Street Fighter vs Mortal Kombat by Lasombra Demon
-------------------------------
VERSION 1.0
Inspired by Proxicide's awesome work,
and Syn's legendary interactive of the old days,
I used sprites from a ton old stages,
and recoded everything myself.
Well, here it is. The most complex stage I've done so far.
Stuff can usually be triggered by doing a good uppercut
in the proper place and time.
And the klues? Well, if you managed to crack the whole code,
know this: there is a clue I didn't even place, but you should be
able to figure it out using four others. And then you can enjoy
a *permanent* upgrade.
If no one finds the secret by Jan 25th, I might release
some extra tips on how to find it.
=INSTALLATION: Just unzip everything together into your
and add a "stages\SFvsMK.def" (minus the quotes) line
in your select.def
=FOR USE IN IKEMEN 0.98.1 and above.
If you want to help out reporting bugs and with constructive
criticism, plz contact me
Taybear
Vegaz_Parrelli
Reginukem
Justin
OrochiKyoCR
Kamekaze
IKEMEN and Guild Discord
K4thos
IronMugen
Justin Algarin
=Version 1.0, 5/1/2022:
-Tag disabled during freefall mode;
special thanks to K4thos and Kamekaze on this one (fix applied
in future IKEMEN versions).
-Fatals will trigger properly only in certain locations of the stage.
Again, special thanks to K4thos for this one.
-Attic transition was sometimes altered by pause/superpause. Fixed.
-Freefall animations polished.
-Controls during freefall now include you can just hold back to go back,
no need to turn.
-Bottom Pit Fatal polished.
=Version 0.9, 3/1/2022: Many improves following K4thos'
generous feedback and checking out Syn's original development.
-Revamped the readme.
-Uppercut transition bug fixed, now other players beside P1
can also hit and will trigger it properly. Also the explod of the
player which goes through the bridge will be properly aligned now.
-Bridge will now detect when people are thrown against it,
a bit more reliably. Also will handle better when people
is thrown against it *and gets destroyed*.
-Changed a design choice; blocking is now enabled during freefall!
To turn, just use the taunt button while holding back!
Turning is also required to move backwards, now. This might change.
-Freefall mode controls revamped,
will not act with "inertia and fall" but with more full control.
-Added some AnimTime checks for freefall mode,
to avoid too quick spamming of moves.
-Sawblades will now surely go towards the center of the screen upon
first hit.
-Added IKEMENVERSION parameter, which should fix a fatal that was
kinda wonky otherwise.
-Some superpauses and pauses would bug out the freefall
mode background. They should not break things (so easily) any more.
-Touched up the fatal in the Bottom Blades and Outside.
Known bugs (kinda hard to fix):
-Tag should be disabled during freefall.
-Fatals should be doable for each opponent in turns mode?
=Version 0.8, 1/1/2022; be on the lookout for updated versions,
don't download from outdated sources! I will be polishing this
for a while.