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Ikemen GO (Read 647885 times)

Started by K4thos, May 26, 2018, 03:04:27 AM
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Re: Ikemen GO
#1881  August 29, 2021, 01:37:59 PM
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I have the same issue as Bane84: in Mugen the stage is always shown at its correct aspect ratio, with black bars if this differs from the GameWidth:GameHeight ratio; in IkemenGo the stage is always shown at the GameWidth:GameHeight ratio:


The top two images show a 4:3 stage with Mugen/IkemenGo in 16:9; the bottom two show a 16:9 stage with the game in 4:3.  I'd like an option for IkemenGo to replicate the Mugen behaviour:
  • it means you can have a mixture of stages with different resolutions and they'll all be displayed correctly
  • it allows you to use a screenpack with a different resolution to your stages

set the resolution to a 4:3 format, i use 1280x960 and it should look normal
If you do this you can't use a 16:9 screenpack - the sides of the select screen get cut off.
Re: Ikemen GO
#1882  September 10, 2021, 04:00:54 PM
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suggestions the could be an option for the music to still be playing in the background for the musicvictory if we just use a quick sound that would be a good option to have and boss rush mode having it's own rounds to win in the options.
Re: Ikemen GO
#1883  September 11, 2021, 12:15:49 AM
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suggestions the could be an option for the music to still be playing in the background for the musicvictory if we just use a quick sound that would be a good option to have and boss rush mode having it's own rounds to win in the options.

OK, it should be easy to implement.

Spoiler, click to toggle visibilty

We still have not finished implementing Mugen's 1.1 stagefit.
So that's why it happens

I promise that I'll center on implement letterboxing soon.
But wait!! We haven't made the Suave Dude character yet!!
Re: Ikemen GO
#1884  September 11, 2021, 05:21:45 AM
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Actually in the rounds to win would there be a way to set it in the select.def lets say we want to make an unlockable character that is randomly encountered through a playthrough and we want there to be a one round only on this specific character versus the usual two rounds.
Re: Ikemen GO
#1885  September 11, 2021, 05:26:18 AM
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But wait!! We haven't made the Suave Dude character yet!!
Re: Ikemen GO
#1886  September 11, 2021, 07:45:16 AM
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Roger that!
Re: Ikemen GO
#1887  September 15, 2021, 06:24:15 AM
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Hi, first time posting on here, been working on a game using the Ikemen GO engine and was wondering if there was a feature implemented that allowed for multiple select screen portraits? or a way for me to implement it? was trying to find a way for the small select screen portrait to change when being hovered over and selected but so far havent found anything about it or figured it out. Thanks
Re: Ikemen GO
#1888  September 20, 2021, 12:03:04 AM
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Hi! I got a question:

I've been told that Ikemen allows for actual platform coding. So in search for more info, I've only managed to find this section of the State controllers page, in the GitHub wiki:

Quote
Projectile parameters
Platform

TODO: ?

PlatformWidth

TODO: ?

PlatformHeight

TODO: ?

PlatformAngle

TODO: ?

PlatformFence

TODO: ?

ProjAngle

Specifies the angle to rotate the Projectile animation.

So, does it mean those parameters can be actually functional inside the engine's current build? If so, could you give a bit more info on what's required to proper implement it?

I'm making a full game that has it's core mechanics centered around stage interactivity. Having a more adjustable platform system would be the decisive point for me to fully move my project from Mugen to Ikemen. :)
Re: Ikemen GO
#1889  September 20, 2021, 05:48:04 AM
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So, does it mean those parameters can be actually functional inside the engine's current build? If so, could you give a bit more info on what's required to proper implement it?
Platforms aren't in the current stable build of IKEMEN GO (v0.97), but they should be available when 0.98 is released (which is probably why there's no documentation about it yet).  I don't have an exact date on when that'll be released though.
If you hate your old stuff, that's just a sign you're improving enough to see what was bad about it.
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Re: Ikemen GO
#1890  September 21, 2021, 01:39:03 AM
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Ah, understood. This is good to know! I look forward to the next updates. :)


Hopefully it won't be too much of a nuisance, to implement a few parameters within the platform coding, that allow players to trigger different states based on the ledge distance or position;

(visual example)
Re: Ikemen GO
#1891  September 23, 2021, 06:41:57 AM
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  • Coming on!
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Wait! Where's The Test Release on IKEMEN GO?

Pilou By DJ_Pilou on 2022!
Re: Ikemen GO
#1892  September 23, 2021, 05:10:10 PM
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Spoiler, click to toggle visibilty

We still have not finished implementing Mugen's 1.1 stagefit.
So that's why it happens

I promise that I'll center on implement letterboxing soon.
Ah that's great, thanks for replying. And by the way, this is the only issue I've found when switching from Mugen, I've been amazed by how well Ikemen Go handles Mugen content (I can only imagine how painful it must have been, especially emulating the way Mugen handles buggy code). Not to mention all the new features which I've only just started to look at. Kudos and thanks for all your hard work.
Re: Ikemen GO
#1893  September 29, 2021, 03:56:31 AM
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Any idea on how to resolve the problem where when the user opens the Windows version of Ikemen GO, there's no video (black screen) but audio?  I'm pretty sure it has something to do with their graphics card (Intel vs nVidia).  I did some research to see if a solution has already been found (like a configuration change), but I was unsuccessful.