YesNoOk
avatar

Ikemen GO (Read 1261229 times)

Started by K4thos, May 26, 2018, 03:04:27 am
Share this topic:
Re: Ikemen GO Plus
#321  February 24, 2019, 08:35:46 pm
  • avatar
  • *
Re: Ikemen GO Plus
#322  February 24, 2019, 08:38:50 pm
  • ***
  • One of Ikemen GO devs
    • Colombia
Ducking sound effect?
In my end there is no sound when ducking.

He means audio ducking, where sounds and music become quieter as other sounds play. This has been a thing since base IKEMEN.

yes, you got me right. pls lemme know if its pos not to lower the bgm volume while other sounds are on the go !!

Aaaaa that thing. (Sorry English is not my native language) As I said a audio system rewrite is in progress. (NeatUnsou already made a lot of progress)
The audio ducking is caused by the dumb openAL audio audio normalizer (At least I thinks is the openAL "Enhancements") we have no way to disable it so rewrite the current audio system is our better option.

The engine needs a lot of refactoring. The last updated modified the whole render to improve compatibility with integrated Intel GPUs and other stuff. (Again NeatUnsou's work)

Also the BGM ducking also happens when using MP3s? (I'm asking this beacuse the MP3 player uses a whole different audio system)

Can you show me example of how to add interactive stuff?Cus i copied and pasted interactive codes on common1 but it doesnt work.

Well instead of [statedef -2] you need to use [statedef -20]
Also there also common.air (Animation) file.

Sorry, I never used interactive mugen before.
I will try to install it later in Ikemen.
But wait!! We haven't made the Suave Dude character yet!!
Last Edit: February 24, 2019, 09:04:03 pm by Gacel
Re: Ikemen GO Plus
#323  February 24, 2019, 09:17:52 pm
  • avatar
  • *

Aaaaa that thing. (Sorry English is not my native language) As I said a audio system rewrite is in progress. (NeatUnsou already made a lot of progress)
The audio ducking is caused by the dumb openAL audio audio normalizer (At least I thinks is the openAL "Enhancements") we have no way to disable it so rewrite the current audio system is our better option.

The engine needs a lot of refactoring. The last updated modified the whole render to improve compatibility with integrated Intel GPUs and other stuff. (Again NeatUnsou's work)

thanks for your reply. so I'm taking your reply as "wait until the next update of IKEMEN engine", well I can wait for it :)


Also the BGM ducking also happens when using MP3s? (I'm asking this beacuse the MP3 player uses a whole different audio system)

I've used only mp3, dunno if that duck-shit happens same on other audio formats !!

btw, can you or anyone tell me how to take in-game screenshot? F12 is the hotkey works for mugen, so what's for IKEMEN? thanks in advance..

EDIT: I've converted my mp3 to ogg file, seems that duck effect is enabled for all types of audio file !!
Last Edit: February 25, 2019, 04:34:37 am by fisahas
Re: Ikemen GO Plus
#324  February 25, 2019, 05:24:43 pm
  • ****
  • Pixels are atom's of resolution,Low-res or Hi-res
    • Turkey
    • metekervan26@gmail.com
Gacel
Was going to ask,think you can check the zoomout option? It seems too zoom out extreme even if I decrease it no matter what,wasnt having this issue in Ikemen Plus.
Re: Ikemen GO Plus
#325  February 25, 2019, 07:31:24 pm
  • avatar
  • **
Re: Ikemen GO Plus
#326  February 26, 2019, 04:48:03 am
  • ***
  • One of Ikemen GO devs
    • Colombia
Hey @Gacel: https://osdn.net/users/neatunsou/pf/ikemen_go/scm/commits/72a56b9d103b64c74e5232544867925793d88a1b

looks like neatunsou fixed the pause and superpause with projectiles bug, is he reading our issues on the forums? Or you guys stay in contact with eachother? Anyway, this is great news!

No, neatunsou only info is his profile in OSDN. We are not in contact.
Considering that neatunsou merged my work maybe they read this thread. (Or that superpause bug was a know bug)
Anyway it would be great if it posted on this tread.

EDIT:
And fixed the screenpack rendering bug. That's curious,
Maybe it really reads this tread.
EDIT END

Gacel
Was going to ask,think you can check the zoomout option? It seems too zoom out extreme even if I decrease it no matter what,wasnt having this issue in Ikemen Plus.

It woks as expected on my end (The one in the options menu) I'm not sure if it the one in the stages file is implemented.
But wait!! We haven't made the Suave Dude character yet!!
Last Edit: February 26, 2019, 04:53:35 am by Gacel
Re: Ikemen GO Plus
#327  February 26, 2019, 05:16:49 pm
  • avatar
  • **
Yes it's too much of a coincidence, maybe he does read it. nonetheless I think its great that he is seeing our user input as well if so. I can confirm, built the latest build and the superpause and pause bugs with projectiles is fixed now
Re: Ikemen GO Plus
#328  February 27, 2019, 10:14:30 pm
  • ****
  • Hey four stars, whatever that means
    • Canada
    • amidweiz.neocities.org
Re: Ikemen GO Plus
#329  March 01, 2019, 05:19:08 am
  • ***
  • One of Ikemen GO devs
    • Colombia
Thanks for the link it will  be useful in the future.

Also I did find this post by k4thos

Spoiler, click to toggle visibilty

These features are not implemented in his repo (The last update of the script files was 01-2018) does anyone have these build?
Even a compiled one works I just need the lua script folder.

EDIT:

The duplicate negative states doesn't work because of the source code differences....
Honestly i think it's better that way. (Think of the implication of duplicate stateno working at the same time)

Reading more...
There is a more updated go plus versión that kathos did but forget to upload on the Github with MP3 ,fnt2 and some other things dated from September 2018
And Even there is a discord chat for the fork

Hey MangeX if you have a link to the build it will be great!

Edit 2
Progress report

Remember that the screenpack into scaling is bugged. No? well, now it's fixed.
Now time to search a way to fix the infinite rounds.
Or add lifebar localcoord.
But wait!! We haven't made the Suave Dude character yet!!
Last Edit: March 01, 2019, 06:20:56 am by Gacel
Re: Ikemen GO Plus
#330  March 01, 2019, 12:21:03 pm
  • *
    • rmbase.blog55.fc2.com/
Please check the pull request which fixed select scroll.
SUEHIRO seems to be not interested in the lua script, so I sent it here.
Re: Ikemen GO Plus
#331  March 01, 2019, 02:56:41 pm
  • *****
    • USA
Last Edit: March 01, 2019, 03:13:53 pm by ;x
Re: Ikemen GO Plus
#332  March 01, 2019, 04:59:29 pm
  • avatar
  • **
Oh wow, I didn't know you've been a member here for 10 years already! No wonder why we had our issues fixed! Thank you for your efforts along with @Gacel @Neat Unsou !
Re: Ikemen GO Plus
#333  March 01, 2019, 09:50:10 pm
  • *****
    • USA
This is indeed a blessing. I’m hoping to learn so much more about this. Huh Jim? Kids in a candy store haha.
I have so many things I want to say... I just be watching to see what happens working on some other things.
Re: Ikemen GO Plus
#334  March 02, 2019, 01:53:26 pm
  • *
    • rmbase.blog55.fc2.com/
Re: Ikemen GO Plus
#335  March 02, 2019, 06:02:54 pm
  • avatar
  • **
Re: Ikemen GO Plus
#336  March 02, 2019, 06:11:33 pm
  • *****
  • Formerly known as HyperClawManiac
  • Competitive MUGEN when?
    • UK
    • sites.google.com/view/ragingrowen/home
Confused to what the new download process is for y'all's builds.
I assume it's different from the one listed on Kathos' first post and GitHub.
I agree with the suggestion of starting a new topic for this.
WIP Schedule:
The next Street Fighter All-Stars update
Re: Ikemen GO Plus
#337  March 02, 2019, 07:46:34 pm
  • ****
  • Pixels are atom's of resolution,Low-res or Hi-res
    • Turkey
    • metekervan26@gmail.com
I have been having problem with characters running that I needed to rename stateno 100,and also nowalk works different than mugen,preventing me from running as well
Re: Ikemen GO Plus
#338  March 03, 2019, 02:49:52 am
  • avatar
  • **
Confused to what the new download process is for y'all's builds.
I assume it's different from the one listed on Kathos' first post and GitHub.
I agree with the suggestion of starting a new topic for this.

It's the same honestly, I've been grabbing the builds from neatunsou's repo on osdn since he tends to merge gacel's fixes as well. There's an updated way to build these I think 1 or 2 pages before that Gacel explains. But it's pretty much the same, just make sure you update sources from get.sh, I think recent ones have kind of flip flop Ed around
Re: Ikemen GO Plus
#339  March 03, 2019, 02:56:56 am
  • ***
  • One of Ikemen GO devs
    • Colombia
I have been having problem with characters running that I needed to rename stateno 100,and also nowalk works different than mugen,preventing me from running as well

I will check this. I will revert the change to work like mugen.

Confused to what the new download process is for y'all's builds.
I assume it's different from the one listed on Kathos' first post and GitHub.
I agree with the suggestion of starting a new topic for this.

It's the same honestly, I've been grabbing the builds from neatunsou's repo on osdn since he tends to merge gacel's fixes as well. There's an updated way to build these I think 1 or 2 pages before that Gacel explains. But it's pretty much the same, just make sure you update sources from get.sh, I think recent ones have kind of flip flop Ed around

I posted the instructions before.
EDIT Now I posted the build instructions bellow EDIT END
You also need some files from my repo. (The data and script folder)
You can use the get.cmd from my repo it's updated with the dependencies.

----------------------------------------

Also I started the work on lifebar localcoord. (I have no idea what I'm doing or how the lifebar code works)



EDIT
I finally understand how the lifebar code works, it took 1.5 hours...
Well, lifebar stuff is almost complete.
EDIT END

EDIT2



I finished screenpack localcoord support
also I added the Neat Unsou's fixes to the select scroll
made easier to manage the localcoord (Now inside locacoord.lua)
and fixed the controller config menu.

Here is the download
https://github.com/Windblade-GR01/Ikemen_GO/releases

And as always the required mugen files
http://www.mediafire.com/file/i2u70ordfjqj186/Ikemen_Mugen_Files.zip

Also you need to modify ikemen fight.def to point to the font directory.
So you nee to change this:
font1 = enter48.def
To this:
font1 = font/enter48.def

Every screenpack should load but......
I discovered that Ikemen font support (The one that shinlucho made) is still incomplete.
So the reason some screenpacks won't load is not incomplete screenpack support, is incomplete font support.
So some screenpack won't load if it needs a unsupported [By Ikemen] font.
And even if it loads it will sometime look wrong. (Like the image above check the color of the names)

And the bad news: Ikemen font code is closely tied to the render and I don't know anything about fonts or render code so this is the most I can do.
But wait!! We haven't made the Suave Dude character yet!!
Last Edit: March 03, 2019, 10:10:39 am by Gacel
Re: Ikemen GO Plus
#340  March 03, 2019, 03:04:59 am
  • ***
  • One of Ikemen GO devs
    • Colombia
Sorry for the double post but the other with the build instructions is too cluttered.
So I will repost this for easier quote/linking.
I will edit this post if necessary later.

----------------------------

OK, I will post the way that I compile the engine. (On windows)
At this point TDM-GCC is very outdated and unsupported, so I use MSYS2.

Part 1: Setting up the compiler (This is only required to do one time)
Spoiler, click to toggle visibilty

Part 2: Buildidng the code (This is the easy part)
Spoiler, click to toggle visibilty

Sorry if the instructions are not that clear but I'm bad explaining things.
But wait!! We haven't made the Suave Dude character yet!!
Last Edit: March 03, 2019, 12:08:49 pm by Gacel