excited to make something with this engine.

the engine is based on lua and it surely is great advantage.

Title: Re: Ikemen GO Plus
Post by: Mazemerald. on April 23, 2019, 11:32:06 am
Even this engine being extremely more modern than Mugen, some people have resistance to use it for don't understand completely how to use it.

I think short videos with these themes can attract easier the users.

Example:

1 - How to make animated portraits

2 - how to put fighting order and boss

3 - how to change the continue screen

4 - how to add cutscenes

5 - how to work the scores on lifebar

6 - how could be a basic story mode

7 - how to change palettes or alternate mode for the characters

8 - how to set up a storyline for a individual character

9 - how to config the resolution and filters in ikemen

10 - how to change to another char row on select screen.

A step by step from easy way and with short videos.
Title: Re: Ikemen GO Plus
Post by: GaziraAgain on April 23, 2019, 12:33:03 pm
Even this engine being extremely more modern than Mugen, some people have resistance to use it for don't understand completely how to use it.

I think short videos with these themes can attract easier the users.

Example:

1 - How to make animated portraits

2 - how to put fighting order and boss

3 - how to change the continue screen

4 - how to add cutscenes

5 - how to work the scores on lifebar

6 - how could be a basic story mode

7 - how to change palettes or alternate mode for the characters

8 - how to set up a storyline for a individual character

9 - how to config the resolution and filters in ikemen

10 - how to change to another char row on select screen.

A step by step from easy way and with short videos.

I'm agree with you, there is not much information related to ikemen and this would help a lot to be able to create material for that engine.
Another question that I have in mind it´s about all this new things. You are working on being able to adapt everything related to mugen 1.1, but these new features can be added to the mugen system and fight.def files, updating de old ones or should they be implemented in the new files that ikemen brings? Then, can we work with mugen and ikemen files at the same time or should we adapt all the mugen files to ikemen in order to use these new options? Thank you very much.
Title: Re: Ikemen GO Plus
Post by: LebKeller on April 23, 2019, 12:39:58 pm
Well the engine is still in development, I think it would have some tutorials and other things once it has a proper stable release Imo.
Title: Re: Ikemen GO Plus
Post by: REDHOT on April 23, 2019, 01:52:20 pm
Few days ago I wanted to migrate all the MvCE mugen project into the last ikemen update.. I could never make it work, just the loading screen, and my notebook became extremely slow,. I had to close ikemen that way.
Yesterday designing the Hyper Background I had a similar problem with mugen, but the engine just given to me a fight.sff error, the engine just could load all the file.. well.. now it´s in 450 mb, I believe that all the high effects is just too heavy for mugen.. I could solve it (I think) putting that my nvidia graphic card works with mugen too.
It´s a shame that probably we could use just a barely limit of high effects or 400 mb.. 450 mb for a file.
There´s a way to fix this in Ikemen?
Title: Re: Ikemen GO Plus
Post by: 2Dee4ever on April 23, 2019, 02:51:23 pm
Well guys.. All I can say.. I’ve been trying really really hard to sell Ikemen.(not literally) I can’t do it alone. A lot of things on your list aren’t Ikemen exclusive, or as said, it hasn’t gotten to that point yet. There are guides here from vanilla Ikemen that still work, I’ve made various videos as well, shown various examples. A lot of the work you’ll have to do yourself with code.(can’t put everything on developers) The lag definitely is your PC, I know it may seem obvious, but update your drivers especially if you have a graphics card.

Despite what you may think of me... I’ve been leading a solo crusade all this time with 0 support.. It wouldn’t be too far off to say that I’ve been influential in a lot of what you have now, the sudden interest, people coming back etc. Imagine if there were more of you doing the same. You have to get your hands dirty, that’s why I’ve been encouraging you all so hardcore.

I’ll break down your list when I have more time. You can’t be lazy with this, not everything is going to be automated. Putting in some work shouldn’t shy you away from this, it’s specifically why I said it’s appeal is mainly for projects.
Title: Re: Ikemen GO Plus
Post by: dan on April 23, 2019, 04:02:17 pm
Even this engine being extremely more modern than Mugen, some people have resistance to use it for don't understand completely how to use it.

I think short videos with these themes can attract easier the users.

Example:

1 - How to make animated portraits

2 - how to put fighting order and boss

3 - how to change the continue screen

4 - how to add cutscenes

5 - how to work the scores on lifebar

6 - how could be a basic story mode

7 - how to change palettes or alternate mode for the characters

8 - how to set up a storyline for a individual character

9 - how to config the resolution and filters in ikemen

10 - how to change to another char row on select screen.

A step by step from easy way and with short videos.

I think this is a separate issue (compared to code/features/tools/core development) and deserve a proper discussion venue. Perhaps 2Dee4Ever that's been pushing on this front could start this thread and gather people interested on it there and split the work. This thread could list the video tutorials.

Well guys.. All I can say.. I’ve been trying really really hard to sell Ikemen.(not literally) I can’t do it alone. A lot of things on your list aren’t Ikemen exclusive, or as said, it hasn’t gotten to that point yet. There are guides here from vanilla Ikemen that still work, I’ve made various videos as well, shown various examples. A lot of the work you’ll have to do yourself with code.(can’t put everything on developers) The lag definitely is your PC, I know it may seem obvious, but update your drivers especially if you have a graphics card.

Despite what you may think of me... I’ve been leading a solo crusade all this time with 0 support.. It wouldn’t be too far off to say that I’ve been influential in a lot of what you have now, the sudden interest, people coming back etc. Imagine if there were more of you doing the same. You have to get your hands dirty, that’s why I’ve been encouraging you all so hardcore.

I’ll break down your list when I have more time. You can’t be lazy with this, not everything is going to be automated. Putting in some work shouldn’t shy you away from this, it’s specifically why I said it’s appeal is mainly for projects.

2Dee4ever, not that this matter much but at least you sold Ikemen to me. :-)
I would say to not care too much about what people think. I think you work is extremely important to galvanize the community. At the end of the day all we want is to play the games and see they working on your videos is motivational. At least was to me.

Btw, you could also say what are your main problems on putting this together. We could design tools and features to make it easier.

Title: Re: Ikemen GO Plus
Post by: REDHOT on April 23, 2019, 04:45:12 pm
Well guys.. All I can say.. I’ve been trying really really hard to sell Ikemen.(not literally) I can’t do it alone. A lot of things on your list aren’t Ikemen exclusive, or as said, it hasn’t gotten to that point yet. There are guides here from vanilla Ikemen that still work, I’ve made various videos as well, shown various examples. A lot of the work you’ll have to do yourself with code.(can’t put everything on developers) The lag definitely is your PC, I know it may seem obvious, but update your drivers especially if you have a graphics card.

Despite what you may think of me... I’ve been leading a solo crusade all this time with 0 support.. It wouldn’t be too far off to say that I’ve been influential in a lot of what you have now, the sudden interest, people coming back etc. Imagine if there were more of you doing the same. You have to get your hands dirty, that’s why I’ve been encouraging you all so hardcore.

I’ll break down your list when I have more time. You can’t be lazy with this, not everything is going to be automated. Putting in some work shouldn’t shy you away from this, it’s specifically why I said it’s appeal is mainly for projects.

Sorry I don´t wanted to be rude! I love all the hard work that you guys are doing, (and if Ikemen will be the engine I will used, in the future if my game it´s complete I want to contribute to donate something for all the hard work)

Probably is my PC, yes, well, not my PC directly, probably the solution was that Nvidia never was working with Mugen (or Ikemen.. I have to try this). I changed this in my Nvidia options, and I think that now this issue dissapeared
Title: Re: Ikemen GO Plus
Post by: junkerde on April 23, 2019, 05:29:53 pm
new commits by neatunsou, 1 of them implements Gacel's changes, teh otehr im not sure, Gacel might understand (map array)
https://osdn.net/users/neatunsou/pf/ikemen_go/scm/commits/40bc805045a363253ecd91cf7e74dae5e1fcb3a7
https://osdn.net/users/neatunsou/pf/ikemen_go/scm/commits/6b91a994bd07b99b2e15e89e2195ceef28083a2d

@2Dee4Ever you also helped me and inspired me to use ikemen as well, i think in the last few months we've got a few new people here. Obviously its still in development but I think it'll take some time for the rest to fully realize ikemen, in time
Title: Re: Ikemen GO Plus
Post by: LebKeller on April 23, 2019, 05:54:54 pm
Yeah same for me, I only found out about ikemen plus through 2dee4Ever's videos!
Title: Re: Ikemen GO Plus
Post by: Gacel on April 23, 2019, 07:52:40 pm
Guys! Guys!
The map array is VARIABLE NAMES!
Code:
[Map]Ryu = 1Streetfighter = 1man = 1birthyear = 1964Japan = 1Ansatsuken = 1Set an integer value with = in the name of the key map (string). If you have this map, in order from the top

Now we have interactive stages and variable names.
At this point I wish k4thos would update the post with the new Ikemen features.

I will release a compiled version. (I wish this could be automated)
Title: Re: Ikemen GO Plus
Post by: junkerde on April 23, 2019, 08:42:26 pm
Whoah that's fricken sweet! So in practicality, how does this work within the characters? Are there objects we place with the map or do the objects exist in the characters, for example, if there is a car in the stage that you can damage? How are the variables used?
Title: Re: Ikemen GO Plus
Post by: Gacel on April 23, 2019, 08:57:00 pm
Well maps works like variable so to set a map you could use
Code:
[State test]type = mapsettrigger1 = time = 0map = "birthyear"value = 1987

And you could call it with:
Code:
trigger1 = map(birthyear) = 1987

Interactive stages work by using.
Code:
Attachedchar = <Insert stage char here>
Inside the stage file.
And with it a stage is also his own char so to make the car destroyable the stage could create a car helper that receives damage on hit.
The stage itself has infinite life and recives no damage so it could not be killed and can damage both players so we need to use helpers to make breakable stuff.

Maybe I could make a example of both systems.
Warning the example could have early elecbyte level quality of sprites:
(http://elecbyte.com/assets/images/404kfm.png)
Title: Re: Ikemen GO Plus
Post by: junkerde on April 23, 2019, 10:36:09 pm
that would be great! and tahts no problem lol, maybe itll be easier to understand once i see it!
Title: Re: Ikemen GO Plus
Post by: HUNGRY WOLF on April 23, 2019, 11:03:17 pm
Warning the example could have early elecbyte level quality of sprites:
(http://elecbyte.com/assets/images/404kfm.png)

What!? That is not acceptable! We demand high quality! lol, Thanks for all the hard work as usual.
Title: Re: Ikemen GO Plus
Post by: 2Dee4ever on April 23, 2019, 11:56:24 pm
What benefit does it have over interactive mugen? Using the common1 etc?
Spoiler, click to toggle visibilty
Even this engine being extremely more modern than Mugen, some people have resistance to use it for don't understand completely how to use it.

I think short videos with these themes can attract easier the users.

Example:

1 - How to make animated portraits

2 - how to put fighting order and boss

3 - how to change the continue screen

4 - how to add cutscenes

5 - how to work the scores on lifebar

6 - how could be a basic story mode

7 - how to change palettes or alternate mode for the characters

8 - how to set up a storyline for a individual character

9 - how to config the resolution and filters in ikemen

10 - how to change to another char row on select screen.

A step by step from easy way and with short videos.

1.This was disabled in Go, it should be just as easy to enable. Possible by default with plus.

Spoiler, click to toggle visibilty
So.. In this example, this Ryu arcade mode the select def looks like..
Ryu, 1=Alex,2=Sakura,3=Sagat etc up to whatever you want.
Ken, 1=Terry,2=Robert etc in this way every character can have their own unique arcade order

3.The continue screen has its own file you can configure, just open it with notepad plus

4.Not yet implemented, can be done, but I haven’t experimented with it enough.

5.Add004 has its own built in score system. Look at wenchu’s one piece game for an example of a non add004 score system. K4thos was attempting to use assets from add004 without using the entire system, but stopped.

6.Not yet implemented(similar to cutscenes, can be done, but really depends on how you want to go about it.

7.This is a code thing and can be character specific. Using vars/remappal etc. In this example, Chris can turn Orochi Chris, or Orochi.(combination of pal change/sprite change)
Spoiler, click to toggle visibilty
In this example Charlie has 3 modes based on pal, no different than holding start specific characters.
Spoiler, click to toggle visibilty
In this example Kaede to Awakened Kaede(Two different sprite sets in one)
Spoiler, click to toggle visibilty
Iori to Orochi Iori
Spoiler, click to toggle visibilty

8. You can replicate “rivals” etc similar to SFA etc because of character specific ladders.

9. See options menu, you can set resolution in options

11. There is no “easy” way sadly. Either you shoulder it or someone else does, that’s how I see it anyway.

This isn’t “story mode”, but I’ve experimented with making fights seem more cinematic.

SVC etc style dialogue for entire roster etc(This is my most recent setup)

Here is what arcade mode looks like, unedited etc using plus. Using that same method above for specific arcade order

This was done using the above method, but I edited the screens out and replaced them to make it look like I was using the CVS3 SP

So imagine if you really did have a SP, your game could/would look really legit.
Title: Re: Ikemen GO Plus
Post by: Mazemerald. on April 24, 2019, 02:31:36 am
thanks 2dee4ever.... the clarification was amazing!

is it possible makes a stand animation for portraits on select screen and when you have chosen the character, the char changes for a new pose as win pose to symbolize the selection?

Example :

Title: Re: Ikemen GO Plus
Post by: 2Dee4ever on April 24, 2019, 03:02:33 am
I was just talking about that a few pages ago. I knew it’d benefit a lot of you. I know it can be done, I personally haven’t messed with it yet. It’s like that in MVC & MK, both series I’ve seen some users have interest in. I say, start putting your builds together so we can experiment.

As far as what I need, most of everything I’ve been interested in, I’ve already implemented. Forever working on tag system, dual assaults, intros, endings. Most things that aren’t Ikemen related. I’m very interested in story mode like systems. I want to recreate a lot of the lore with 2D animation. A saga like mode, K4thos was on it with me before he lost interest.
Title: Re: Ikemen GO Plus
Post by: Gacel on April 24, 2019, 04:47:10 am
So I'm trying to set up AppVeyor to automate build so everytime there is commit to the repo people can download the latest binary.
I will inform how it goes.

Here is example of how builds look in AppVeyor:
https://ci.appveyor.com/project/benvanik/xenia/build/job/6k5dbisjfxyyxtyb/artifacts
The project is xenia emulator.

EDIT:
IT'S ALIVE!
I mean, it worked.

What does this means?
That Ikemen would have a fresh build every time we upload the repo.
And the build does not need human intervention, the builds are uploaded automatically.

The builds are in:
Inside the artifacts tab.
Could someone test the mac and linux ones?
Title: Re: Ikemen GO Plus
Post by: LebKeller on April 24, 2019, 07:41:08 am
I can test the mac one later.
Title: Re: Ikemen GO Plus
Post by: kidcy on April 24, 2019, 09:40:26 am
Could someone test the mac and linux ones?

The linux build worked for me
Title: Re: Ikemen GO Plus
Post by: -Ash- on April 24, 2019, 09:52:25 am
So I'm trying to set up AppVeyor to automate build so everytime there is commit to the repo people can download the latest binary.
I will inform how it goes.

Here is example of how builds look in AppVeyor:
https://ci.appveyor.com/project/benvanik/xenia/build/job/6k5dbisjfxyyxtyb/artifacts
The project is xenia emulator.

EDIT:
IT'S ALIVE!
I mean, it worked.

What does this means?
That Ikemen would have a fresh build every time we upload the repo.
And the build does not need human intervention, the builds are uploaded automatically.

The builds are in:
Inside the artifacts tab.
Could someone test the mac and linux ones?

The windows one crashes on my end for some reason.
Title: Re: Ikemen GO Plus
Post by: Mazemerald. on April 24, 2019, 10:12:35 am
1 - does ikemen read stages build with 8 bits png? i'm with the opengl on, but the stage appears with a black color for the png elements.

2 - is it possible to put the resolution 384,224 if it doesn't exist into the video options?

3 - is there any possibility to have filters like as openbor to eliminate the pixelation?
Title: Re: Ikemen GO Plus
Post by: LebKeller on April 24, 2019, 10:17:17 am
I may be wrong, but you can set a custom resolution by selecting custom in the resolution settings, that's what I did for my resolution.
Title: Re: Ikemen GO Plus
Post by: Mazemerald. on April 24, 2019, 11:20:44 am
i'm using a screenpack with the resolution 384,224 on ikemen, but i don't get see it on fullscreen.

however the stage and lifebar are on 384x224 the pack shrinks the lifebar a little bit.

is there a line to fits the fullscreen with any resolution.

Title: Re: Ikemen GO Plus
Post by: kidcy on April 24, 2019, 11:50:54 am
i'm using a screenpack with the resolution 384,224 on ikemen, but i don't get see it on fullscreen.

however the stage and lifebar are on 384x224 the pack shrinks the lifebar a little bit.

is there a line to fits the fullscreen with any resolution.

You need to change the script/localcoord.lua file
Title: Re: Ikemen GO Plus
Post by: LebKeller on April 24, 2019, 11:59:28 am
I can't seem to get character themes to work, the stage music always overrides it and plays. It will begin the character's theme sometimes and then immediately change to the stage default music.
Title: Re: Ikemen GO Plus
Post by: PlasmoidThunder on April 24, 2019, 04:18:24 pm
The windows one crashes on my end for some reason.

Happening to me as well. At first I thought it might be the same issue I had when I tried to compile it a small while ago, where it would either crash on startup or load properly, but here it's just crashing every time.
Title: Re: Ikemen GO Plus
Post by: junkerde on April 24, 2019, 06:36:19 pm
Yeah I thought I was the only one with the issue, I remember the newest one and the previous build would randomly crash on startup. I don't know why this happens. Also a weird thing that it does is when I would change a setting in the screenpack lua, it would crash on startup, then if I loaded it again, it would be fine and finally accept hte changes too. I've since deleted it so I can't remember much in detail anymore, but those issues have been tehre since hte previous build.
Title: Re: Ikemen GO Plus
Post by: Mazemerald. on April 24, 2019, 10:48:54 pm
I was excited to start use ikemen, but the animated portraits have no function that I need, it's weird the char makes the same pose for all on select screen,versus screen and winner screen.

Different than Mugen the ikemen haven't so intuitive files, until the moment the system promises many things, but doesn't show the path to the flowers.

I like games with commercial standard like Street Fighter Alpha 2 and I'm not lazy,  if I have the necessary resources I can make beautiful works, but gets searching for the fairy's gold into this engine looks like a torture.
Title: Re: Ikemen GO Plus
Post by: Mazemerald. on April 24, 2019, 11:34:12 pm
Mugen is 20 years old and until now have no the basic and primary features and resources for a commercial game like Street fighter alpha 3 that did everything with an obsolete engine in 1997.

We are 20 years just putting chars into a system with no intelligence and with tied hands and very limitations.

When shugendo appeared I thought it was the way to evolve, but nothing happened.

And now with ikemen everything is very crude, you haven't almost any reference to follow or certain that somewhat will really work.

I don't lost my hope, but to me ikemen is a open sea, where you're navigating at drift.

Sorry if it looks rude, but it's not my intention.

Title: Re: Ikemen GO Plus
Post by: 2Dee4ever on April 25, 2019, 12:17:25 am
You do realize most of us started off not knowing how to do anything either right? Learning as we go. Kinda the whole point. I get what you are saying, but let me make it easy for you. You can either do something, learn/be willing to learn or do nothing. The choice is rather easy, you won’t be alone in doing nothing, just keep the rest to yourself.

I can assure you no wishing, hoping, praying on a star is going to make anything happen overnight. People are using their own free time to work on this stuff. Let me change this part as to not discourage you.. Maze, you gave up in less than 24hrs. You could not have tried that hard. You aren’t stupid. You are just as capable of learning as anyone else. I get you are really passionate about it, that’s good. So don’t give up. Keep at it. I revised it as you may misunderstand that bold truth.
Title: Re: Ikemen GO Plus
Post by: Gacel on April 25, 2019, 01:43:20 am
It's seems the reason of the crash because the resource is already in use...
If you launch the engine multiple times it works. That's bad.
I'll do more testing.
It's interesting that this bug didn't happen in older versions of GO-lang
This is like Phyton all over again :mwhy: (Python 3 transition flashbacks)

Mugen is 20 years old and until now have no the basic and primary features and resources for a commercial game like Street fighter alpha 3 that did everything with an obsolete engine in 1997.

We are 20 years just putting chars into a system with no intelligence and with tied hands and very limitations.

When shugendo appeared I thought it was the way to evolve, but nothing happened.

And now with ikemen everything is very crude, you haven't almost any reference to follow or certain that somewhat will really work.

I don't lost my hope, but to me ikemen is a open sea, where you're navigating at drift.

Sorry if it looks rude, but it's not my intention.

Ikemen GO is still in a alpha state so we have no documentation.
But most of the stuff works the same as Mugen.
What problems do you have with the system? Feedback would be welcome.
Also don't give up, if I didn't on K4rthos sending the lua files (I'm still waiting) you shouldn't, we are here to help in any problem you have.

Shugendo did plan to make a lot of incompatible changes.
I don't think that Shugendo way of removing CNS support is the way to go.
Not every Mugen creator is a programmer.
Compared to Electbyte or Shugendo I don't think that CNS is a bad system but it could be improved.
http://web.archive.org/web/20141230125257/http://elecbyte.com/blog/recursive-redirection

My objetive with Ikemen GO is not make a comercial competitive engine but something that the Mugen community could use and expand without the need depend on Electbyte.

EDIT:
If anyone care here is the windows crash error log.
Spoiler, click to toggle visibilty
The crash seems openGL related more specifically at line 536 image.go
When using the function refresh() inside a lua file...

I'm not have much knowledge about openGL, but I'll try my best.
EDIT 2:
I think that the problem is that something points to a invalid location. Man I seriously don't know about openGL.
Hey Neat Unsou could you give a hand with this?
Title: Re: Ikemen GO Plus
Post by: junkerde on April 25, 2019, 05:26:28 am
thats very interesting @Gacel, because I didn't add more info about the crashes before because I didnt think it would matter, but you have mentioned OPENGL, and for me with the Newer builds, the OPENGL ReShade injections I use no loonger work and automatically crash ikemen on startup. Just to let you know, it was working quite well with the builds before, I know OpnGL is not your area so I didnt mention it at first. I guess it makes sense now.
Title: Re: Ikemen GO Plus
Post by: Gacel on April 25, 2019, 06:47:46 am
About openGL reshade Ikemen uses OpenGL 2.1 the oldest possible we can use.
We do this because it brings compatibility with old GPUs (I think that's the reason)
I will upload and try to build with a old GO version (1.11) from now but that's just a temporary solution.
This problem seems windows only.
Title: Re: Ikemen GO Plus
Post by: junkerde on April 25, 2019, 07:12:44 am
Thank you for checking it out! And just to be clear, I was saying that reshade works fine with ikemen go plus, just not the newest build
Title: Re: Ikemen GO Plus
Post by: Gacel on April 25, 2019, 07:25:58 am
So here is another build using Go 1.11:
http://www.mediafire.com/file/qxbz15bw49dtqcf/Ikemen_GO_2019.04.25.exe/file
I wish I could edit the first post.
On my end it open 54 times without problems, test to see if everything is working.
One of the changes that I made in that 5 minutes is that it will not create a bunch of log files inside the debug folder if you don't have a debug folder created.
And it writes the logs to Ikemen.txt (Similar how mugen writes to Mugen.txt)
Title: Re: Ikemen GO Plus
Post by: -Ash- on April 25, 2019, 07:43:10 am
Worked fine for me, thanks.
Title: Re: Ikemen GO Plus
Post by: LebKeller on April 25, 2019, 07:52:57 am
Just for the record, I haven't tried the newest mac build yet (currently using the one Dan made into an installer), but I haven't had a single crash yet!
Title: Re: Ikemen GO Plus
Post by: Mazemerald. on April 25, 2019, 08:47:41 am
i have a problem with the fullscreen, i'm using the resolution 384,224 ,everything runs with this resolution, but the engine doesn't show it with fullscreen.

(https://i41.servimg.com/u/f41/19/90/12/32/ikemen11.png)
(https://i41.servimg.com/u/f41/19/90/12/32/ikemen10.png)

======================================

if continue screen has character using the dizzy pose and after the count down it change for the died pose, then can't we use the same principle to make a portrait for each action on select screen?

portrait for select the char
(https://i41.servimg.com/u/f41/19/90/12/32/stand12.gif)(https://i41.servimg.com/u/f41/19/90/12/32/de10.gif)

portrait for chosen char.
(https://i41.servimg.com/u/f41/19/90/12/32/win11.gif)(https://i41.servimg.com/u/f41/19/90/12/32/z10.png)
Title: Re: Ikemen GO Plus
Post by: LebKeller on April 25, 2019, 09:58:52 am
Animated portraits are possible as far as I know, they might be an option in one of the lua files to re enable it. İkemen plus (which was before this engine) had animated potraits. Try doubling the resolution, it might work. Try 768 x 448. What resolution is your monitor/screen?
Title: Re: Ikemen GO Plus
Post by: LebKeller on April 25, 2019, 08:16:08 pm
Hey guys! I noticed that character music/themes don't override stage themes in Arcade mode, any idea what might be causing it? Sometimes it plays like one second of the character theme but then immediately changes to the stage theme, if the stage has no theme, then nothing is played at all.
Title: Re: Ikemen GO Plus
Post by: Mazemerald. on April 25, 2019, 08:54:44 pm
Why does the resolution 320x240 not runs on fullscreen?

Appears a small screen, it hadn't been happened in Mugen.

I'm having many problems with resolution, the ikemen doesn't fulfill the whole screen.

Where is the aspect ratio option for stretching all screen?

Title: Re: Ikemen GO Plus
Post by: Gacel on April 25, 2019, 09:15:19 pm
Because we do not change the monitor resolution.
Think of it like when you press alt-enter on Mugen 1.0.
It's borderless fullscreen.
I'm not sure how to implement resolution change. (I repeat I do not know openGL)
Maybe other person could implement real fullscreen.

For now use your monitor full resolution in options.
It should stretch like you want.
The resolution option is display resolution not game resolution. (Not exactly but it's the best explanation I got)
The character and screenpack resolution is controlled by localcoord.
I know that is not standard but is the way that MUGEN works and Ikemen inherited it.
Is made that way because of the modular system of Mugen so 8 characters with different resolution and coordinate system could interact without problems.

Does anyone have a tutorial on animated portraits? maybe I could implement a animation when the character is selected like Mazemerald wants.
Title: Re: Ikemen GO Plus
Post by: ShinLucho on April 25, 2019, 11:20:36 pm
Does anyone have a tutorial on animated portraits? maybe I could implement a animation when the character is selected like Mazemerald wants.

On Ikemen Plus, there is a batch process that uses mugen's sprites tools to export all sprites from a char sff, put some specific sprites into a new sff, and then lua loads those new sff at the beginning to show animated portraits and continue screen animation. I think this was done like that to avoid loading all chars sffs into memory and instead load some specific sprites.

Keep in mind mugen's tools are exe files, maybe it won't work on linux and mac.
Title: Re: Ikemen GO Plus
Post by: Gacel on April 26, 2019, 01:30:26 am
Wait you are telling me that it rebuilds the sff using elecbyte tools?!
Why?
Wouldn't be more efficient to cache them?

If it really does use the elecbyte tools we have to scrap that code and rewrite the system.
Title: Re: Ikemen GO Plus
Post by: ShinLucho on April 26, 2019, 03:03:35 am
Maybe it was made that way to avoid dealing with S-SIZE and because original ikemen only works on windows, so elecbyte tools weren't a problem.
Title: Re: Ikemen GO Plus
Post by: Gacel on April 26, 2019, 04:00:11 am
OK, but now we can use GO so it shouldn't be hard.
- [Sprites] Rewrite animated portrait system.
To the list.

Title: Re: Ikemen GO Plus
Post by: GaziraAgain on April 26, 2019, 06:08:33 am
About the animated portraits OHMSBY upload a video in which he uses that effect to perfection, I think he uses ikemen to recreate it, look:
Title: Re: Ikemen GO Plus
Post by: -Ash- on April 26, 2019, 07:28:49 am
Couldn't it be video edition? It seems too good to be true.
Title: Re: Ikemen GO Plus
Post by: Gacel on April 26, 2019, 09:52:20 am
It will be awesome if it was in Ikemen.
But seems like a video edit...

Also a new release, this one adds even more compatibility with 1.1 screenpacks.
In the combo counter and portrait BGs specifically.

Also I added all the feature request and bugs that I have in my mind at:
If something is missing please open a issues it if you have a github account or inform me.
Also feature request also goes in the tracker.
We can still use the forums for report but having them on github helps keeping track of them. (Even if is I that upload them)
Title: Re: Ikemen GO Plus
Post by: junkerde on April 26, 2019, 10:46:32 am
About the animated portraits OHMSBY upload a video in which he uses that effect to perfection, I think he uses ikemen to recreate it, look:

lol that video was edited, not in mugen or ikemen at the moment, but possible in the future im guessing, wont be easy to implement
Title: Re: Ikemen GO Plus
Post by: GaziraAgain on April 26, 2019, 11:03:51 pm
Too nice to be true... jejeje, Well someday we can do it.
Title: Re: Ikemen GO Plus
Post by: Mazemerald. on April 26, 2019, 11:56:06 pm
Was Ikemen made by a creator that doesn't give any support about the coding and how the things work?

Lua language scares the Mugen players because it's not a common language for most of us.

That's not so easy to customize the engine like you want to.

When I knew the ikemen existence, I did believe this engine was more evolved than Mugen, but after doing tests, it becomes more limited than Mugen, as well as shugendo, ikemen doesn't seems it's gonna survive for much time.
Title: Re: Ikemen GO Plus
Post by: PlasmoidThunder on April 27, 2019, 12:23:38 am
CNS is a restrictive coding language; even Elecbyte themselves have said this, which is why their roadmap for MUGEN 2.0 (hah) talked about implementing a more common coding language. IKEMEN is far from restrictive, and to say it's more limited than MUGEN is incredibly ignorant on your part, especially when it's capable of far more than what MUGEN can do as long as you're willing to put the effort in to learn this stuff.

Go and Lua are incredibly well-documented languages; just remember that you had to learn CNS once upon a time, so why is learning another language (or two) that has more practical application in the real world suddenly a big problem?
Title: Re: Ikemen GO Plus
Post by: RagingRowen on April 27, 2019, 12:27:33 am
Will the Mugen Ikemen Files.zip be updated?
The Training is just a souped up KFM, no Stupa Training like normal IKEMEN.
Title: Re: Ikemen GO Plus
Post by: Gacel on April 27, 2019, 03:57:47 am
The user can replace the training char.
The Mugen Ikemen Files.zip could be updated someone finds a better training char and the autor gives permission to include it.

Was Ikemen made by a creator that doesn't give any support about the coding and how the things work?

Lua language scares the Mugen players because it's not a common language for most of us.

That's not so easy to customize the engine like you want to.

When I knew the ikemen existence, I did believe this engine was more evolved than Mugen, but after doing tests, it becomes more limited than Mugen, as well as shugendo, ikemen doesn't seems it's gonna survive for much time.

Ikemen GO is actually less restrictive than Mugen. But is not on the same level as unreal or unity, I said it before we do not plan to compete with comercial engines.
Supersuehiro does actually care about coding and features he sucks at documenting code though.

We have 2 languages CNS and ZSS.
ZSS is more similar to C-Style languages.
https://github.com/K4thos/Ikemen-GO-Plus/blob/K4-experimental/data/common1.cns.zss
The first Ikemen was programmed in ZSS.

I said that I don't think that CNS is bad enough to remove it like shugendo.
Elecbyte did plan to deprecate CNS on MUGEN 2.0 so it wound not be compatible with new features of the engine.

ZSS could be used if the user wants a more C-Like language and more freedom in the way to interact with code.
But we need to document that...

I know that CNS is trigger system is restrictive.
What do you guys consider restrictive apart from the trigger system in CNS?
Would be good for avoiding the same mistakes in ZSS.
Title: Re: Ikemen GO Plus
Post by: Mazemerald. on April 27, 2019, 04:33:27 am
LUA/ZSS language is great, i know that ikemen has a great potential, but we don't know use it, there are many files and inumerous command lines, only a game programmer with more experience know how to handle each one of them.

i saw there's a folder where all sprites from a char are extracted to run the char and its portraits from there, but like that the various folders with every char sprites would take too size into megabytes.

We don't know if this engine will work like we imagined.

i thought this engine was easier to customize as mugen.

i have no more control about the resolution and pixelation.

My png images of 8bits works perfectly in mugen 1.1, but in ikemen appears everything black colors.

it´s not possible convert any screenpacks to ikemen easily.

it´s hard to position sprites to make a different selection screen.

you have no tools to help you know like the stuff is looking on screen.

the OpenGL is very outdated and don't read any png correctly.

Title: Re: Ikemen GO Plus
Post by: Mazemerald. on April 27, 2019, 04:49:36 am
the ikemen engine offers benefits, but at the same time it´s very hard to customize, the unique thing that players get to do is putting chars and change some images, but the skeleton is the same.

only for having animated portraits and features that anyone knows how to use correctly, it's not worthing all efforts once the engine is hard to use.

ikemen can have one million of features, but unhappily with a complex interface and no model to follow.

Suehiro could to add at least a filter options on this engine to avoid the pixelation.

like:

bilinear
2superxsal
4xBR rounded
hq3x filter
hq2x bold

Title: Re: Ikemen GO Plus
Post by: Gacel on April 27, 2019, 04:52:39 am
LUA/ZSS language is great, i know that ikemen has a great potential, but we don't know use it, there are many files and inumerous command lines, only a game programmer with more experience know how to handle each one of them.
That's why we said we need to document ZSS.
Also LUA is not that hard, yeah you need more programming experience to manage them, that's why I said we need to keep CNS.

i saw there's a folder where all sprites from a char are extracted to run the char and its portraits from there, but like that the various folders with every char sprites would take too size into megabytes.
We need to change that.
The animated portrait system is a mess because it only uses lua instead of GO.
A rewrite of the system is planned on the future.

We don't know if this engine will work like we imagined.

i thought this engine was easier to customize as mugen.
What parts are harder than Mugen?
Remember Ikemen is in constant development. Your feedback would help to fix that.

I have no more control about the resolution and pixelation.
I was trying just now to implement real fullscreen.

My png images of 8bits works perfectly in mugen 1.1, but in ikemen appears everything black colors.
Wait that's a bug.
Report it and we will try to fix it.

it´s not possible convert any screenpacks to ikemen easily.
The only part of the screenpacks that work different is the localcoord setting and is just changing some numbers.

it´s hard to position sprites to make a different selection screen.
you have no tools to help you know like the stuff is looking on screen.
Screenpack design is not different from mugen, I do not know graphic tools for MUGEN screenpacks.
If they exist they also should work on Ikemen.

the OpenGL is very outdated and don't read any png correctly.
If we use a newer version half of the users would not be able to run Ikemen GO.
We do not have a need to use GLSL or tesellation.
Some people run mugen from a grandma PC.
Title: Re: Ikemen GO Plus
Post by: junkerde on April 27, 2019, 04:57:42 am
*blob of text*

Bro literally only 2 dudes work on it, and the original dude abandoned everything. It's in early development, it'll get there with time. I think yes, issues should be important, but the way you are talking about them make you sound like an asshole honestly.

When you say shit like "ikemen doesn't seems it's gonna survive for much time" you're just being an asshole and not productive. There is a productive way to outline these issues. The developers know this is an issue, they've been working on it, literally only 2 dudes who are still university students on their free time. You even said it yourself, golang is too complicated for you, so what do you expect 2 guys to do?

I'm not saying you're wrong for voicing what Ikemen needs, I'm just saying you're going about it like a dickwad.
Title: Re: Ikemen GO Plus
Post by: Gacel on April 27, 2019, 05:01:51 am

the ikemen engine offers benefits, but at the same time it´s very hard to customize, the unique thing that players get to do is putting chars and change some images, but the skeleton is the same.

only for having animated portraits and features that anyone knows how to use correctly, it's not worthing all efforts once the engine is hard to use.

ikemen can have one million of features, but unhappily with a complex interface and no model to follow.

Suehiro could to add at least a filter options on this engine to avoid the pixelation.

That's how Mugen works, we aren't trying to make a completely new incompatible engine, we aren't trying to compete with comercial engines. (How many times I have to said this?)
We are trying to make a "Open source Mugen" because Electbyte died.

I'm not suehiro but I'm a contributor.
Suehiro does not work anymore on Ikemen. (Consider it like a temporary retirement)
The engine is in a Alpha stage.
https://en.wikipedia.org/wiki/Software_release_life_cycle#Alpha
Our main objective and priority is to be 99% compatible with Mugen 1.1

When you say things like "Ikemen doesn't seems it's gonna survive for much time" you are saying that you are sure we are trowing the hard work of a group of people (That they did for free) to the dump, that is very rude.
Also please be more respectful to Suehiro and the people who worked on Ikemen.
Title: Re: Ikemen GO Plus
Post by: Mazemerald. on April 27, 2019, 05:15:29 am
is possible add optional filters for person that likes playing games without pixelation?

the emulator final burn has great filters that lets the games with a awesome looking without the pixelation.
and some scanlines becomes the game looking awesome.

(https://i.servimg.com/u/f41/19/90/12/32/ss12.png)(https://i.servimg.com/u/f41/19/90/12/32/kof10.png)

i recommend:

bilinear / scanlines +

2superxsal
2xBR rounded
4xBR rounded
hq3x filter
hq2x bold

----------------------------------------------------

sorry if my words seems to be rude, but i thought the ikemen coding so complicated to use,
not even you could to get some evolution with a system like that because the complexity.
but it´s better try it than thinking it could be possible...

good luck.

Title: Re: Ikemen GO Plus
Post by: Gacel on April 27, 2019, 05:27:12 am
That is a better and more respectfull way to phrase the question. :)

About Ikemen coding you refer to the lua files?
These are a mess, they need serious refactoring.
You know what once I finish everything in the issues list (Everything that is high priority and is in my capacity) I will refractor these so are clear a posible (I will also comment them)
Maybe I will do at the same time as the the animated portrait rewrite.

For now is not posible add shaders out of the box we will add it to the roadmap. (There is sure a lot of people who will want this)
But for now there is a tool called Reshade that does just that, junkerde made it work so you should ask them how he did it.

I will investigate why 8bit PNGs don't work.
Providing some examples of SFF that use 8bit PNGs would help a lot.

Also I would like to hear what parts are harder to customize than Mugen?
If something doesn't work like MUGEN is a problem because it means is a feature we lack.
Barring the localcoord configuration (I'm still working on it)

EDIT:

Hey Junkerede how do you manage reshade to work on Ikemen?
Title: Re: Ikemen GO Plus
Post by: Mazemerald. on April 27, 2019, 05:50:25 am
That is a better and more respectfull way to phrase the question.

For now is not posible we will add it to the roadmap. (There is sure a lot of people who will want this)
But for now there is a tool called Reshade that does just that, junkerde made it work so you should ask them how he did it.

Thanks for your so polite explanation about everything, i have a big barrier for playing games with pixelation, i'm used to play games in emulators where the pixelation doesn't exist because the filters and the looking is awesome with some scanlines too.

in mugen 1.1 the unique solution for playing mugen without pixelation was use the resolution 384x224 that's the capcom cps2 native resolution for low-res sprites don't look pixelated.

this is the result that i got:

(https://i41.servimg.com/u/f41/19/90/12/32/mugen104.png)(https://i41.servimg.com/u/f41/19/90/12/32/mugen105.png)

Title: Re: Ikemen GO Plus
Post by: Gacel on April 27, 2019, 06:32:39 am
Here is how it looks:
(https://i.imgur.com/Fs655VJ.png)
You have to tweak the HQx4 settings a bit.
Or you can use FXAA to look like the screenshots that you posted.
Also you can even use a scanline filter!

Title: Re: Ikemen GO Plus
Post by: LebKeller on April 27, 2019, 09:01:03 am
I am very happy with the progress and dedication of those that work on this engine! Thank you for giving of your time and skills to move this project forward! Finally also, a ikemen build that can work natively in linux and mac! I look forward to the new features and progress!
Title: Re: Ikemen GO Plus
Post by: 2Dee4ever on April 27, 2019, 09:26:16 am
The latest reshade should work, it’s the previous versions that had issues. Here is a sample video that used advanced crt etc.
Spoiler, click to toggle visibilty

No reshade. You really benefit from reshade if you use higher resolutions. It’s all preference.
Spoiler, click to toggle visibilty

I make these videos to show the “possibilities” if one were to develop something beyond a standard mugen game. It is possible to do anything, yes there may be work required, but “you” set your own limits. Obviously with better resources it could go even further. It’s a combination of features at play, Ikemen helps, but no engine will make a game for you.

A lot of the things being brought up can be done, you just don’t have the knowledge. Knowledge, especially pertaining to this, is a choice only you can decide to learn about. Ikemen already exceeds what’s possible in mugen, why the complaints? I mean, I know the answer, usually you are just a downloadee, you only know, link? Download?

No need to shit on people whom are literally turning nothing into something. Not only for themselves.. I get that you are frustrated that things seem to be going slow, but what are you doing to change that?  You don’t want me to answer for you..

Your first mistake, as many of you.. You only see things at face value.. You can’t see things like potential, only caring for your personal gain. No one is forcing you to use this, neither do we have many alternatives. Once you start paying someone, then you can start having expectations.
Title: Re: Ikemen GO Plus
Post by: kidcy on April 27, 2019, 09:37:25 am
Seems like we need to switch to OpenGL 3 if we want post-processing filters(HQx4 for example) in Ikemen. I can't promise anything, but i will try to make them work without ReShade.

EDIT: nevermind, we can make it work with OpenGL 2.1!
Title: Re: Ikemen GO Plus
Post by: LebKeller on April 27, 2019, 12:09:07 pm
That's good to hear!
Title: Re: Ikemen GO Plus
Post by: kidcy on April 27, 2019, 01:27:34 pm
Alright, here is hqx4 screenshot
(https://i.imgur.com/NTrZ6Xu.jpg)

I will make a pull request once i add post-processing in options menu.

Edit: better resolution
Title: Re: Ikemen GO Plus
Post by: LebKeller on April 27, 2019, 01:29:16 pm
Wow that looks amazing! Will this work on all platforms?
Title: Re: Ikemen GO Plus
Post by: kidcy on April 27, 2019, 01:31:23 pm
It seems to work on Windows and Linux. Can't test on mac though.
Title: Re: Ikemen GO Plus
Post by: LebKeller on April 27, 2019, 01:34:36 pm
Sounds good, I can test on mac once it is accepted!
Title: Re: Ikemen GO Plus
Post by: Mark85 on April 27, 2019, 02:05:32 pm
Gacel have you checked run issue?
also fullscreen option in options doesnt really work sometimes,
Title: Re: Ikemen GO Plus
Post by: junkerde on April 27, 2019, 03:06:56 pm
new commit from neatunsou:

Fixed the bug that only the last damage is reflected when multiple damage is entered within 1 frame. Fixed the bug that
Projectile doesn't hit Helper of the shooter. Fixed the 360 controller judgment.
Title: Re: Ikemen GO Plus
Post by: Mazemerald. on April 27, 2019, 04:02:58 pm
I have two questions.

1 - is it possible to run the resolution 320x240 on fullscreen? It seems not working. Appears a small square. thanks

2 - openbor has filters added into the engine as well as winmugen had too, is it possible to add simple filters like that inside the coding?
Title: Re: Ikemen GO Plus
Post by: Adnan on April 27, 2019, 04:22:10 pm
new commit from neatunsou:

Fixed the 360 controller judgment.
I cant see any difference on my controller.

Title: Re: Ikemen GO Plus
Post by: Gacel on April 27, 2019, 07:26:04 pm
A new release.
This adds the neatunsou's changes and Filters thanks to kidcy.
It's surprising the last release was yesterday.
Title: Re: Ikemen GO Plus
Post by: LebKeller on April 27, 2019, 07:33:27 pm
Great work guys! I will definitely check this out! Does this have a mac build too?
Title: Re: Ikemen GO Plus
Post by: Gacel on April 27, 2019, 07:40:39 pm
Still building at https://ci.appveyor.com/project/Windblade-GR01/ikemen-go it takes like 15 minutes once is build it will aparear in the artifacts tab.
Title: Re: Ikemen GO Plus
Post by: LebKeller on April 27, 2019, 07:41:33 pm
Thank you very much!
Title: Re: Ikemen GO Plus
Post by: Gacel on April 27, 2019, 07:45:03 pm
Gacel have you checked run issue?
also fullscreen option in options doesnt really work sometimes,

So hum I compile the window ones with GO 1.11.9 now it works without problems.
Maybe Go 1.12 GC is too aggressive and removes the data before it gets unloaded, not sure.
We have to fix Go 1.12 on windows compilation but I don't know how to do it.

So uum the windows ones are compiled manually by me to prevent errors.

Also the MAC and Linux build is ready!
WARNING: This links to the latest build so it always changes what's inside.
Title: Re: Ikemen GO Plus
Post by: LebKeller on April 27, 2019, 07:49:38 pm
Thank you!
Title: Re: Ikemen GO Plus
Post by: Gacel on April 27, 2019, 08:20:36 pm
So uhm Ikemen did not create a config file with the shader code.
So another release, this time it should work well...
You have to delete the config.jon file in the data folder to get replaced with a updated one.
The script files are unchanged.
Title: Re: Ikemen GO Plus
Post by: RagingRowen on April 27, 2019, 09:17:07 pm
So how hard would it be to implement the original Mugen Training mode with automatic health and power recovery.
Title: Re: Ikemen GO Plus
Post by: junkerde on April 27, 2019, 09:20:03 pm
Wait what, there's native shaders now? I'm not near a computer to actually see atm
Title: Re: Ikemen GO Plus
Post by: Gacel on April 27, 2019, 10:00:12 pm
Yeah there are native shaders now.
Only HQx for now.
About the original training mode not sure.
I I'll check it later.
Title: Re: Ikemen GO Plus
Post by: 2Dee4ever on April 27, 2019, 10:29:07 pm
Is this different in GO? Training does work that way already for me, though I haven’t fully switched over yet.
Title: Re: Ikemen GO Plus
Post by: Mazemerald. on April 27, 2019, 10:38:33 pm
The ikemen exe logo is very simple, if I create some mini logos , did you get to choose the better logo and replacing the older one?
Title: Re: Ikemen GO Plus
Post by: RagingRowen on April 27, 2019, 10:41:08 pm
Is this different in GO? Training does work that way already for me, though I haven’t fully switched over yet.

Well in IKEMEN Plus and this GO version, Training is just VS Mode but it uses the Training char as Player 2.
Title: Re: Ikemen GO Plus
Post by: 2Dee4ever on April 27, 2019, 10:50:35 pm
My training mode recovers automatically as normal? Does your fall down when at low health?

The logo, you can customize as you see fit as you would any icon on your pc. If you want to make a new general icon for Ikemen, go for it. The black/grey is kinda boring.

Did anyone answer your question about character themes not working? If not, can you type how you’ve written it in the select.
Title: Re: Ikemen GO Plus
Post by: PlasmoidThunder on April 27, 2019, 10:53:58 pm
I imagine like most builds, your Training mode features the Training character as the opponent and the timer is disabled. The health regen is handled by the Training character, as is the inability to KO it.

Yeah, if you want to change the icon on your end, just use Resource Hacker or some equivalent.
Title: Re: Ikemen GO Plus
Post by: Mazemerald. on April 28, 2019, 01:08:27 am
i did download the new version and replaced all, but now this message appears.

(https://i41.servimg.com/u/f41/19/90/12/32/dd14.png)
Title: Re: Ikemen GO Plus
Post by: LebKeller on April 28, 2019, 07:51:05 am
My training mode recovers automatically as normal? Does your fall down when at low health?

The logo, you can customize as you see fit as you would any icon on your pc. If you want to make a new general icon for Ikemen, go for it. The black/grey is kinda boring.

Did anyone answer your question about character themes not working? If not, can you type how you’ve written it in the select.

I wrote it like in mugen, for example: " kfm, music=sound/kfm.mp3 "
It begins to play then gets cut off and plays the stage theme instead.
Title: Re: Ikemen GO Plus
Post by: Mazemerald. on April 28, 2019, 08:05:27 am

i need a link with the ikemen go and the update links.

i did download the ikemen plus and i did a mess with the files. nothing works now.

i need to know how to organized the files correctly to work with the updates.
Title: Re: Ikemen GO Plus
Post by: Mazemerald. on April 28, 2019, 08:12:39 am
Here is my small contribution for icon logos, you can choose your favorite and changing like you wish.

(https://i.servimg.com/u/f41/19/90/12/32/ikemen12.png)(https://i.servimg.com/u/f41/19/90/12/32/ikemen13.png)(https://i.servimg.com/u/f41/19/90/12/32/ikemen16.png)(https://i.servimg.com/u/f41/19/90/12/32/ikemen14.png)(https://i.servimg.com/u/f41/19/90/12/32/ikemen20.png)(https://i.servimg.com/u/f41/19/90/12/32/ikemen15.png)(https://i.servimg.com/u/f41/19/90/12/32/ikemen17.png)(https://i.servimg.com/u/f41/19/90/12/32/ikemen18.png)(https://i.servimg.com/u/f41/19/90/12/32/ikemen19.png)(https://i41.servimg.com/u/f41/19/90/12/32/ikemen21.png)

1 - blue
2 - silver
3 - red
4 - orange
5 - world
6 - purple
7 - arctic
8 - earth
9 - fire
10 - neo
Title: Re: Ikemen GO Plus
Post by: LebKeller on April 28, 2019, 08:58:50 am
Nice work! Those look great! Thank you!
Title: Re: Ikemen GO Plus
Post by: PlasmoidThunder on April 28, 2019, 12:25:47 pm
Maybe it's because I'm mean, but I'm gonna have to disagree. Realistically, your use of a thick white border and a feathery drop shadow occupy a lot of space, which will impact the readability of the icon when scaled down, especially considering you've chosen to write an entire word across it that's just not going to be visible at 16x16px. You'll find that the better program icons stick with a simple yet iconic design that represents the program without needing to resort to entire words or small details that will be lost at smaller sizes; for instance, the MUGEN icon features a stylised white M across a blue sphere that's clear enough that even at the smallest size you can still tell what letter that is, the Fighter Factory icon consists of two interlocking 'F's that represent both the program's name and its function, and for a non-MUGEN example, the Audacity icon is a blue pair of headphones with a waveform travelling between the speakers.
Title: Re: Ikemen GO Plus
Post by: LebKeller on April 28, 2019, 03:20:20 pm
The shaders work perfectly on mac also and the new build is working fine also! Thanks guys!
Title: Re: Ikemen GO Plus
Post by: junkerde on April 28, 2019, 06:30:49 pm
wow, i thought id never see native shaders lol, but this is really nice!
Title: Re: Ikemen GO Plus
Post by: RagingRowen on April 28, 2019, 06:39:18 pm
I swear normal IKEMEN Plus had an icon. Why not use that one?
Title: Re: Ikemen GO Plus
Post by: kidcy on April 28, 2019, 06:42:19 pm
Scanline filter is done:
Spoiler, click to toggle visibilty
Title: Re: Ikemen GO Plus
Post by: Mazemerald. on April 28, 2019, 06:42:45 pm

Are you using the ikemen go or ikemen plus, I'm confused.

Title: Re: Ikemen GO Plus
Post by: kidcy on April 28, 2019, 06:47:01 pm
Title: Re: Ikemen GO Plus
Post by: LebKeller on April 28, 2019, 07:03:03 pm
Scanline filter is done:
Spoiler, click to toggle visibilty

That is awesome! Thank you!
Title: Re: Ikemen GO Plus
Post by: -Ash- on April 28, 2019, 07:52:58 pm
Are you only able to port ReShade filters or could you add something like 2xSal?
Title: Re: Ikemen GO Plus
Post by: Gacel on April 28, 2019, 10:57:04 pm
2xsal has been ported to GLSL before and uses the same licence as Ikemen GO. (MIT Licence)
Title: Re: Ikemen GO Plus
Post by: kidcy on April 28, 2019, 10:57:18 pm
Actually i'm porting libretro filters.
Here is what 2xsai looks like:
Spoiler, click to toggle visibilty

You guys can tell me which filters do you want.
Title: Re: Ikemen GO Plus
Post by: RagingRowen on April 28, 2019, 11:02:59 pm
Time for another episode of Is It Possible?:
Hidden Characters selectable when holding Start during Character Selection.
I mean having the hidden char popup while Start is pushed down like in KOF XIII.
Title: Re: Ikemen GO Plus
Post by: Gacel on April 28, 2019, 11:07:54 pm
Actually i'm porting libretro filters.
Here is what 2xsai looks like:
Spoiler, click to toggle visibilty

You guys can tell me which filters do you want.

Nice!
Remember adding the credits for the original shaders creator in a new shader licence file (We are legally obliged to)

Like:
Code:
Copyright (C) 2007 guest(r) - guest.r@gmail.comCopyright (c) 2015-2016 Lior Halphon<Insert MIT Licence here>

The MIT licence requires we credit them.

Time for another episode of Is It Possible?:
Hidden Characters selectable when holding Start during Character Selection.
I mean having the hidden char popup while Start is pushed down like in KOF XIII.

I could add it but I have no idea how the select file should look.
How do you think the select file should look for a secret character?
Title: Re: Ikemen GO Plus
Post by: kidcy on April 28, 2019, 11:12:37 pm
Title: Re: Ikemen GO Plus
Post by: RagingRowen on April 28, 2019, 11:14:05 pm
I could add it but I have no idea how the select file should look.
How do you think the select file should look for a secret character?
I want it to be easily configurable. I feel this would work:
NormalChar [SecretChar]
You just put the other character you want in the brackets.
Example:
Kyo/ClassicKyo.def [Kyo/NestsKyo.def, order=3]
Title: Re: Ikemen GO Plus
Post by: junkerde on April 29, 2019, 04:00:18 am
is xbrz filter an option or no? amazing work on the shaders! thats awesome!
Title: Re: Ikemen GO Plus
Post by: Mazemerald. on April 29, 2019, 04:54:27 am
these filter family is good:

4xBRZ
5xBRZ
6xBRZ

but these below are awesome too, they are used on final burn emulator and the looking is very smooth.

(https://i41.servimg.com/u/f41/19/90/12/32/filter10.png)
Title: Re: Ikemen GO Plus
Post by: Mazemerald. on April 29, 2019, 05:21:46 am
I got to change the icon of ikemen easily with this program
(https://i41.servimg.com/u/f41/19/90/12/32/icon10.png)

resource hacker - you replace the icon and save it.
(https://i41.servimg.com/u/f41/19/90/12/32/ioop10.png)
Title: Re: Ikemen GO Plus
Post by: Adnan on April 29, 2019, 02:50:48 pm
Mazermerald you are using outdated version of ikemen.Also i think kyo vs ryu logo would be better.Or ryo vs ryu.
Title: Re: Ikemen GO Plus
Post by: LebKeller on April 29, 2019, 03:20:56 pm
I think something not copyright would be more appropiate imo.
Title: Re: Ikemen GO Plus
Post by: Mazemerald. on April 29, 2019, 03:59:29 pm

I'm confused about which version you are using now.

Ikemen go or ikemen go plus

What is the version working with native reshade?
Title: Re: Ikemen GO Plus
Post by: LebKeller on April 29, 2019, 04:01:40 pm

I'm confused about which version you are using now.

Ikemen go or ikemen go plus

What is the version working with native reshade?

Title: Re: Ikemen GO Plus
Post by: PeXXeR on April 29, 2019, 08:34:39 pm
Actually i'm porting libretro filters.
Here is what 2xsai looks like:
Spoiler, click to toggle visibilty

You guys can tell me which filters do you want.
it looks fuzzy I believe it lacks the internal interpolation, this is a good step in the right direction good job.
Spoiler, click to toggle visibilty

Still though Ikemen has a buttload of issues regarding chars.
I would still use Mugen for single player over it.

The "mugen emulation" to put it as this as it stands and being that mugen is closed source, you guys have come a long way.
Im actually stunned.

However with that being said Yamori's project is the only one that looks and plays legit to me when it comes to ikemen.
So I guess you can code around its issues which is good to know.

Its great to see that engine is now in active development good work to everyone involved.
Title: Re: Ikemen GO Plus
Post by: 2Dee4ever on April 29, 2019, 09:58:52 pm
I'll start messing with this new version. I'll experiment with Redhot's stuff. Just to show you an example of things we'd discussed previously.

Still though Ikemen has a buttload of issues regarding chars that I do not know how to fix. I'll assume its because of ikemen.
I would still use Mugen for single player over it because I don't know what I'm doing

However with that being said Yamori's project is the only one that looks and plays legit to me when it comes to ikemen because I haven't played or used any of the other projects on this board such as Rev 2,Famicom Fighters, all the builds by RodKnee..
So I guess you can code around its issues which is good to know disregard my previous statement as I contradict myself, if you actually put the work in there are no issues...

Spoiler, click to toggle visibilty
I know, I have a bad habit of doing this to anyone who doesn't know what they are talking about sorry.

Title: Re: Ikemen GO Plus
Post by: Gacel on April 29, 2019, 10:38:38 pm
Actually i'm porting libretro filters.
Here is what 2xsai looks like:
Spoiler, click to toggle visibilty

You guys can tell me which filters do you want.
it looks fuzzy I believe it lacks the internal interpolation, this is a good step in the right direction good job.
Spoiler, click to toggle visibilty

Still though Ikemen has a buttload of issues regarding chars.
I would still use Mugen for single player over it.

The "mugen emulation" to put it as this as it stands and being that mugen is closed source, you guys have come a long way.
Im actually stunned.

However with that being said Yamori's project is the only one that looks and plays legit to me when it comes to ikemen.
So I guess you can code around its issues which is good to know.

Its great to see that engine is now in active development good work to everyone involved.

I will repeat that 2Dee4ever said, there are other projects on this board such as Rev 2,Famicom Fighters, all the builds by RodKnee..

Char issues...
The most issues with chars are because of sometimes wrong coding on part of the creator.
If the Engine trows a error like. "yyyyy" is not a valid sprite, is because of wrong code.
Because of this is hard to know when is a engine fault.

If a chars works different than is expect to is most of the time Ikemen fault.
If you find a char that works differently than in works on mugen than Ikemen, or does not work please inform us.
Maybe one could be caused by a engine bug. If is the char fault I will inform you how to fix it.

EDIT:

Hey Guys reading the bugs from K4thos repo I noticed we already have a unlockable character feature...
https://github.com/K4thos/Ikemen-GO-Plus/issues/7
Title: Re: Ikemen GO Plus
Post by: RagingRowen on April 29, 2019, 11:00:46 pm
When I use Ikaruga KOF chars, they have a problem with Projectile spawning, as they just go into their destroy animation if one comes out not long after one has hit.
Example:
(https://i.imgur.com/HD0cawm.gif)
Title: Re: Ikemen GO Plus
Post by: Gacel on April 29, 2019, 11:16:52 pm
Nice! A bug report.
This looks like Ikemen problem.
I will investigate it when I get home.
Title: Re: Ikemen GO Plus
Post by: RagingRowen on April 29, 2019, 11:23:28 pm
Here's another one I recorded, this one is more problematic but funnier.
(https://i.imgur.com/yLoghoh.gif)
Title: Re: Ikemen GO Plus
Post by: PeXXeR on April 29, 2019, 11:58:22 pm
I'll start messing with this new version. I'll experiment with Redhot's stuff. Just to show you an example of things we'd discussed previously.

Still though Ikemen has a buttload of issues regarding chars that I do not know how to fix. I'll assume its because of ikemen.
I would still use Mugen for single player over it because I don't know what I'm doing

However with that being said Yamori's project is the only one that looks and plays legit to me when it comes to ikemen because I haven't played or used any of the other projects on this board such as Rev 2,Famicom Fighters, all the builds by RodKnee..
So I guess you can code around its issues which is good to know disregard my previous statement as I contradict myself, if you actually put the work in there are no issues...

Spoiler, click to toggle visibilty
I know, I have a bad habit of doing this to anyone who doesn't know what they are talking about sorry.

oh shut the fuck up with your stupid BS,  you ain't doing shit yourself either.
Work putting in lmao don't make me laugh.

Gacel
If I find anything funny i'll let you know mate.

Title: Re: Ikemen GO Plus
Post by: 2Dee4ever on April 30, 2019, 12:18:48 am
Well, you don't have to acknowledge it I get it, but "shut the fuck up" isn't a good counter argument, only shows it may be true.. I can tell you, I do a whole lot more than come in to a discussion to suggest sticking to mugen because I don't understand Ikemen. You like to d.ride shill.. Undermining anyone/anything that isn't your favorite. Just poking fun as you are easily tilted.

Do it in a way to support what you say though. It's not rude to tell you this, you spread misinformation that way. I believe the poster above is trying to support you by "showing examples".
Title: Re: Ikemen GO Plus
Post by: PeXXeR on April 30, 2019, 12:32:02 am
It not rude for me to tell you to shut the fuck up either, also don't assume shit.

So what, I cant voice my opinion  on an engine  even when I gave props to everyone involved ?
Don't get annoyed because you use it, it has issues, mugen also does,  deal with it.

Why would people not use mugen for single player ? you know that 99% of the chars released are made for mugen right ?

Why are you getting so defensive, my post had nothing to do with you ?
Does your entire life revolve around Ikemen or something ?  the stuff i'm about to share in this thread will help you in the long run, it's called feedback  and constructive criticism when it comes to the engine.

Dick riding ? are you like 12 or something ?
Sort yourself out

Edit: I just added you to the ignore list even if you replay I wont see it.
Have a good one mate.
Title: Re: Ikemen GO Plus
Post by: Mazemerald. on April 30, 2019, 12:49:44 am
The ikemen go now it's not more plus right?

The icon for exe seems don't be more editable.

Is possible put a new icon anyway?
Title: Re: Ikemen GO Plus
Post by: junkerde on April 30, 2019, 12:50:02 am
what is the Yamori's project? Are you talking about the characters or another dev branch of ikemen/mugen emulator?
Title: Re: Ikemen GO Plus
Post by: 2Dee4ever on April 30, 2019, 01:10:35 am
Well, you wanted to know what I do.. Someone will always undermine you, how it goes.
Spoiler, click to toggle visibilty
Now you? What are you doing? What have you done? @PeXXeR: Only because you called me out. Ultimately we should just be enjoying this stuff, there is no requirement for that.
Spoiler, click to toggle visibilty
Title: Re: Ikemen GO Plus
Post by: Gacel on April 30, 2019, 01:16:15 am
Yamori... I think is a character creator. Not sure if he released a Ikemen full game.

The people who worked on the code of a Ikemen GO version (Any version) are:
SuperSuehiro
NeatUnsou
K4thos
shinlucho
CyberMario63
Mike77154
Me
Dan
kidcy

Not sure if exist another branch that I'm not aware of...

Also investigating about the icon thing I found this:
https://github.com/josephspurrier/goversioninfo
We could use it so we can include icons into the exe compilation. :)
Title: Re: Ikemen GO Plus
Post by: PlasmoidThunder on April 30, 2019, 01:19:22 am
Yamori made SNK vs. Capcom EX, which runs on IKEMEN Plus.
Title: Re: Ikemen GO Plus
Post by: Gacel on April 30, 2019, 01:22:35 am
Thanks for the info!
Here is the link if anyone is interested:
http://mugenguild.com/forum/topics/snk-vs-capcom-ex-public-beta-183243.0.html

Now I see the reason why I couldn't find it, is not on the Ikemen board.

EDIT:

About the bug that RagingRowen reported I could replicate it perfectly on my end.
I will try to find the cause and make it do the same with a modified KFM.
Once I find what causes it I'll fix it.
Title: Re: Ikemen GO Plus
Post by: PeXXeR on April 30, 2019, 01:35:18 am
Well, you wanted to know what I do.. Someone will always undermine you, how it goes.
Spoiler, click to toggle visibilty
Now you? What are you doing? What have you done? @PeXXeR: Only because you called me out. Ultimately we should just be enjoying this stuff, there is no requirement for that.
Spoiler, click to toggle visibilty

I did not call you out you were the one that responded to me, your name never even crossed my mind when I was writing that comment.

You're showing me a page that has over a million views, gratz, clickbaiting CVS2 and Capcom got you a mill.  Remember ComCap ?
To be fair this means nothing to me, I don't even know how many subs you got.
I will (for real) congratulate you on your achievement.
You have as much charisma as my underpants though  so I cant imagine you doing Youtube seriously.

The only thing you have contributed mate is drama, you were banned 312321321 times I was never banned once.

Anyway, again, I gave you the benefit of the doubt. from now on I am not going to be reading your comments.

You just imagined that I was jabbing at you when I was saying that, when in reality your name never even crossed my mind.
I can understand you trying to defend something you love( fek I also like Ikemen)  but telling people to stop dick riding and shit is not the way to go about it.
Title: Re: Ikemen GO Plus
Post by: Gacel on April 30, 2019, 01:38:21 am
PeXXeR and 2Dee4ever, stop arguing.
Title: Re: Ikemen GO Plus
Post by: junkerde on April 30, 2019, 02:13:46 am
just something for hte future:

In mugen, if you play simul on character select, once your fight is over and you go back to the character select screen, the selection automatically remmebers what charactres you chose and will hover over those characters. In ikemen, it only remembers your 2nd character you chose. Idk if this makes sense or not.
Title: Re: Ikemen GO Plus
Post by: Gacel on April 30, 2019, 02:24:42 am
Yeah it makes sense.
Nice to know.
It wouldn't be too hard to implement.

It seems that happens because the Projectile is assigned to the helper not the player.
Just a theory, I will investigate more.

EDIT:

Nope is not that.
Is because the projectile number is incorrectly set to 0 for some reason...
Title: Re: Ikemen GO Plus
Post by: Mazemerald. on April 30, 2019, 04:24:55 am
At the beginning of this project, I confess that I did believe it really will work.
When I used the ikemen for the first time I thought it was hard to config, but now I understand everything is in development and there's guys putting their time to find and making it evolve more and new features be enabled.

My pessimistic thoughts were result of several attempts to see Mugen evolve to something better and seeing all anterior engines being discontinued.

But ikemen ever reached a level than no other had got before, now I believe it's the way to Mugen evolve more.

With a positive attitude we can contribute with suggestions and constrictive feedback to point what can be improved.

Good luck for all team involved on this project.
Title: Re: Ikemen GO Plus
Post by: Adnan on April 30, 2019, 06:20:22 am
I found A bug.Gm's gill char doesnt get ressurrected When his gauge full.But he does on mugen.
And cannot hit ducks after hitting them for first time on duck hunt char.
Title: Re: Ikemen GO Plus
Post by: Amidweiz on April 30, 2019, 11:44:10 pm
Interactive stages work by using.
Code:
Attachedchar = <Insert stage char here>
Inside the stage file.
And with it a stage is also his own char so to make the car destroyable the stage could create a car helper that receives damage on hit.
The stage itself has infinite life and recives no damage so it could not be killed and can damage both players so we need to use helpers to make breakable stuff.

Maybe I could make a example of both systems.
Warning the example could have early elecbyte level quality of sprites:
(http://elecbyte.com/assets/images/404kfm.png)

This sounds good, though I'm just curious how this would answer some of my suggestions I made in my post.

• Stage intros: some stages already have this in mugen but with mugen they characters ignore the fact it's happening along with the life bar as well. I want to see them implemented properly.
Example: https://youtu.be/0asY2HMxc3g?t=10 and a lot of SNK fighting games had this (I'm sure other companies did this as well)
• Stage Depth and Stage FX: Using KOF as an example again with the Mediterranean stage, the characters start out in the background a bit then jump into the foreground as well their normal landing fx being overidden by the stage. I did see that 2Dee4ever did something similar to this in his full game, but I was thinking upon it just overidding every characters landing fx and such.
Example: https://youtu.be/zhV11wG9zDY?t=13
• Breakable walls and platforms: Since you are doing stage interaction, it would be cool to see platforms that the players can stand on and walls that can be broken. (one things for sure with the walls you'd have to make them god press compatible AKA any move that takes you to the corner)
Examples: https://youtu.be/cBfNVqgYqg0?t=2542 , https://youtu.be/qkSl1toLDUw?t=121 , https://youtu.be/3zs0dy7ieY4?t=106

Also considering that a stage has it's own attached character, maybe you can make special controllers specific to stage characters that would allow said stuff (since this already does answer the question upon how interactive stages will be implemented)
Title: Re: Ikemen GO Plus
Post by: REDHOT on May 01, 2019, 01:33:51 am
I'll start messing with this new version. I'll experiment with Redhot's stuff. Just to show you an example of things we'd discussed previously.

Yes please, like I said to you in the mvce project topic, the MvC2 akuma that you can download is the same that I use in the vids that I show for the project, so directly you can use that and patch him with the add004pie.
Title: Re: Ikemen GO Plus
Post by: Gacel on May 01, 2019, 03:55:53 am
Hey if you are going to use add004.
You can add it to all chars using statedef -10, -20 and -30 inside the common file.
Title: Re: Ikemen GO Plus
Post by: Mazemerald. on May 01, 2019, 11:36:03 am
Why does this new ikemen version have no more animated portraits?

Is possible to implement the full stretch for fullscreen with any resolution?

Title: Re: Ikemen GO Plus
Post by: LebKeller on May 01, 2019, 12:04:07 pm
I may be mistaken but ikemen go plus and ikemen plus (the old one) don't share a line of code at all, so everything has to be rewritten if I remember correctly.
Title: Re: Ikemen GO Plus
Post by: 2Dee4ever on May 01, 2019, 05:52:57 pm
Why would you need to use -10 -20 etc? Those are just extra right?
REDHOT, you really should take this advice. All the custom state stuff/FX etc can be added into common stuff. Will exponentially lower your characters file size. I downloaded your other edits to see, I didn’t want your stuff to personally use, for the 3v3 stuff I suggested, you’ll need to heavily customize the tag system & characters. I’ll just use my own for this.

The names etc, you need your own bars/font for this

I hadn’t been keeping up with updates either, I see a lot of things have been moved around/some organizing.

Also you mentioned some of the code already being there for unlocks etc. You can find similar things that were on the roadmap.
Title: Re: Ikemen GO Plus
Post by: Mazemerald. on May 01, 2019, 06:06:57 pm
Sometimes I have curiosity to know what's the engine and coding used to coded games like STREET FIGHTER ZERO 2 for cps2, considering the game was made in 1996, what kinda engine ever have got so many features and resources in that period?

The elecbyte always released versions very limited.

Is syntax language so limited than almost nothing is possible?

Title: Re: Ikemen GO Plus
Post by: Mark85 on May 01, 2019, 06:26:15 pm
Ikemen Go lets you use add004 without patching characters using Statedef -10 -20 and common.air file
Can move stage interactions in statedef -2 of characters as well to common1 with this(also move hitboxes to common.air),I forgot which statedef was for cmd and which one was for -2 replacement
Title: Re: Ikemen GO Plus
Post by: 2Dee4ever on May 01, 2019, 06:34:51 pm
It’s only viable if all characters use same information. Characters with transformations/port changes etc need their own for example. The stage information, I said that a few pages back. I don’t know anyone who uses interactive mugen to the same capacity, but it could always have been done that way.

Without a doubt though, full game? Go this route. The downside to his add004 implementation, the updates, you the user would have to update them yourselves.
Title: Re: Ikemen GO Plus
Post by: PlasmoidThunder on May 01, 2019, 09:19:14 pm
Sometimes I have curiosity to know what's the engine and coding used to coded games like STREET FIGHTER ZERO 2 for cps2, considering the game was made in 1996, what kinda engine ever have got so many features and resources in that period?

The elecbyte always released versions very limited.

Is syntax language so limited than almost nothing is possible?
You have to consider that when making a video game, you're only factoring in what affects that game and can thus code everything specifically, but when making an engine, you have to be as loose as possible so as to consider a variety of scenarios; given how Elecbyte prioritised ease of use and understanding with the CNS language, it's not realistically possible to have an engine that can do everything while having an easy to understand and use coding language, as to make something easy you have to compromise on complexity. IKEMEN does not have the limitations of MUGEN, but as you have stated, it's nowhere near as easy to learn the likes of Lua, S-SIZE, or Go because they're so vast (or in S-SIZE's case, inadequately documented).
Title: Re: Ikemen GO Plus
Post by: Mark85 on May 01, 2019, 10:05:12 pm
was trying to download idk,I only see the exe in github,is rest of folder in source code.zip?
Title: Re: Ikemen GO Plus
Post by: LebKeller on May 01, 2019, 10:09:10 pm
Title: Re: Ikemen GO Plus
Post by: Mark85 on May 01, 2019, 10:31:50 pm
Got it working,tho the moment I try to enter video settings its shutting down.
Title: Re: Ikemen GO Plus
Post by: junkerde on May 01, 2019, 10:33:53 pm
Got it working,tho the moment I try to enter video settings its shutting down.

delete config.json in the data folder, re-open and go to video settings again, it will rebuild a non corrupt one
Title: Re: Ikemen GO Plus
Post by: LebKeller on May 01, 2019, 10:34:09 pm
That's strange, try deleting the config file and then running it again. Haha we typed the same thing at the same time!
Title: Re: Ikemen GO Plus
Post by: Mazemerald. on May 01, 2019, 11:10:00 pm
Is there possibility to create a code where you make a portrait animations inside char.sff and the ikemen reads it?

Example:

For select the character we use this animation.

You must create these two animations inside char.sff and adding to air.file too.

(https://i41.servimg.com/u/f41/19/90/12/32/stand13.gif)(https://i41.servimg.com/u/f41/19/90/12/32/stand210.gif)(https://i41.servimg.com/u/f41/19/90/12/32/stand310.gif)
[Begin action 9001]
9001,0,0,0,10
9001,1,0,0,10
9001,2,0,0,10
9001,3,0,0,10
9001,4,0,0,10

When you ever chose the character this animated is called.

(https://i41.servimg.com/u/f41/19/90/12/32/win12.gif)(https://i41.servimg.com/u/f41/19/90/12/32/win210.gif)(https://i41.servimg.com/u/f41/19/90/12/32/win310.gif)
[Begin action 9002]
9002,0,0,0,10
9002,1,0,0,10
9002,2,0,0,10
9002,3,0,0,10
9002,4,0,0,-1 ; = this time means the anim will stop on this frame.

On the versus and winner screen, we can use the family 9000,1 and 9000,2 and etc or using standardized animation too.

______________________________

Instead to create a code that autocreating animated portraits, we create just a code that reads these two animations found inside of char.sff.

Like that you'll have got freedom to create the animation like you wish and the chose char pose could be something very interesting once you can create animations with pretty cool poses, taunt or win poses generally are used to describe this type of action.
Title: Re: Ikemen GO Plus
Post by: Adnan on May 02, 2019, 06:22:40 am
K4thos was active yesterday.Did he send the lua files?
Title: Re: Ikemen GO Plus
Post by: junkerde on May 02, 2019, 07:01:24 am
K4thos was active yesterday.Did he send the lua files?

hes been active for the past 2 months. i just think he doesn't care anymore. They've done a lot without him anyway, kudos to the developers here.
Title: Re: Ikemen GO Plus
Post by: Adnan on May 02, 2019, 08:52:26 am
Without his help,i think we wont see any major updates or bug fixes in any future.
Title: Re: Ikemen GO Plus
Post by: LebKeller on May 02, 2019, 09:34:32 am
I disagree, I think the current ikemen go plus team is quite capable of making the neccasary changes, I think they just don't want to duplicate the work by doing features that he already implemented in his lua files. But given enough time, they might make these changes themselves. There has been plenty of bug fixes and compatibility improvements by Gacel, Dan and kidcy. We even have native shaders now, improved compatibility with 1.1 content and some other things. The development is definitely active.
Title: Re: Ikemen GO Plus
Post by: Adnan on May 02, 2019, 09:57:39 am
It is true that development is active but without k4thos,it isnt like before.
Title: Re: Ikemen GO Plus
Post by: LebKeller on May 02, 2019, 10:02:44 am
Only because they are waiting for him to give them the lua files, if they decided to not wait for him, then I am pretty sure someone would Implement the features he was suppose to.
Title: Re: Ikemen GO Plus
Post by: Gacel on May 02, 2019, 11:16:43 am
Sorry for not begin so active I'm drowning with college work.

After the amount of time that has passed I decided to stop waiting for K4thos to send the files.
We could implement the changes ourselves.
I did send a PM so at least he could update some important info on the first post. I will give him a week...

Also there have been a big change without K4thos Variable Names!!!(tm) by NeatUnsou.
The interactive stage feature.
The localcoord sceenpack support by me.
And bug fixes a whole load of bugfixes.

I'm still trying to fix some bugs...
I will stop for now to make the interactive stage example. (Also counts as a variable map/name example)

Oh, and also NeatUnsou made another commit!
https://osdn.net/users/neatunsou/pf/ikemen_go/scm/commits/542e8bb9f5a3cb12415366cd5026d554fa48f5b0
Not sure what it does...
Title: Re: Ikemen GO Plus
Post by: Adnan on May 02, 2019, 11:45:56 am
Great news.I also think that k4thos maybe deleted his lua files after taking his hands off from the work.
Title: Re: Ikemen GO Plus
Post by: LebKeller on May 02, 2019, 12:46:14 pm
Sorry for not begin so active I'm drowning with college work.

After the amount of time that has passed I decided to stop waiting for K4thos to send the files.
We could implement the changes ourselves.
I did send a PM so at least he could update some important info on the first post. I will give him a week...

Also there have been a big change without K4thos Variable Names!!!(tm) by NeatUnsou.
The interactive stage feature.
The localcoord sceenpack support by me.
And bug fixes a whole load of bugfixes.

I'm still trying to fix some bugs...
I will stop for now to make the interactive stage example. (Also counts as a variable map/name example)

Oh, and also NeatUnsou made another commit!
https://osdn.net/users/neatunsou/pf/ikemen_go/scm/commits/542e8bb9f5a3cb12415366cd5026d554fa48f5b0
Not sure what it does...

Sorry Gacel, I didn't mean that you guys are not working hard enough, of course real life is priority! I meant that despite all that, development has been very active.
Title: Re: Ikemen GO Plus
Post by: Mark85 on May 02, 2019, 03:28:51 pm
Tested with add004,my partner is still controlledd by ai when switched
Title: Re: Ikemen GO Plus
Post by: junkerde on May 02, 2019, 04:59:02 pm
Tested with add004,my partner is still controlledd by ai when switched

Set AI level to 0 in config.json
Title: Re: Ikemen GO Plus
Post by: HUNGRY WOLF on May 02, 2019, 05:27:55 pm
@Gacel: Why not create your own thread (when you have time of course) rather than wait for K4thos to update the first page.
Title: Re: Ikemen GO Plus
Post by: 2Dee4ever on May 02, 2019, 05:53:25 pm
Got it working,tho the moment I try to enter video settings its shutting down.

delete config.json in the data folder, re-open and go to video settings again, it will rebuild a non corrupt one

In options tag settings, change from “Simul” to “Tag”
Title: Re: Ikemen GO Plus
Post by: LebKeller on May 02, 2019, 06:42:43 pm
It might be called "assists" in newer builds, if I am not mistaken.
Title: Re: Ikemen GO Plus
Post by: Gacel on May 02, 2019, 09:30:49 pm
Is called Assist Mode.
Also I have some Ideas for how tag mode should work.

First it could be selected in the same menu as simul and turns.
When is selected it sets the "IsTag" trigger to 1.
Inestead of hardcoding it in GO, tag mode could be programmed inside the common files in the data folder,
so it could be edited by the user without needing to know GO or compile the engine.
Title: Re: Ikemen GO Plus
Post by: LebKeller on May 02, 2019, 09:39:54 pm
Sounds like a good idea imo, that would definitely help the average mugen user! So technically no patching of characters would be required then?
Title: Re: Ikemen GO Plus
Post by: Mark85 on May 02, 2019, 10:10:29 pm
it isnt required anymore,you just have to learn moving it to common1,I might make some test version of no patch add004 and uno
Gacel would you like to remind which of new statedefs(-10,-20,-30) was for -2 and which one was for -1?
also
is this a screenpack problem?
.\script\storyboard.lua:153: attempt to index a non-table object(nil)
stack traceback:
.\script\storyboard.lua:153: in function 'f_parse'
.\script\storyboard.lua:554: in function 'f_storyboard'
script/main.lua:2162: in main chunk
[G]: ?
Title: Re: Ikemen GO Plus
Post by: LebKeller on May 02, 2019, 10:12:37 pm
So one has to patch their common file in the data folder only then?
Title: Re: Ikemen GO Plus
Post by: Mark85 on May 02, 2019, 10:16:12 pm
you dont really have to patch anything at all.
Title: Re: Ikemen GO Plus
Post by: junkerde on May 02, 2019, 10:24:01 pm
I didnt even know this was a thing in ikemen go (to do this normally, its convulated af)

RedirectID

Usable for all state controllers. Optional parameter to change the stecon performer to the specified PlayerID. It is possible to interfere with the target without taking the target. You can easily implement the operation of a so-called permanent target. The main use is reproduction of poison that reduces life without touching the other party.
Title: Re: Ikemen GO Plus
Post by: LebKeller on May 02, 2019, 10:30:28 pm
you dont really have to patch anything at all.

Wait a second, then how does one actually activate tag team then? Do you just have to install the add004 life bars then?
Title: Re: Ikemen GO Plus
Post by: Mark85 on May 02, 2019, 10:47:22 pm
check it out yourself Sending it,Nopatching add004(last version) tho you still use the patcher for portraits(since some people use different groups indexes,axis,etc,it isnt viable to put this to common.air)
https://1drv.ms/u/s!AispdDQgkFaalxzqMI1qE5yNk52L
Title: Re: Ikemen GO Plus
Post by: Gacel on May 02, 2019, 10:53:50 pm
Yeah RedirectID is great. For example it could interfere with the other char vars without having a hitbox.
In Mugen the only way to do that is reversal def or a supernull.

Also add000 could be installed into a global minus state that is applied to all chars.
These states are

(Local) // (Global)
StateDef -1 // StateDef -10
StateDef -2 // StateDef -20
StateDef -3 // StateDef -30

Also there is also a global animation file called Common.air.
StateDef -10 should be used in common.cmd
StateDef -20 and StateDef -30 could go in common.cns

Common.air is made to be used with the required sprites (The hit ones)
The new L and R buttons are mean to be used for change in TAG mode but are free in the other modes.

I'm wondering how we should make the change system with 8 chars (Or more) per team.
Remember that Ikemen GO could load a "unlimited" number of chars per match. (As long you PC can handle it)
Any ideas?
Title: Re: Ikemen GO Plus
Post by: Mark85 on May 02, 2019, 11:22:30 pm
I used Statedef -10 in common1  I assume it wouldnt cause any problems,
Title: Re: Ikemen GO Plus
Post by: Gacel on May 02, 2019, 11:23:14 pm
Yeah it wouldn't cause any problems (for now).
But when the standard TAG system is in place it will probably use Statedef -10.
But you are using Add004 tag system so you could ignore the [included in the future] built-in one.
Title: Re: Ikemen GO Plus
Post by: MangeX on May 02, 2019, 11:53:02 pm

I'm wondering how we should make the change system with 8 chars (Or more) per team.
Remember that Ikemen GO could load a "unlimited" number of chars per match. (As long you PC can handle it)
Any ideas?

Is really easy, one button change to the next selected character and another button change to previous one regardless on how many are.

The playera can manage a custom combinación of buttons or secuences yo change the characters
Title: Re: Ikemen GO Plus
Post by: Gacel on May 03, 2019, 12:31:07 am
Yeah that was I thinking.
Button combinations is a no. (Because it could interfere with chars)
The "D" and "W" buttons (These are new to Ikemen) are there for a reason. (K4thos added them for the TAG system)

EDIT:
We have 10 buttons... (Counting the pause one but not counting the stick) that's a lot!
That's just 2 buttons under the xbox one controller 12 buttons.

Wondering how a 9 button char would work.
So guys what do you think about adding 2 more buttons? :mlol:

EDIT 2:
Just for the jokes I made a image on how Ikemen GO keyboard layout would look with that much buttons.
(https://i.imgur.com/1WdF3zK.png)
Not as bad as I imagined.
Title: Re: Ikemen GO Plus
Post by: 2Dee4ever on May 03, 2019, 01:53:59 am
Pause and taunt being separated is good especially for those who don’t use keyboard. Still want to link pause  to pause screen/training commands etc. The other two could also be used for ppp and kkk, would be more universal.
Title: Re: Ikemen GO Plus
Post by: Gacel on May 03, 2019, 02:01:52 am
I'm planning on implementing a custom pause buttons per controller.
If you think is not that bad of a Idea I could add "e" and "v" as buttons.
Old characters don't need to use it. They could be used as macro buttons on characters that use it.

But I need to hear the opinions of more before adding these 2 buttons.
Title: Re: Ikemen GO Plus
Post by: MangeX on May 03, 2019, 02:23:03 am
Six action buttons incluided start and coin are more than enought; two more buttons a la play station controller (l2 ,r2) provide extra functionalities with debatable use.

Adding more and more buttons only alienate the fight layout.

Combinations of buttons and directions to call a character is not only usefull for Tag but for transformation (Shang tsung).

If you like and want an alien layout maybe can be used all the keys of an ASCII keyboard and the mouse axis too for hadoukens or for a Portal x street fighter game.
Title: Re: Ikemen GO Plus
Post by: Gacel on May 03, 2019, 02:31:07 am
Good joke!

Yeah I was joking at first about the 12 buttons.
2Dee4ever was the one that liked the idea.
So nice to hear your opinion.

But you got something wrong, we have 8 action buttons not 6.
We have 10 with start and pause.

Quote
Two more buttons a la play station controller (l2 ,r2) provide extra functionalities with debatable use.
We can't use the 7 original Mugen buttons for tag because it will break existing chars.
That's the reason k4thos added "w" and "d"
Title: Re: Ikemen GO Plus
Post by: 2Dee4ever on May 03, 2019, 03:18:49 am
I was talking about utilizing all the face buttons, not L3,R3. As he said L2/R2 are the open slots, can be shortcuts as they are universally for the most part.
Title: Re: Ikemen GO Plus
Post by: Gacel on May 03, 2019, 03:56:53 am
L2/R2 are used by the tag buttons. (W and D)
Right now we have no free buttons except L3 and R3.
Title: Re: Ikemen GO Plus
Post by: MangeX on May 03, 2019, 04:48:22 am
Gaciel you don't have to follow exactly the things that k4thos Made, if there is no real need to force buttons for certain action then don't do it.

Therefore the reason that him did not upload his Lua code is because all that code is unpolished and experimental (functional but unreadable for other people than him).

If you get better aproach to updates and new things then i recommend you to follow your instincts.

Remember ,first is your life then later the games.
Title: Re: Ikemen GO Plus
Post by: Gacel on May 03, 2019, 05:08:18 am
Yeah I know, but as I said a button combination is a no go for compatibility reasons.
And yeah K4thos code needs a refactoring.

For example K4thos TAG mode depends on add004.
That is wrong on so many levels, first of all it needs a variable that other char could use.

My idea for tag mode is this:
- Add a IsTag trigger (So we don't use a variable)
- Use the W and D buttons for tag. (So we don't break compatibility)
- The system would not be hardcoded instead it would use the common.cmd file (So it could be editable without editing the exe)
- W changes the character right D changes the character left. (Remember that Ikemen could have 8 vs 8)
- I'll use statedef 160-169 for tag stuff.

Also checking stuff I noticed there is a "TagIn" and "TagOut" controllers.
That is undocumented...

Also I noticed K4thos used W and V instead of W and D...
I'll change that to have consistency with the other ones.

EDIT:
So this is what TagIn and TagOut should accept.

Code:
[State 200, Tag]Type = TagIn Trigger1 = AnimTime = 0StateNo = 0PartnerStateNo = 0RedirectID = 2 ;optionalIgnoreHitPause = 0 ;optional

Code:
[State 200, Tag]Type = TagOut Trigger1 = AnimTime = 40RedirectID = 2 ;optionalIgnoreHitPause = 0 ;optional`

I'll test them in Ikemen GO to see what they really do.
Title: Re: Ikemen GO Plus
Post by: 2Dee4ever on May 03, 2019, 05:34:55 am
I don't get why you'd need an exclusive button for tag if not everyone uses tag? Even then, I don't see how a shortcut would break anything when someone could specify keys necessary for specific commands?

8v8? Who is using 8v8? I get it, it's possible, but not really necessary to do just to do it because you can. There is a reason why he used add004, its accessible. All this tag stuff you are trying to implement, someone would need the knowledge to develop their own tag system, doesn't sound beginner friendly, unless you are saying you are going to develop a tag system just for this?

The basics are fine, if anyone is thinking to do things on that level, they'll likely already have ideas to implement.
Title: Re: Ikemen GO Plus
Post by: Gacel on May 03, 2019, 05:38:18 am
Shortcuts would break some characters.
Remember this counts all characters created for mugen, every single one.
Every shortcut that you could think of could be used by some character somewhere.

Also I'm developing a built in TAG system.
We could not depend on add004 and not everyone wants to use add004 lifebars.

Ikemen GO needs built in system we could not depend on external binaries.
K4thos decision to force add004 to use the TAG mode is a dubious one.

A lot of K4thos decisions are dubious, for example the wip folder haves:
https://github.com/K4thos/Ikemen-GO-Plus/blob/K4-experimental/%40wip/missing%20features.txt
Quote
- FNTv2 fonts (feature added in mugen 1.0) - alternatively I can implement it via pure lua using anim functions.
FNTv2 by lua anim... (He did retire before doing that)
That's the equivalent of hammering a nail with a frozen banana.
I could be do, but that does not mean that is the best way to do it.
Title: Re: Ikemen GO Plus
Post by: 2Dee4ever on May 03, 2019, 05:53:24 am
Here is the thing, though we want to be wishful, "we" are the "everyone". 100% compatibility isn't possible. What you say falls on that, anyone not using tag cannot use the buttons? You get what I mean right? Just how you can adjust the keys in the config.
Spoiler, click to toggle visibilty

Add004 isn't only a tag system, that is the huge misconception. His plan, keep the features without having to use the life-bars themselves. You plan to replicate all those other features as well? Really it's just more work for yourself, but of course, do whatever you want.

A lot of these things you suggest should be done by the users that want them. Tag systems vary for example, you take away the ability to use one over the other, or it means you have to build around it.

For the general user, I'd think general capability should do the trick. Hopefully you don't overwhelm yourself trying to make a game out of an engine.
Title: Re: Ikemen GO Plus
Post by: Gacel on May 03, 2019, 06:07:43 am
Wait, "not using tag cannot use the buttons"?
That is not what I mean, I mean that Ikemen haves 2 new buttons we can use for tag.

Sorry for not expressing myself clear, English is not my native language.

The reason I want to create a barebones tag system is because we don't have one we can bundle the engine with. (Licencing legal stuff)
The reason that I'm going to program it in CNS is because if someone wants a external tag system they could remove mine.
Hosting Add004 with Ikemen GO source is ilegal because that code is under the copyright of Shiyo Kakuge. (MIT licence again)

Right now TAG does not work out of the box.
Title: Re: Ikemen GO Plus
Post by: 2Dee4ever on May 03, 2019, 06:13:31 am
Tag has always been an add-on. I see what you are saying though. Because its included tag by default.
Title: Re: Ikemen GO Plus
Post by: Gacel on May 03, 2019, 06:15:34 am
Yeah I that's that I want.
That tag work out of the box without add-ons.

But also that supports that a add-on tag system could override the default.
Title: Re: Ikemen GO Plus
Post by: 2Dee4ever on May 03, 2019, 06:47:08 am
Interesting, interesting. Do you have any experience coding a tag system? Just curious.

What is the roadmap right now? Everything is kinda all over the place. I'll be able to do more now that I've gotten a new drive.

Title: Re: Ikemen GO Plus
Post by: Gacel on May 03, 2019, 07:05:38 am
I have but it was long time ago.
There are TAG functions built in in the engine that I explained in a previous post.
What it lacks is a system to manage them.

The github issues page could be considered a roadmap:
Title: Re: Ikemen GO Plus
Post by: LebKeller on May 03, 2019, 08:05:47 am
check it out yourself Sending it,Nopatching add004(last version) tho you still use the patcher for portraits(since some people use different groups indexes,axis,etc,it isnt viable to put this to common.air)
https://1drv.ms/u/s!AispdDQgkFaalxzqMI1qE5yNk52L

Thank you!
Title: Re: Ikemen GO Plus
Post by: LebKeller on May 03, 2019, 08:06:46 am
Imo a native Tag system with seperate buttons for tag would be great! I think 8vs8 would be cool as well, especially for those that can handle it.
Title: Re: Ikemen GO Plus
Post by: Gacel on May 03, 2019, 08:30:39 am
8vs8 is already posible you but have to edit the config file manually.
Take in mind that 8vs8 is bigger than the call of duty team player number in a match.
(https://cdn.discordapp.com/attachments/488624710226018316/551959445756968971/jeiofiohrwiohrwiofwe4.png)
Here is Vulturon a "summoner" character in 8vs8.
It's a mess. Fun to watch mess but a mess nonetheless.

But the 8 team limit is really useful in turns mode.
Title: Re: Ikemen GO Plus
Post by: Mazemerald. on May 03, 2019, 08:34:39 am
I was trying for a month to learn how to use ikemen go/plus, but i gave up for now because i had many difficulties for using the engine.

1 - i didn't get convert my screenpacks to it, it needs a tutorial easier teaching how to do it. (readme - how to install)

2 - needs a download where there's folder with all files necessaries to run a model to you start to edit.

3 - it's not clear to me which version is being used for now ikemen go or ikemen plus.

4 - there are many documents and you don't understand the use for each one of them.

5 - although the engine has a lot of potential, but you do not even know where to start.

6 - things like increase the numbers of slots or positioning them on screen seems to be a complex editing.

7 - the exe. should run with a model done for use as the mugen when you download without editing.

8 - It's very strange that other forum members are not here to comment and supporting this engine

it can indicate they think this engine is complex too much to use.

9 - maybe my expectations about some features are a dream very ambitious.

10 - but surely you deserve congrats for all efforts to take your time for researching about.

-------------------------

ESPAÑOL

Durante un mes intenté aprender a usar ikemen go / plus, pero por el momento me rendí porque tuve muchas dificultades para usar la engine.

1 - No conseguí convertir mis screenpack pa' él, necesita un tutorial que enseñe cómo hacerlo. (readme - cómo instalar)

2 - necesita una descarga donde hay una carpeta con todos los archivos necesarios para ejecutar un modelo para comenzar a editar.

3 - no me queda claro qué versión se está utilizando para ahora ikemen go o ikemen plus.

4 - Hay muchos documentos y no entiendes el uso de cada uno de ellos.

5 - aunque la engine tiene mucho potencial, pero ni siquiera sabes por dónde empezar.

6 - cosas como aumentar la cantidad de espacios o posicionarlos en la pantalla parece ser una edición compleja.

7 - el exe. Debería ejecutarse con un modelo hecho para usar así como Mugen cuando descargalo por la primera vez.

8 - Es muy extraño que otros miembros del foro no estén aquí para comentar y dar soporte a esta engine.

puede indicar que piensan que esta engine es demasiada compleja para usarla.

9 - tal vez mis expectativas sobre algunas funcciones sean un sueño muy ambicioso.

10 - pero seguramente mereces felicitaciones por todos los esfuerzos por dedicar tu tiempo a investigar su uso.
Title: Re: Ikemen GO Plus
Post by: LebKeller on May 03, 2019, 08:43:59 am
8vs8 is already posible you but have to edit the config file manually.
Take in mind that 8vs8 is bigger than the call of duty team player number in a match.
(https://cdn.discordapp.com/attachments/488624710226018316/551959445756968971/jeiofiohrwiohrwiofwe4.png)
Here is Vulturon a "summoner" character in 8vs8.
It's a mess. Fun to watch mess but a mess nonetheless.

But the 8 team limit is really useful in turns mode.

Thanks! Wow that can be confusing lol.
Title: Re: Ikemen GO Plus
Post by: Adnan on May 03, 2019, 09:01:46 am
Mazermaid the thinks you have listed is the easiest ones to fix.But you are right,why other mugenguild members doesnt talk about this open source masterpiece?

Title: Re: Ikemen GO Plus
Post by: LebKeller on May 03, 2019, 09:03:10 am
I think because it is still in development, I think once a stable release is released then it will definitely gain a lot of attention.
Title: Re: Ikemen GO Plus
Post by: LebKeller on May 03, 2019, 10:44:02 am
Will Tag work with the ai too? For add004 and for the new native tag that you are making Gacel?
Title: Re: Ikemen GO Plus
Post by: junkerde on May 03, 2019, 01:28:12 pm
Tagin and tagout are features that we're never finished, but from what people documented, the sctrl Tagout crashes Mugen 1.1

Idk if you're trying to use the original Tagin and Tagout sctrls or if you're gonna rewrite those from scratch. But they don't work too well from what users experimented with.
Title: Re: Ikemen GO Plus
Post by: Adnan on May 03, 2019, 02:03:47 pm
Gacel you can use ELECTRO's interactive stages for example.
Title: Re: Ikemen GO Plus
Post by: dan on May 03, 2019, 04:14:08 pm
I was trying for a month to learn how to use ikemen go/plus, but i gave up for now because i had many difficulties for using the engine.

1 - i didn't get convert my screenpacks to it, it needs a tutorial easier teaching how to do it. (readme - how to install)

2 - needs a download where there's folder with all files necessaries to run a model to you start to edit.

3 - it's not clear to me which version is being used for now ikemen go or ikemen plus.

4 - there are many documents and you don't understand the use for each one of them.

5 - although the engine has a lot of potential, but you do not even know where to start.

6 - things like increase the numbers of slots or positioning them on screen seems to be a complex editing.

7 - the exe. should run with a model done for use as the mugen when you download without editing.

8 - It's very strange that other forum members are not here to comment and supporting this engine

it can indicate they think this engine is complex too much to use.

9 - maybe my expectations about some features are a dream very ambitious.

10 - but surely you deserve congrats for all efforts to take your time for researching about.

-------------------------

ESPAÑOL

Durante un mes intenté aprender a usar ikemen go / plus, pero por el momento me rendí porque tuve muchas dificultades para usar la engine.

1 - No conseguí convertir mis screenpack pa' él, necesita un tutorial que enseñe cómo hacerlo. (readme - cómo instalar)

2 - necesita una descarga donde hay una carpeta con todos los archivos necesarios para ejecutar un modelo para comenzar a editar.

3 - no me queda claro qué versión se está utilizando para ahora ikemen go o ikemen plus.

4 - Hay muchos documentos y no entiendes el uso de cada uno de ellos.

5 - aunque la engine tiene mucho potencial, pero ni siquiera sabes por dónde empezar.

6 - cosas como aumentar la cantidad de espacios o posicionarlos en la pantalla parece ser una edición compleja.

7 - el exe. Debería ejecutarse con un modelo hecho para usar así como Mugen cuando descargalo por la primera vez.

8 - Es muy extraño que otros miembros del foro no estén aquí para comentar y dar soporte a esta engine.

puede indicar que piensan que esta engine es demasiada compleja para usarla.

9 - tal vez mis expectativas sobre algunas funcciones sean un sueño muy ambicioso.

10 - pero seguramente mereces felicitaciones por todos los esfuerzos por dedicar tu tiempo a investigar su uso.

https://github.com/danielporto/Ikemen_GO/releases
You will end up with a working version of Ikemen go plus for your platform.
After that, if you will, you can get the latest binaries from Gagel's repo.
I will try to build an updated version of the installer soon.

Cheers.
Title: Re: Ikemen GO Plus
Post by: Gacel on May 03, 2019, 10:06:12 pm
Will Tag work with the ai too? For add004 and for the new native tag that you are making Gacel?

The default AI push random buttons so...
But thanks to the use of the built in TagIn and TagOut the AI could call TAG from a custom state.

Tagin and tagout are features that we're never finished, but from what people documented, the sctrl Tagout crashes Mugen 1.1

Idk if you're trying to use the original Tagin and Tagout sctrls or if you're gonna rewrite those from scratch. But they don't work too well from what users experimented with.

In Ikemen GO they work.
What is not implemented is Standby (When you disable a char via debug in mugen.)
I'm implementing the Standby flag.

Gacel you can use ELECTRO's interactive stages for example.

ELECTRO's interactive stages depends on code inside the char.
They could be ported but I already started coding interactive stage...

I could see later if I can port them to use Ikemen GO "attachedChar".

Spoiler, click to toggle visibilty

1) Ikemen GO uses the same screenpack system as mugen the only ting you need to change is the font lines inside the file.
Are you using Ikemen GO or the old Ikemen?

2) Well I understand in Mugen you extract the files and you can play as KFM no more config. Dan has a installer it makes the setup a lot easier.

3) Ikemen S-Size is no longer in development.
We are using Ikemen GO: https://github.com/Windblade-GR01/Ikemen_GO

4) Well that's Mugen, the amount of files is because of the modularity of Mugen.
You don't have to edit the lua ones (Except change a number inside the localcoord one)

5) You could read the REecbyte docs to understand were to start, you could also watch tutorials most of the stuff works the same as Mugen if something works different I could help with that.

6) Yeah to this day it does not exist a graphic tools for screenpacks.

7) Dan installer, again.

8) Yeah the Mugen community does not like to migrate much less to a unstable engine.
There are some people who even avoid Mugen 1.1 like the plague because of that.

9) Don't worry the animated portrait system will be rewritten, also we will include more features.

10) Thanks!
Title: Re: Ikemen GO Plus
Post by: Mark85 on May 03, 2019, 10:11:00 pm
Feedback,I'm pretty sure fightfxscale doesnt work,
Title: Re: Ikemen GO Plus
Post by: Gacel on May 03, 2019, 10:27:38 pm
Thanks for reporting it.
Considering that it did not support the new combo counters before (Now is working), this does not surprise me.
The implementation it's literally a new variable that get's multiplied by another one.

One I finish the interactive stage example and the built in TAG system I will implement it.
Title: Re: Ikemen GO Plus
Post by: Mark85 on May 03, 2019, 10:33:31 pm
wish there was a way to scale specific sprites,fightfx scales everything while I just wanna scale the hitsparks I'm using
Title: Re: Ikemen GO Plus
Post by: Gacel on May 03, 2019, 10:35:02 pm
You could use the Mugen 1.1 animation scale to scale specific sprites inside the fightfx.
Title: Re: Ikemen GO Plus
Post by: Mark85 on May 03, 2019, 10:36:39 pm
I thought mugen1.1 animation scale didnt work with fightfx?
Title: Re: Ikemen GO Plus
Post by: Hephaistos31 on May 03, 2019, 10:41:34 pm
Gacel, I don't really know about everything you are doing here but it seems that you're working very well.
Thanks for the dedication you guys all put in this new Mugen!
Title: Re: Ikemen GO Plus
Post by: Gacel on May 03, 2019, 10:43:16 pm
Thanks!
I'ts not only me, the only important thing I made is the screenpack/lifebar localcoord support.
Other devs also helped a lot in the project.

Also Mark85 Mugen1.1 animation scale does work with every animation file.
EDIT:
I tested and indeed it does work with fightfx.

To clarify:
- FightFxScale inside the figth.def does not work. (For now)
- Animation scale inside the figthfx.air file does work.
Title: Re: Ikemen GO Plus
Post by: RagingRowen on May 04, 2019, 09:33:48 am
About the Global Statedef stuff, where does the Statedef -20 go if -2 is outside the cmd files?
Title: Re: Ikemen GO Plus
Post by: Gacel on May 04, 2019, 11:45:45 am
Statedef -20 goes inside common1.cns (At least that's the recommendation)
Title: Re: Ikemen GO Plus
Post by: Hephaistos31 on May 04, 2019, 12:54:57 pm
I mean I read more or less everything here because it seems to be the hotspot those days, but I do not understand everything as it's mainly code.
So thanks everyone!! Keep rocking the mugen! ;)
Title: Re: Ikemen GO Plus
Post by: Mark85 on May 04, 2019, 05:23:58 pm
just tried to make a new roster with a different sp
open enter48.sff: Sistem belirtilen dosyayı bulamıyor.
goroutine 1 [running, locked to thread]:
github.com/yuin/gopher-lua.(*LState).PCall.func1(0x918238, 0xc000208000, 0xc000079c00, 0x0, 0x0, 0x0)
C:/Users/HP_Pavilion/Source/Repos/ikemen_go/go/src/github.com/yuin/gopher-lua/state.go:1634 +0x650
panic(0x898980, 0xc000561a10)
C:/Dev/go11/src/runtime/panic.go:513 +0x1c7
C:/Users/HP_Pavilion/Source/Repos/ikemen_go/src/font.go:367 +0x3df
C:/Users/HP_Pavilion/Source/Repos/ikemen_go/src/font.go:330 +0x389
C:/Users/HP_Pavilion/Source/Repos/ikemen_go/src/font.go:286 +0x31b
C:/Users/HP_Pavilion/Source/Repos/ikemen_go/src/font.go:49 +0xa6