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My IKEMEN WIPs: interactive stages (Read 227752 times)

Started by Lasombra Demon, June 10, 2021, 02:04:20 pm
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My IKEMEN WIPs: interactive stages
#1  June 10, 2021, 02:04:20 pm
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As of right now, I've started working on interactive stages for IKEMEN.

So far I have some ideas for World Heroes 2 Deathmatch Mode stages.
1-Two conveyor belts that lead to "exploding spike" traps in the stage edge.
2-A center stage button that when hit electrifies the floor and edge walls with electricity.
3-Explosives and threats on the ceiling, so you have to jump carefully.
4-A minefield with "Hydra" mines, that multiply every time they hit someone.
5-A higher ground "Metal mesh" version with spikes that pop from below, in sequence.
6-Two very fast and smaller sawblades, and one big and slow, in an oil field.
7-The opposite of the oil field: an anti gravity stage.
8-The bar Fight: fighters on a table, people from tables throw random stuff at fighters (bottles, trashcans, molotovs, healing food).

I'll try to use ADK-styled sprites, and I've already done the first stage and started the second. If anyone can help me out with a proper conveyor belt sprite, I'll be thankful (current ones are a placeholder).
1-
Re: My IKEMEN WIPs: interactive stages
#2  June 11, 2021, 03:16:08 pm
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Good ones :)

More ideas

15:50


3:55


2:40 Imagine this pipe expeling toxic gas that send the player to dizzy state.
(There more tricks in this game)


Tigers!
Last Edit: June 11, 2021, 04:36:44 pm by Reginukem
Re: My IKEMEN WIPs: interactive stages
#3  June 11, 2021, 05:33:36 pm
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Good ones :)

More ideas

Nice!

The press is perfectly doable. The bus signs/bars/obstacles are a very good idea, too! Having gas to put you into dizzy is totally doable, too. As for the tigers, we can do a full-on gladiatoral arena.

Thing is I'm gonna need help getting sprites, buddy. I have no idea where to go for that.
Re: My IKEMEN WIPs: interactive stages
#4  June 11, 2021, 09:11:33 pm
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Hey, can i help, or maybe i need help
Re: My IKEMEN WIPs: interactive stages
#5  June 11, 2021, 10:33:36 pm
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Re: My IKEMEN WIPs: interactive stages
#6  June 23, 2021, 08:49:21 pm
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Hydra Minefield ready.

Almost done with stage 5, too.
Re: My IKEMEN WIPs: interactive stages
#7  June 25, 2021, 06:24:20 am
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great.
do you have a water effect. like italy kof95 stage?
Re: My IKEMEN WIPs: interactive stages
#8  July 07, 2021, 02:50:20 pm
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link=???
Re: My IKEMEN WIPs: interactive stages
#9  July 07, 2021, 03:13:16 pm
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Re: My IKEMEN WIPs: interactive stages
#10  July 09, 2021, 06:59:57 am
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it looks great for a bonus stage.
Re: My IKEMEN WIPs: interactive stages
#11  August 04, 2021, 10:38:38 pm
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Sorry for the lack of updates here.

After all WH1/2 deathmatch stages, all MK stage fatals, some Eternal Champions stage fatals, all Street Fighter 2 interactive objects, and a couple other things... Killer Instinct stage fatals are upcoming.


As usual, IKEMEN only.
Re: My IKEMEN WIPs: interactive stages
#12  August 05, 2021, 08:48:47 pm
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My buddy Reginukem gave me a spritesheet for Fatal Fury 2 objects, and this happened:

Re: My IKEMEN WIPs: interactive stages
#13  August 05, 2021, 09:55:25 pm
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My buddy Reginukem gave me a spritesheet for Fatal Fury 2 objects, and this happened:

[youtube]https://www.youtube.com/watch?v=3D_LvGRHmIg[/youtube]
so let talk about this.  I remember that ELECTRO made a video guide and tutorial about how to add sprite object to the mugen characters and code it in mugen characters its self for them to interact from animation code and add to the character to read the sprite location to what ever stages is in
here few question I like to know base what I seen but here are my 2 question

1. Did you add the code work in the mugen stage or did you code it in do the character ?
2. How can ikemen has the ability interact to these sprite object ? Is the code in the mugen character or the code are in the mugen stage ?

Because I feel like this is Electro style method that your doing or maybe I might be wrong here ?
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Re: My IKEMEN WIPs: interactive stages
#14  August 05, 2021, 11:36:55 pm
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Sorry for the lack of updates here.

After all WH1/2 deathmatch stages, all MK stage fatals, some Eternal Champions stage fatals, all Street Fighter 2 interactive objects, and a couple other things... Killer Instinct stage fatals are upcoming.
[youtube]https://www.youtube.com/watch?v=CctdKU-t_1Y[/youtube]

As usual, IKEMEN only.

I have some of the Tay MK stages but are the other ones out?
Re: My IKEMEN WIPs: interactive stages
#15  August 06, 2021, 12:56:48 pm
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I have some of the Tay MK stages but are the other ones out?

the attachedchar and probably an outdated version of my states are/should be there. but no i haven't released more of the mk stages.

we're working on K.I stages and I have some projects  rn
My stages folder:
https://app.mediafire.com/g5pnpb2im4lqa

Want a screenpack ported to ikemen? DM's open
Want a stage remade with parallax & possible super jump? DM's open
Re: My IKEMEN WIPs: interactive stages
#16  August 06, 2021, 01:33:01 pm
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MK and KI stages are gonna be released by Tay, who is the stage/sff developer; other interactives (Fatal Fury, Fighter's History) might be out sooner.

Our launch dates, though, are "When it's done". It's a hobby, after all; no one's getting paid for this.

Also, Tay; talking @ the IKEMEN Discord I found a way to fix a small aesthetic glitch in ALL my stuff. Will update everything that has a fatal in it (MK, KI).

so let talk about this.  I remember that ELECTRO made a video guide and tutorial about how to add sprite object to the mugen characters and code it in mugen characters its self for them to interact from animation code and add to the character to read the sprite location to what ever stages is in
here few question I like to know base what I seen but here are my 2 question

1. Did you add the code work in the mugen stage or did you code it in do the character ?
2. How can ikemen has the ability interact to these sprite object ? Is the code in the mugen character or the code are in the mugen stage ?

Because I feel like this is Electro style method that your doing or maybe I might be wrong here ?
In a way, it's similar to Electr0's method. That is, it's helpers and explods, CNS code (no code copied from Electr0, though). But that's where similarities end.

Electr0's method (and all previous MUGEN stage interactivity workarounds) demanded editing the characters that were going to interact with the stage. This is highly impractical if you have a big roster, or if you download new stuff, etc. Automatization was attempted, but is hardly simple.

IKEMEN just has a feature that allows us to develop an AttachedChar: https://github.com/K4thos/Ikemen_GO/wiki/Stage-features#info_attachedchar

This Attached Char is an independent character that is loaded in no team, and is managed independently from the fight itself; it's called by the stage. And it allows for ALL my stage interactions to be compatible with anything, no code edited.

Just plug and play. For me, it's a gamechanger.


And one of the main reasons I use IKEMEN.
Re: My IKEMEN WIPs: interactive stages
#17  August 09, 2021, 05:58:46 pm
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MK and KI stages are gonna be released by Tay, who is the stage/sff developer; other interactives (Fatal Fury, Fighter's History) might be out sooner.

Our launch dates, though, are "When it's done". It's a hobby, after all; no one's getting paid for this.

Also, Tay; talking @ the IKEMEN Discord I found a way to fix a small aesthetic glitch in ALL my stuff. Will update everything that has a fatal in it (MK, KI).

so let talk about this.  I remember that ELECTRO made a video guide and tutorial about how to add sprite object to the mugen characters and code it in mugen characters its self for them to interact from animation code and add to the character to read the sprite location to what ever stages is in
here few question I like to know base what I seen but here are my 2 question

1. Did you add the code work in the mugen stage or did you code it in do the character ?
2. How can ikemen has the ability interact to these sprite object ? Is the code in the mugen character or the code are in the mugen stage ?

Because I feel like this is Electro style method that your doing or maybe I might be wrong here ?
In a way, it's similar to Electr0's method. That is, it's helpers and explods, CNS code (no code copied from Electr0, though). But that's where similarities end.

Electr0's method (and all previous MUGEN stage interactivity workarounds) demanded editing the characters that were going to interact with the stage. This is highly impractical if you have a big roster, or if you download new stuff, etc. Automatization was attempted, but is hardly simple.

IKEMEN just has a feature that allows us to develop an AttachedChar: https://github.com/K4thos/Ikemen_GO/wiki/Stage-features#info_attachedchar

This Attached Char is an independent character that is loaded in no team, and is managed independently from the fight itself; it's called by the stage. And it allows for ALL my stage interactions to be compatible with anything, no code edited.

Just plug and play. For me, it's a gamechanger.


And one of the main reasons I use IKEMEN.
Amazing work and great work, plus I had no idea ikemen can do interactive this good, now I can test for my self and try new thing with it,  Because Im very very good at Ripping sprite from many countless emulators I going to redo my Old Samurai Showdown stages and plan on adding  Object in them.

Join My JUSMUGEN Community.
https://jusmugen.forumotion.com/
Re: My IKEMEN WIPs: interactive stages
#18  August 10, 2021, 03:47:54 am
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Would there be a way of doing stage interactivity where you could have a stage transition based on a enemy health state? Something like Abyss' boss stage from MVC2 being a good example, where it would change based on which version of the boss you fight based on their health level. I'm not sure if something like that would be possible, outside of round to round stage transitions you enter into the stage's def file
Re: My IKEMEN WIPs: interactive stages
#19  August 10, 2021, 08:37:42 pm
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Amazing work and great work, plus I had no idea ikemen can do interactive this good, now I can test for my self and try new thing with it,  Because Im very very good at Ripping sprite from many countless emulators I going to redo my Old Samurai Showdown stages and plan on adding  Object in them.
It's great to hear that! We could use some SamSho stages.

If you want, you can check and edit my SF2 objects to add the SamSho sprites into them: https://www.mediafire.com/file/h4d1xz5ga51ei98/SF2_Interactives.7z/file

Let me know if you need any help with that. I usually hang around discord.

Would there be a way of doing stage interactivity where you could have a stage transition based on a enemy health state? Something like Abyss' boss stage from MVC2 being a good example, where it would change based on which version of the boss you fight based on their health level. I'm not sure if something like that would be possible, outside of round to round stage transitions you enter into the stage's def file
It's completely doable, albeit a bit tedious (you have to make the whole stage as explods/helpers in the AttachedChar). In the next version of IKEMEN it'll be even easier.

But yeah, it's totally possible.
Re: My IKEMEN WIPs: interactive stages
#20  August 10, 2021, 11:01:13 pm
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That's great to know, so that means we might get more accurate versions of some old Vs game stages where they might even have stage transitions through breakable walls and floors, that's great to know too
Re: My IKEMEN WIPs: interactive stages
#21  August 11, 2021, 01:43:27 pm
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Breakable walls/floors have a whole bunch of issues... We need to actually redefine stage parameters to guarantee characters work properly, if we modify those.

Wait for IKEMEN's next version. I've done a ton suggestions to be able to implement such features, and they'll be there.
Re: My IKEMEN WIPs: interactive stages
#22  August 11, 2021, 02:46:06 pm
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When the next version of iquemen comes out, what will the interaction of stages be based on?
Re: My IKEMEN WIPs: interactive stages
#23  August 11, 2021, 04:39:24 pm
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We will be able to interact much more with actual stage elements, not just making helpers/explods to supplant them.

Also, we'll be able to change stage parameters, so chars are not broken when we expand/shrink the fighting area.
Re: My IKEMEN WIPs: interactive stages
#24  August 12, 2021, 09:42:13 pm
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Will that Mortal Kombat vs street fighter 3 stage with the falling fighting be making a comeback for ikemen?
Re: My IKEMEN WIPs: interactive stages
#25  August 14, 2021, 03:04:53 am
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I actually tried to retrieve that! I have SyN's files, but the tutorial on how to use them is offline. :(

I might try to recode everything, IF I can get the sprites.

Another WIP:


The other, more important WIP, cannot be shown... But be on the lookout. ;)
Re: My IKEMEN WIPs: interactive stages
#26  August 17, 2021, 01:12:11 pm
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One of the big challenges was to keep this coherent even if someone picks Geese. :p

The first universal cutscene stage transition. Alive chars will have better falls/landings.





Thanks to Extravagant and the people at UMT to allow this to be played in the first round of their Grand Finals!
Re: My IKEMEN WIPs: interactive stages
#27  August 18, 2021, 03:07:00 am
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I'm sure it would be a bit harder to implement, but maybe it would be better to transition into the highway stage instead? or alternatively a different version of the Geese stage. The art styles for these two are too different it feels, but overall the effect looks really cool!
Re: My IKEMEN WIPs: interactive stages
#28  August 18, 2021, 01:26:12 pm
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You can transition into any stage you want! Very easy to implement.

It's the magic of IKEMEN.
Re: My IKEMEN WIPs: interactive stages
#29  August 18, 2021, 01:49:44 pm
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Spoiler, click to toggle visibilty

go into the stage .def and change this line to whatever stage you have in your roster that you want it to be
round2def = stages\Finals\Finals.def


you can add that to ANY stage and make it have a different stage for round 2
My stages folder:
https://app.mediafire.com/g5pnpb2im4lqa

Want a screenpack ported to ikemen? DM's open
Want a stage remade with parallax & possible super jump? DM's open
Re: My IKEMEN WIPs: interactive stages
#30  August 18, 2021, 03:26:39 pm
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please,Could you make a video tutorial on how to do the interactive stages? Many of us do not speak English and seeing what is done on video is much easier.Thank you
Re: My IKEMEN WIPs: interactive stages
#31  August 18, 2021, 04:56:39 pm
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I'm planning on making a couple of small video tutorials.

But honestly, it's just as complex as making a (simple and limited, not fully playable) MUGEN/IKEMEN character.
Re: My IKEMEN WIPs: interactive stages
#32  August 27, 2021, 02:40:04 pm
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My two most recent WIPs:

A very small and crappy edit of O Ilu's MD stage, to allow lava interaction. Life regen at the cost of power if you are playing as MD, damage if you are anyone else.


And a very early version of a future collab with Tay:
Re: My IKEMEN WIPs: interactive stages
#33  August 27, 2021, 06:17:42 pm
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That last idea looks great.
Re: My IKEMEN WIPs: interactive stages
#34  September 05, 2021, 06:43:19 am
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Latest WIP in the World Heroes Deathmatch mode pack; Beat'em Up Bar!

Re: My IKEMEN WIPs: interactive stages
#35  September 18, 2021, 07:40:12 am
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Latest wip. Done with all ripping and animations. Just coding now, which is what I like.

Re: My IKEMEN WIPs: interactive stages
#36  September 20, 2021, 11:12:20 pm
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Aaaaaaaand it's done. Used some rips from Electr0.

Re: My IKEMEN WIPs: interactive stages
#37  October 01, 2021, 12:16:39 am
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From yesterday.


Tons of thanks to Reginukem and KAINE. :D
Re: My IKEMEN WIPs: interactive stages
#38  October 02, 2021, 12:17:20 am
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Today's quota:

Just two more stages and the WH2Jet referee (which is simpler than Kuroko, honestly) to release the full set of WH1/2/Jet stages.
Re: My IKEMEN WIPs: interactive stages
#39  October 05, 2021, 08:16:20 pm
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great job
Re: My IKEMEN WIPs: interactive stages
#40  October 06, 2021, 09:46:55 pm
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Thanks! All WH1/2/Jet/Perfect stages released in a single pack, now. :D
Re: My IKEMEN WIPs: interactive stages
#41  October 23, 2021, 12:53:37 am
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A ton WIPs with mah buddy Taybear.









Re: My IKEMEN WIPs: interactive stages
#42  November 06, 2021, 06:25:38 am
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My buddy Reginukem developed a single SFF with the WHOLE interactives for this, so... Be on the lookout. Neo Geo DD stages coming up!

Re: My IKEMEN WIPs: interactive stages
#43  November 06, 2021, 07:59:52 pm
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More updates, will add the sounds and FX missing to more stages after the weekend.

Re: My IKEMEN WIPs: interactive stages
#44  November 17, 2021, 03:53:23 pm
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Remember SFvsMK?

Well, it's getting done.

Re: My IKEMEN WIPs: interactive stages
#45  November 26, 2021, 07:34:19 pm
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NEW WIP: MvC1 updated version, accurate to source and using all IKEMEN goodness.

Re: My IKEMEN WIPs: interactive stages
#46  November 26, 2021, 09:25:40 pm
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It's not completely accurate, but I doubt those issues can be fixed with the current version of I.K.E.M.E.N GO.
Re: My IKEMEN WIPs: interactive stages
#47  November 26, 2021, 11:44:40 pm
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Yeah not 100% accurate, that would be a whole other task.

I mean I'd have to start by using Capcom's weird resolution.
Re: My IKEMEN WIPs: interactive stages
#48  December 30, 2021, 07:36:29 pm
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More vids coming soon...

Re: My IKEMEN WIPs: interactive stages
#49  January 06, 2022, 08:29:08 pm
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Oh, another WIP... This time a collaboration!
Re: My IKEMEN WIPs: interactive stages
#50  January 06, 2022, 09:57:00 pm
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DB interactive stages? Let’s go
Re: My IKEMEN WIPs: interactive stages
#51  February 14, 2022, 07:09:12 pm
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Rise from your grave! Yeah, literally, this stage's a graveyard.

Extra special thanks to my buddy Reginukem who did all the amazing sprite rips. Stay tuned, there will be many, many more.

Re: My IKEMEN WIPs: interactive stages
#52  February 18, 2022, 08:44:35 pm
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Geez, took long enough, eh?

Re: My IKEMEN WIPs: interactive stages
#53  February 19, 2022, 03:34:45 pm
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That looks great. Can Ryu also trigger it or is it slash attacks only?
You can help with Ikemen GO's development by trying out the latest development build and reporting any bugs on GitHub.
My Mugen and Ikemen content can also be found here.
Re: My IKEMEN WIPs: interactive stages
#54  February 20, 2022, 02:53:43 am
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That looks great. Can Ryu also trigger it or is it slash attacks only?
Thanks! Ryu can trigger them, too. I have not yet settled on which system I'll use to try and mimic Samsho's "slash only" thing. This is probably the most complex task ahead code-wise.

First, I can try to identify proper characters which can cut the objects, I'm thinking to take a pool from:
1) Those with the proper anims following our Guild standard, from Messatsu; 8055055 - Bladed or 8055056 - Piercing
and/or
2) Those from a hugeass namelist of Samsho, Last Blade, and blade using chars

So far, so good. But even the proper Genjuro still has kicks, and those would not trigger the effect in the original game... But will do so here. So I should be checking for specific character states/animations for this to be done completely properly... For each character. I will surely leave out a ton of stuff that should hit it and will not be covered. This approach would lead to very few false positives but a ton false negatives.

The alternative is to just have Special and Hyper attacks trigger it, but no normal projectiles (unless, for instance, Captain America's shield or Cham Cham's boomerang? Maybe exceptions?). This will lead to more false positives, but hey Ryu can throw electricity so realism is kinda unneeded.

I'll probably try to code it all with this logic, and let players choose some of it via a config file.
Re: My IKEMEN WIPs: interactive stages
#55  February 20, 2022, 12:01:15 pm
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First, I can try to identify proper characters which can cut the objects, I'm thinking to take a pool from:
1) Those with the proper anims following our Guild standard, from Messatsu; 8055055 - Bladed or 8055056 - Piercing
and/or
I wish I hadn't stopped using that in my last characters, because more characters would be using it now. ;P

Quote
The alternative is to just have Special and Hyper attacks trigger it, but no normal projectiles (unless, for instance, Captain America's shield or Cham Cham's boomerang? Maybe exceptions?). This will lead to more false positives, but hey Ryu can throw electricity so realism is kinda unneeded.
That's a good compromise, I think. I personally wouldn't care that Shoryuken and Tatsumaki can cut bamboo.
You can help with Ikemen GO's development by trying out the latest development build and reporting any bugs on GitHub.
My Mugen and Ikemen content can also be found here.
Re: My IKEMEN WIPs: interactive stages
#56  February 21, 2022, 04:22:04 am
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That's a good compromise, I think. I personally wouldn't care that Shoryuken and Tatsumaki can cut bamboo.
Thanks! Will take it into account.

More advances, Samsho 2 almost done (some animations of Kei and Oshizu are missing, still have to add sounds).

Re: My IKEMEN WIPs: interactive stages
#57  February 21, 2022, 05:00:55 pm
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Looking good, compatriot.
Re: My IKEMEN WIPs: interactive stages
#58  February 23, 2022, 04:10:18 am
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Looking good, compatriot.
Gracias!

I finished adding sounds and doing the blade-character user detection system.

Tomorrow I have to finish Haohmaru's stage and lower some sounds, and I think we're good to go.

Re: My IKEMEN WIPs: interactive stages
#59  March 09, 2022, 09:57:30 pm
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Coming soon. :D
Re: My IKEMEN WIPs: interactive stages
#60  March 21, 2022, 09:20:13 am
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Due to popular request, an improved and highly customizable water effect generator.

Re: My IKEMEN WIPs: interactive stages
#61  March 21, 2022, 09:27:51 am
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Due to popular request, an improved and highly customizable water effect generator.
[youtube]https://www.youtube.com/watch?v=wdcrEEXWePw[/youtube]


Dopeeee, due to popular request he says, more so me bitching in the discord lmao :D

Thanks for including it.
Last Edit: March 21, 2022, 09:39:57 am by PeXXeR
Re: My IKEMEN WIPs: interactive stages
#62  March 28, 2022, 06:23:15 am
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  • WIP: Tons and tons of IKEMEN stages
Aaaaand updated/still in progress:
Re: My IKEMEN WIPs: interactive stages
#63  March 30, 2022, 03:10:36 am
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  • WIP: Tons and tons of IKEMEN stages
Even more stuff added:
Re: My IKEMEN WIPs: interactive stages
#64  April 10, 2022, 01:00:57 am
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  • WIP: Tons and tons of IKEMEN stages
I don't think I've announced my latest WIP here!

Re: My IKEMEN WIPs: interactive stages
#65  April 13, 2022, 09:20:48 pm
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  • WIP: Tons and tons of IKEMEN stages
Stage by Foobs, who is an excellent betatester! :)
Re: My IKEMEN WIPs: interactive stages
#66  April 13, 2022, 09:34:24 pm
  • ***
  • "Forgeddaboudit"
  • Squawkabilly
    • Romania
    • wf4123.neocities.org
Re: My IKEMEN WIPs: interactive stages
#67  April 14, 2022, 06:59:45 pm
  • ******
    • Portugal
    • network.mugenguild.com/pots/
You should let them jump on top of the turnbuckle. :8):
You can help with Ikemen GO's development by trying out the latest development build and reporting any bugs on GitHub.
My Mugen and Ikemen content can also be found here.
Re: My IKEMEN WIPs: interactive stages
#68  April 15, 2022, 09:10:08 am
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  • I can take'em out with my fists
nah screw the turnbuckle the ropes are what I wanna see used
Re: My IKEMEN WIPs: interactive stages
#69  April 15, 2022, 03:02:45 pm
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  • commissions open bang my line
    • USA
    • https://www.paypal.com/paypalme/xtayisblackx?country.x=US&locale.x=en_US
My stages folder:
https://app.mediafire.com/g5pnpb2im4lqa

Want a screenpack ported to ikemen? DM's open
Want a stage remade with parallax & possible super jump? DM's open
Re: My IKEMEN WIPs: interactive stages
#70  July 06, 2022, 11:28:36 pm
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  • WIP: Tons and tons of IKEMEN stages
More advances in the multi-scene stage system. :)

Re: My IKEMEN WIPs: interactive stages
#71  July 27, 2022, 03:33:31 pm
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    • USA
Ooooh i'm loving the multi-scene system and the wrestling video! That looks great.
Re: My IKEMEN WIPs: interactive stages
#72  July 28, 2022, 04:27:42 pm
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  • WIP: Tons and tons of IKEMEN stages
A new SCTRL is allowing us to actually expand and shrink stage areas! This is a gamechanger.

Re: My IKEMEN WIPs: interactive stages
#73  August 08, 2022, 06:06:43 am
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  • WIP: Tons and tons of IKEMEN stages
More ideas, more stages...
Re: My IKEMEN WIPs: interactive stages
#74  August 09, 2022, 05:47:39 am
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  • WIP: Tons and tons of IKEMEN stages
Both sides working fine, now.
Re: My IKEMEN WIPs: interactive stages
#75  August 09, 2022, 08:20:47 am
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    • Spain
    • oscarstg1@gmail.com
Thanks, they are very original. Another idea, for example there are boxes, rocks, or objects on the stage, if you get close and kick them, they shoot out at the enemy and damage them. It would be like the game injustice 2. Is it possible?
Re: My IKEMEN WIPs: interactive stages
#76  August 09, 2022, 08:58:42 am
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  • WIP: Tons and tons of IKEMEN stages
Thanks for the suggestion, but I am going for the Rage of the Dragons original source behaviour.
Re: My IKEMEN WIPs: interactive stages
#77  August 22, 2022, 09:16:34 pm
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  • WIP: Tons and tons of IKEMEN stages
The whole set of RotD stages is ready.

Re: My IKEMEN WIPs: interactive stages
#78  August 26, 2022, 08:52:11 am
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  • WIP: Tons and tons of IKEMEN stages
Samurai Shodown stage pack updated with a new functionality:

This will now go into the backburner, beacuse more stages besides Basara's could use the Sudden Death mechanic.
Last Edit: August 26, 2022, 05:20:22 pm by Lasombra Demon
Re: My IKEMEN WIPs: interactive stages
#79  September 23, 2022, 08:03:57 pm
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  • WIP: Tons and tons of IKEMEN stages
Like the RotD stages, with less functionalities.


Re: My IKEMEN WIPs: interactive stages
#80  September 24, 2022, 07:10:28 pm
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  • WIP: Tons and tons of IKEMEN stages


The other PI1 stages.
Re: My IKEMEN WIPs: interactive stages
#81  September 24, 2022, 09:39:39 pm
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    • Brazil
    • https://www.facebook.com/profile.php?id=100074220240917
man, your work is so cool
Re: My IKEMEN WIPs: interactive stages
#82  October 19, 2022, 10:02:22 pm
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  • WIP: Tons and tons of IKEMEN stages
Re: My IKEMEN WIPs: interactive stages
#83  October 20, 2022, 02:04:41 am
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  • Just A Dude...
  • For me, it was Tuesday...
    • Canada
    • chaoticdarkness.deviantart.com/
At around the 3:53 moment (sorry it wouldn't let me timestamp it on here. I wonder, with interactive stages would something like this be possible? Where you could have like interactive NPC's with variable actions, like in Def Jam they can assist by grabbing opponents, hitting with weapons, or even thinking of like some other games where sometimes they can throw in power ups and such like health, damage buffs. Would something like this be doable as well?


or clipped here
Re: My IKEMEN WIPs: interactive stages
#84  November 01, 2022, 06:29:18 pm
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  • WIP: Tons and tons of IKEMEN stages
Sure! Totally doable. The only thing is that we'd require sprites.


Also: new wip
Re: My IKEMEN WIPs: interactive stages
#85  December 03, 2022, 03:36:00 am
  • *****
  • WIP: Tons and tons of IKEMEN stages
Well, might as well show it here.

Behold... The first Bonus Stage that is Versus-able.

Re: My IKEMEN WIPs: interactive stages
#86  December 18, 2022, 03:27:53 pm
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  • WIP: Tons and tons of IKEMEN stages
And speaking of versus-able bonus games...

Re: My IKEMEN WIPs: interactive stages
#87  December 18, 2022, 05:25:20 pm
  • avatar
  • ***
  • Why,
Oh, nice. let+s seen at ausnz at summer.
keep work like pro and get safe!
 
Hey, can i help, or maybe i need help
Re: My IKEMEN WIPs: interactive stages
#88  December 20, 2022, 06:10:12 am
  • *****
  • WIP: Tons and tons of IKEMEN stages
More details of my futbol bonus game!

Re: My IKEMEN WIPs: interactive stages
#89  January 06, 2023, 01:12:29 pm
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  • #1 Boss Lady
    • UK
That's pretty smooth! Great work, excited to see this stuff come out for sure  :nuttrox:
Re: My IKEMEN WIPs: interactive stages
#90  January 09, 2023, 01:44:10 am
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The bubbles, soccer, etc are all amazing. You’re the king of Ikemen in regards to pushing it to its limit
Re: My IKEMEN WIPs: interactive stages
#91  February 07, 2023, 01:32:05 am
  • *****
  • WIP: Tons and tons of IKEMEN stages
That's pretty smooth! Great work, excited to see this stuff come out for sure  :nuttrox:
Thanks! Most of it will be released when 0.99 is public.

The bubbles, soccer, etc are all amazing. You’re the king of Ikemen in regards to pushing it to its limit
Thanks buddy, really appreciate those words.

Now, for a new WIP:

This seems simple, right? WRONG. You can summon up to 99 objects per stage with this baby... And the whole system reads Stage Constants, to avoid the hassle of having to edit the AttachedChar, and helping stagemakers put breakables easily into their games. Stage constants as the following:
Code:
;========================================================
[Constants]
;=OBJECT_1
;BASIC
Enable_Object_1= 1;set to 0 to not spawn this object
Type_Object_1=1;Type 1 is classic breakable

;POSITIONS
PosX_Object_1=-100
PosY_Object_1=-40
Ancho_Object_1=25;Wide
Alto_Object_1=41;Tall

;ANIMS
HealthyAnimNo_Object_1=1
BrokenAnimNo_Object_1=12
DebrisAnimNoBottom_Object_1=2
DebrisAnimNoTop_Object_1=10

;DEBRIS
DebrisAmountBot_Object_1=3;to randomize bottom amount of debris
DebrisAmountTop_Object_1=8;to randomize top amount of debris
DebrisBlink_Object_1=1;0 no blink, 1:blink+fade, -1:no fade
DebrisRandomizeAnim_Object_1=0
DebrisBounces_Object_1=10;no more than 20
DebrisSpin_Object_1=0;
DebrisFlyYAvg_Object_1=900.0;divided by 100
DebrisYFlyMin_Object_1=1000.0
DebrisFlyXAvg_Object_1=600.0;spread in X axis

;OTHER
DramaticPause_Object_1=2;Use even times > 1 to not stop bg
Colorize_Object_1=1
BlinkHideOnBreak_Object_1=1;1 blinks,0 doesn't, -1 keeps object
ScaleObject_Object_1=1.25
SoundPlayed_Object_1=1;0 is wood, 1 is trash
ResetOnRound_Object_1=0
ForceFacing_Object_1=0;Zero is random, -1 left, 1 right
Random_Chance_Object_1=0;odds of appearing / zero is 100%
Shared_Channel_Object_1=1996;only one of all the objects
;that share this channel will be displayed
;===============================================
Last Edit: February 07, 2023, 01:35:08 am by Lasombra Demon
Re: My IKEMEN WIPs: interactive stages
#92  February 12, 2023, 06:55:57 pm
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Hello, Lasombra.

I would like to know if it's possible to replicate a real-time clock in Ikemen Go, similar to the one in Kurisu's stage in Seifuku Densetsu Pretty Fighter X or Umbra Clock Tower/Smashville stages in Super Smash Bros.
Re: My IKEMEN WIPs: interactive stages
#93  February 13, 2023, 12:04:36 am
  • ****
    • Argentina
    • matrerog@yahoo.com.ar
Hey @snowy997 this is a very good question. Playing in a scenario that depends on your local time setting could be a nice fight experience. I would also like to know about the possibilities of this.
Re: My IKEMEN WIPs: interactive stages
#94  February 13, 2023, 02:02:18 am
  • ***
More details of my futbol bonus game!

[youtube]https://www.youtube.com/watch?v=3M4D_EfYWww[/youtube]

Also, about that Football bonus game, since the game is stored in a stage (because it's versus-able), do you pretend to release more stadiums for variety? Just if someone makes a game based only on this lol :P