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Ikemen GO (Read 644563 times)

Started by K4thos, May 26, 2018, 03:04:27 AM
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Re: Ikemen GO
#1861  July 25, 2021, 07:41:28 AM
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How could i setup to put a stance animation 0 and a big portrait 9000,1 at the same time?

i only need the code.
Re: Ikemen GO
#1862  July 27, 2021, 05:18:22 AM
    • USA
How does stage transitions in this engine work? do I have to do something in the def file or the select file because I'm a little confused?
Re: Ikemen GO
#1863  July 27, 2021, 06:14:03 AM
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A list of stages would be very useful to test the bugfix.

De-construction

Cathedral of Witches

Both stages used to start fine, but on the latest stable build both now start with the camera up to high. All my other stages work fine. So, not sure why it's just these two. Anyway, hope this helps in solving the issue.
Re: Ikemen GO
#1864  July 27, 2021, 07:36:58 AM
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    • oscarstg1@gmail.com
Well, the only thing that I see was fast to do for interactive stages (and it's just an idea), it would only be to add the option of a 3 player to the mugen, and in this one would put a bonus stage (for example the car of the streed fighter ), it is destroyed when you fight. After those sprites are changed for others of mountains or houses and we already have interactive stages, this bonus would be loaded with the stage when inscribing the name. I think it would be the fastest thing. The only thing they should do would be to add it to the ikemen or mugen that option of 3 players. I do not know what difficulty it would have, but hopefully someone can do
Re: Ikemen GO
#1865  July 27, 2021, 03:20:09 PM
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  • WIP: SF4 CE
A list of stages would be very useful to test the bugfix.
I've just opened a GitHub entry with a busted stage by MMR.

How does stage transitions in this engine work? do I have to do something in the def file or the select file because I'm a little confused?
https://github.com/K4thos/Ikemen_GO/wiki/Stage-features#info_roundxdef

How could i setup to put a stance animation 0 and a big portrait 9000,1 at the same time?

i only need the code.
AFAIK this was in Two4Teeze's branch, not yet fully implemented into the main.

Re: Ikemen GO
#1866  July 27, 2021, 09:32:40 PM
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  • I can take'em out with my fists
-I saw stage transition and for a second I thought that there would be a knock someone to another stage like DBFZ.
Re: Ikemen GO
#1867  July 27, 2021, 09:48:14 PM
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In order to fight, how to set the boss to appear solo when you're playing with 2 or 3 chars, i don't want the boss appearing repeated 3 times.
Re: Ikemen GO
#1868  July 27, 2021, 11:15:21 PM
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  • WIP: SF4 CE
-I saw stage transition and for a second I thought that there would be a knock someone to another stage like DBFZ.
Give it some time, we're not far from being able to do that.

Re: Ikemen GO
#1869  July 29, 2021, 07:37:16 PM
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Re: Ikemen GO
#1870  July 30, 2021, 12:39:13 AM
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    • superfromnd.gitlab.io/
If you hate your old stuff, that's just a sign you're improving enough to see what was bad about it.
I.K.E.M.E.N. GO Movelist.dat Generator Tool
Re: Ikemen GO
#1871  July 30, 2021, 10:39:42 PM
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Permanent link:
https://discord.gg/QWxxwjE

Spoiler, click to toggle visibilty

Oscar that is already in Ikemen GO.
It's called AttachedChar.

In order to fight, how to set the boss to appear solo when you're playing with 2 or 3 chars, i don't want the boss appearing repeated 3 times.

You could use "single=1" to make it appear a 1 character even if all the others enemy are simul/tag/turns.
And use "rounds=1" to make the battle against him 1 round.
But wait!! We haven't made the Suave Dude character yet!!
Last Edit: July 30, 2021, 11:02:02 PM by Gacel
Re: Ikemen GO
#1872  August 07, 2021, 11:20:43 AM
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    • Brazil
Hi! Sorry if this is the wrong thread to ask... but is it possible to add the feature of preventing a character to be selected more than once - both by the player's team, and the enemy?

Then, with slots that have more than one character attached to them, you could make it so by moving the cursor on someone who was already selected, it would instead go to the next char that is avaiable on that slot;

I'm mainly suggesting this because - by implementing this, along with the animated portraits and multiple chars in the same slot feature... we could easily simulate the effect of showing a character's alternate colors right in the select screen!

We could accurately make the Marvel vs. Capcom 3 portraits, for example:

Tay

Re: Ikemen GO
#1873  August 07, 2021, 01:58:39 PM
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  • Color Separation/Stage Commissions: Open
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you can prevent players from picking the same slot yea, its team duplicates or something like that. check the game options menu i can’t remember the exact wording off the top of my head
Re: Ikemen GO
#1874  August 15, 2021, 02:12:29 AM
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  • Original characters are my forte.
    • http://network.mugenguild.com/bane84/
I'm running into another difference between the two engines.  I have the game resolution set to 1920x1080 for both engines.  Note the differences in the same resolution between the two versions:

IKEMEN
MUGEN

In MUGEN, the localcoord for everything is 320x240 but it's scaled up to the game resolution (the sides of the screen appear with black bars.  I'm fine with this).  In IKEMEN, everything is scaled both horizontally and vertically (there are no black bars on the sides).  I prefer the way MUGEN does it because in IKEMEN the gameplay appears off due to scaling.  Also of note, I'm using the same motif for both engines with little/no changes in any configurations.  I want to have the full game behave exactly the same in both engines.

How can I properly configure IKEMEN to reproduce how MUGEN renders the game graphically?

Tay

Re: Ikemen GO
#1875  August 15, 2021, 07:19:46 PM
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  • Color Separation/Stage Commissions: Open
    • USA
    • twitch.tv/xcheatdeath
set the resolution to a 4:3 format, i use 1280x960 and it should look normal
Re: Ikemen GO
#1876  August 22, 2021, 03:27:04 AM
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    • Colombia
I'm running into another difference between the two engines.  I have the game resolution set to 1920x1080 for both engines.  Note the differences in the same resolution between the two versions:

Spoiler, click to toggle visibilty

In MUGEN, the localcoord for everything is 320x240 but it's scaled up to the game resolution (the sides of the screen appear with black bars.  I'm fine with this).  In IKEMEN, everything is scaled both horizontally and vertically (there are no black bars on the sides).  I prefer the way MUGEN does it because in IKEMEN the gameplay appears off due to scaling.  Also of note, I'm using the same motif for both engines with little/no changes in any configurations.  I want to have the full game behave exactly the same in both engines.

How can I properly configure IKEMEN to reproduce how MUGEN renders the game graphically?

Wait... these 2 images do not have the same resolution.
The Mugen one is 1920x1440 and the Ikemen Go one is 1920x1080.
But wait!! We haven't made the Suave Dude character yet!!
Re: Ikemen GO
#1877  August 24, 2021, 08:46:54 AM
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  • I can take'em out with my fists
Can you attach a sound to a stage element I know I'd have to add the file into the common.snd but can I attach it to something in the stage like a train on the mk subway stage or a helicopter floating in the are on a stage so far I've been altering extending and altering songs but that is making my ikemen really big and I want to keep the size to a minimum.
Re: Ikemen GO
#1878  August 24, 2021, 02:23:49 PM
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  • WIP: SF4 CE
Yes, you can. AttachedChar can use a SND file to play sounds.

Re: Ikemen GO
#1879  August 24, 2021, 03:34:37 PM
  • avatar
  • ***
  • Original characters are my forte.
    • http://network.mugenguild.com/bane84/
I'm running into another difference between the two engines.  I have the game resolution set to 1920x1080 for both engines.  Note the differences in the same resolution between the two versions:

Spoiler, click to toggle visibilty

In MUGEN, the localcoord for everything is 320x240 but it's scaled up to the game resolution (the sides of the screen appear with black bars.  I'm fine with this).  In IKEMEN, everything is scaled both horizontally and vertically (there are no black bars on the sides).  I prefer the way MUGEN does it because in IKEMEN the gameplay appears off due to scaling.  Also of note, I'm using the same motif for both engines with little/no changes in any configurations.  I want to have the full game behave exactly the same in both engines.

How can I properly configure IKEMEN to reproduce how MUGEN renders the game graphically?

Wait... these 2 images do not have the same resolution.
The Mugen one is 1920x1440 and the Ikemen Go one is 1920x1080.

I did what Taybear suggested and got the resolution I wanted.  Sorry I didn't clarify.
Re: Ikemen GO
#1880  August 29, 2021, 06:47:35 AM
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    • USA
Dumb question. But how do I turn on Tag?