YesNoOk
avatar

Ikemen GO (Read 1222091 times)

Started by K4thos, May 26, 2018, 03:04:27 am
Share this topic:

dan

Re: Ikemen GO Plus
#421  March 14, 2019, 10:50:30 am
  • avatar
  • *
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 ;-)   ). 


Last Edit: March 14, 2019, 10:09:41 pm by dan
Re: Ikemen GO Plus
#422  March 15, 2019, 06:11:45 pm
  • avatar
  • *
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 !!
Re: Ikemen GO Plus
#423  March 15, 2019, 06:27:43 pm
  • avatar
  • **
    • Turkey
Also chars who have both dash and run ability cannot run or dash.They just jump forward.Example char:M206's sagatto.
Re: Ikemen GO Plus
#424  March 15, 2019, 07:10:50 pm
  • avatar
  • **
@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.

dan

Re: Ikemen GO Plus
#425  March 16, 2019, 09:57:15 am
  • avatar
  • *
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 enum
openal: invalid name
openal: invalid name
openal: invalid name
panic: ./script/motif.lua:1302: open font/f-4x6.fnt: no such file or directory
stack 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

Re: Ikemen GO Plus
#426  March 16, 2019, 10:01:53 am
  • avatar
  • *
@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 :\

dan

Re: Ikemen GO Plus
#427  March 16, 2019, 01:16:58 pm
  • avatar
  • *
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.

Re: Ikemen GO Plus
#428  March 16, 2019, 07:37:20 pm
  • ***
  • One of Ikemen GO devs
    • Colombia
Hey dan to use Ikemen you need some files from Mugen:
http://www.mediafire.com/file/i2u70ordfjqj186/Ikemen_Mugen_Files.zip/file

I don't upload them to the repo because copyright reasons,.

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.

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.
But wait!! We haven't made the Suave Dude character yet!!
Last Edit: March 16, 2019, 07:46:34 pm by Gacel
Re: Ikemen GO Plus
#429  March 16, 2019, 09:36:41 pm
  • ****
  • Pixels are atom's of resolution,Low-res or Hi-res
    • Turkey
    • metekervan26@gmail.com
you mind checking why some characters cant run,dash? had to rename stateno 100 to 99 and remove nowalk assertspecial.

dan

Re: Ikemen GO Plus
#430  March 16, 2019, 09:44:59 pm
  • avatar
  • *
Hey dan to use Ikemen you need some files from Mugen:
http://www.mediafire.com/file/i2u70ordfjqj186/Ikemen_Mugen_Files.zip/file

I don't upload them to the repo because copyright reasons,.


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!
Re: Ikemen GO Plus
#431  March 16, 2019, 10:29:18 pm
  • avatar
  • **
@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.
Re: Ikemen GO Plus
#432  March 17, 2019, 11:18:54 am
  • *****
It depends on the char, some of them dont even scale in mugen.
Re: Ikemen GO Plus
#433  March 17, 2019, 02:45:13 pm
  • ***
  • One of Ikemen GO devs
    • Colombia
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.
https://github.com/Windblade-GR01/Ikemen_GO/commit/d4690c71d480bb3bfed3e7c715ff0d3f36ed51db
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.
But wait!! We haven't made the Suave Dude character yet!!
Last Edit: March 17, 2019, 04:23:53 pm by Gacel
Re: Ikemen GO Plus
#434  March 18, 2019, 06:10:03 am
  • avatar
  • *
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.
https://github.com/Windblade-GR01/Ikemen_GO/commit/d4690c71d480bb3bfed3e7c715ff0d3f36ed51db
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 :)
Last Edit: March 18, 2019, 09:45:27 am by fisahas
Re: Ikemen GO Plus
#435  March 18, 2019, 08:45:14 pm
  • ***
  • One of Ikemen GO devs
    • Colombia
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.

About the lifebar problem could you upload the error log?
But wait!! We haven't made the Suave Dude character yet!!
Last Edit: March 18, 2019, 08:49:08 pm by Gacel
Re: Ikemen GO Plus
#436  March 18, 2019, 09:23:04 pm
  • avatar
  • **
    • Turkey
Re: Ikemen GO Plus
#437  March 18, 2019, 11:51:23 pm
  • ***
  • One of Ikemen GO devs
    • Colombia
But wait!! We haven't made the Suave Dude character yet!!
Last Edit: March 19, 2019, 12:01:32 am by Gacel
Re: Ikemen GO Plus
#438  March 19, 2019, 12:05:06 am
  • *****
  • Formerly known as HyperClawManiac
  • Competitive MUGEN when?
    • UK
    • sites.google.com/view/ragingrowen/home
Well I had Ikemen Plus 0.3 and DW's chars would do a short jump instead of running or dashing.
WIP Schedule:
The next Street Fighter All-Stars update
Re: Ikemen GO Plus
#439  March 19, 2019, 02:10:05 pm
  • avatar
  • *
About the lifebar problem could you upload the error log?

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

Code:
runtime error: index out of range
goroutine 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 +0x650
panic(0x88e860, 0x7cb990)
C:/Dev/Go/src/runtime/panic.go:513 +0x1c7
main.(*Fnt).DrawText(0xc00bd4ed90, 0x7b9810, 0x1, 0x43358000434d0000, 0x3f0000003f000000, 0x100000000)
C:/Ikemen_GO/src/font.go:493 +0x479
main.(*Layout).DrawText(0xc00c3d64fc, 0x0, 0x3f800000, 0x7b9810, 0x1, 0xc00bd4ed90, 0x100000000)
C:/Ikemen_GO/src/common.go:611 +0x119
main.(*PowerBar).draw(0xc00c3d6000, 0xf350000, 0x3f80000000000000, 0x7d9d38, 0xa, 0xa)
C:/Ikemen_GO/src/lifebar.go:255 +0x398
main.(*Lifebar).draw(0x7d9d18, 0x0)
C:/Ikemen_GO/src/lifebar.go:1196 +0x2c8
main.(*System).draw(0x7d3b20, 0x80000000, 0xc03f800000)
C:/Ikemen_GO/src/system.go:1215 +0x757
main.(*System).fight(0x7d3b20, 0xc000014900)
C:/Ikemen_GO/src/system.go:1589 +0xec5
main.systemScriptInit.func61.2(0x18, 0x90df70, 0x7d3b20)
C:/Ikemen_GO/src/script.go:853 +0x23e
main.systemScriptInit.func61(0xc000218000, 0x0)
C:/Ikemen_GO/src/script.go:897 +0x3cd
github.com/yuin/gopher-lua.callGFunction(0xc000218000, 0x0, 0xc001739801)
C:/Ikemen_GO/go/src/github.com/yuin/gopher-lua/vm.go:136 +0x47
github.com/yuin/gopher-lua.init.3.func26(0xc000218000, 0x7c000601, 0xc00020e000, 0x0)
C:/Ikemen_GO/go/src/github.com/yuin/gopher-lua/vm.go:717 +0x39b
github.com/yuin/gopher-lua.mainLoop(0xc000218000, 0xc00020e000)
C:/Ikemen_GO/go/src/github.com/yuin/gopher-lua/vm.go:31 +0xe1
github.com/yuin/gopher-lua.(*LState).callR(0xc000218000, 0x0, 0xffffffffffffffff, 0x0)
C:/Ikemen_GO/go/src/github.com/yuin/gopher-lua/state.go:876 +0x24e
github.com/yuin/gopher-lua.(*LState).Call(0xc000218000, 0x0, 0xffffffffffffffff)
C:/Ikemen_GO/go/src/github.com/yuin/gopher-lua/state.go:1613 +0x4f
github.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 +0xe1
github.com/yuin/gopher-lua.(*LState).DoFile(0xc000218000, 0xc000068900, 0xf, 0x979380, 0xc0000d12f0)
C:/Ikemen_GO/go/src/github.com/yuin/gopher-lua/auxlib.go:394 +0xc9
main.main()
C:/Ikemen_GO/src/main.go:235 +0x15c2

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]: ?
Re: Ikemen GO Plus
#440  March 19, 2019, 08:07:53 pm
  • ***
  • One of Ikemen GO devs
    • Colombia
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.
But wait!! We haven't made the Suave Dude character yet!!
Last Edit: March 19, 2019, 09:50:36 pm by Gacel