What benefit does it have over interactive mugen? Using the common1 etc?Spoiler, click to toggle visibilty
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Even this engine being extremely more modern than Mugen, some people have resistance to use it for don't understand completely how to use it. I think short videos with these themes can attract easier the users. Example: 1 - How to make animated portraits 2 - how to put fighting order and boss 3 - how to change the continue screen 4 - how to add cutscenes 5 - how to work the scores on lifebar 6 - how could be a basic story mode 7 - how to change palettes or alternate mode for the characters 8 - how to set up a storyline for a individual character 9 - how to config the resolution and filters in ikemen 10 - how to change to another char row on select screen. A step by step from easy way and with short videos. 1.This was disabled in Go, it should be just as easy to enable. Possible by default with plus. 2.Here is the select for Ikemen, answers many of your questionsSpoiler, click to toggle visibilty
[Characters] ;How to add characters ;--------------------- ;Use the format: ; charname, stagefilename1, stagefilename2, ... ; ;eg. For a player with filename "kfm", ; and stage filename "stages/mybg.def" ;type (without the semicolon): ; kfm, stages/mybg.def ; IKEMEN feature: There can be more than 1 stage assigned to ; character. In such case stage will be randomly chosen. ; ;If you want to load a different def file, you can enter it ;as a directory plus the def file. This example loads up ;chars/kfm/alt-kfm.def: ; kfm/alt-kfm.def, stages/mybg.def ; ;If you put "random" as the stagefilename, then a random stage will ;be selected for that player. eg. ;IKEMEN feature: Not really needed since no stage = random anyway. ; kfm, random ; ;Optional parameters may follow on the same line, separated ;by commas. Each parameter has the form: ; paramname = paramvalue ;where paramname is the name of the parameter type, and ;paramvalue is the value to assign that parameter. ;The optional parameters are: ; ; - music ; Set the paramvalue to the name of the music file to use ; as the BGM for that character. This overrides the bgmusic ; parameter in the stage's .def file, so you can re-use the ; same stage for multiple characters, but have a different ; BGM playing for each person. ; IKEMEN feature: There can be more than 1 music parameter ; set for stage. In such case track will be randomly chosen. ; ; - zoom ; IKEMEN feature: Set the paramvalue to 0 to avoid stage zoom ; even if it is enabled globally. Useful for characters that ; don't work well with zoom (for example bonus characters) ; ; - boss ; IKEMEN feature: Set the paramvalue to 1 to include this ; character in "Boss Rush" mode. ; ; - bonus ; IKEMEN feature: Set the paramvalue to 1 to include this ; character in "Bonus Games" mode. Bonus characters also ; won't show up as Simul team if faced in arcade mode. ; ; - ai ; IKEMEN feature: Set the paramvalue between 0 and 8 to force ; AI Level regardless of difficulty and AI ramping settings. ; ; - winscreen ; IKEMEN feature: Set the paramvalue to 0 to avoid displaying ; win screen after beating this character. ; ; - includestage ; Set the paramvalue to 0 to avoid including this stage ; in the stage select list (in VS, training modes, etc) ; ; - exclude ; IKEMEN feature: Set the paramvalue to 1 to avoid including ; this character when player choose 'random' character icon. ; Also excludes character to be chosen by CPU in modes other ; than arcade (arcade selection is controlled by 'order') ; ; - order ; Set the paramvalue to the ordering priority to give the ; character in arcade mode (1 by default). A smaller value ; means you will fight the character sooner. You will never ; fight an order 2 character before an order 1 character, ; and never an order 3 character before an order 2 one. ; For example, you might want to set your boss character ; to have order=3. The default order value is 1 if you omit ; this param. See *.maxmatches under [Options] for how to ; limit the number of matches per order priority. ; IKEMEN feature: Max 30 orders limitation is lifted. ; ; - 1, 2, (...) ; IKEMEN feature: paramname points to the match number in ; arcade mode. paramvalue overwrites character that you would ; face following normal 'order'. paramvalue should match exactly ; the charname text typed after "Insert your characters below" ; line, so it can be either full DEF path or just folder name. ; This functionality introduces simple solution for implementing ; story like arcade mode similar to the one in Street Fighter ; Alpha 3 where characters always face their rivals along the way. ; If you're playing in Team mode than paramvalue character becomes ; opposite team leader, other characters follow normal order. ; ; Some examples: ; kfm, stages/mybg.def, includestage=0 ; kfm, stages/mybg.def, music=sound/song.mp3 ; kfm, stages/mybg.def, music=sound/song.mp3, includestage=0 ; kfm, stages/mybg.def, order=3, 3=kfm, 6=SuaveDude ; kfm, stages/mybg.def, stages/mybg.def, music=sound/song.mp3, music=sound/song2.mp3, zoom=0 ; ;You can also add a randomize icon to the select screen. To do ;this, put the word "randomselect" on a line of its own, with no ;extra parameters. ; ;Insert your characters below. kfm, stages/kfm.def, 1=kfm ShinGouki, order=3, boss=1 randomselect randomselect randomselect randomselect randomselect randomselect randomselect randomselect randomselect randomselect randomselect randomselect randomselect randomselect randomselect randomselect randomselect randomselect randomselect randomselect randomselect randomselect randomselect randomselect randomselect randomselect randomselect randomselect randomselect randomselect randomselect randomselect randomselect randomselect randomselect randomselect randomselect randomselect randomselect randomselect randomselect randomselect randomselect randomselect randomselect randomselect randomselect randomselect Catwalk, order=2, exclude=1, bonus=1, zoom=0, winscreen=0 DuckHunt, order=2, exclude=1, bonus=1, zoom=0, winscreen=0 Training, exclude=1 [ExtraStages] ;Put extra stages here. They will be available in VS and Watch modes. ;For example, you can insert "stages/mybg.def". ; ;Optional parameters may follow on the same line, separated ;by commas. Each parameter has the form: ; paramname = paramvalue ;where paramname is the name of the parameter type, and ;paramvalue is the value to assign that parameter. ;The optional parameters are: ; ; - music ; IKEMEN feature: Set the paramvalue to the name of the music ; file to use as the BGM for the stage. If bgmusic parameter ; in the stage's .def file is also present than engine will ; pick one of the tracks randomly. On top of that there can ; be more than 1 music parameter assigned here. ; ; - zoom ; IKEMEN feature: Set the paramvalue to 0 to avoid stage zoom ; even if it is enabled globally. And the other way around. ; ; - zoomMin ; IKEMEN feature: Set the paramvalue to overwrite global ; maximum zoom out setting for this particular stage. ; ; - zoomMax ; IKEMEN feature: Set the paramvalue to overwrite global ; maximum zoom in setting for this particular stage. ; ; - zoomSpeed ; IKEMEN feature: Set the paramvalue to overwrite global ; zoom speed setting for this particular stage. ; ; Some examples: ; stages/mybg.def, music=sound/song.mp3, music=sound/song2.mp3 ; stages/mybg.def, zoom=0 ; stages/mybg.def, zoom=1, zoomMin=0.75, zoomMax=1.1, zoomSpeed=1 ; ;Insert your stages below. stages/kfm.def stages/stage0.def ;--------------------------------------------------------------------- [Options] ;Here you set the maximum number of matches to fight before game ends ;in Arcade Mode. The first number is the number of matches against ;characters with order=1, followed by order=2 and order=3 respectively. ;For example, for 4,3,1 you will fight up to 4 randomly-picked ;characters who have order=1, followed by 3 with order=2 and 1 with ;order=3. ;IKEMEN feature: Max 30 orders limitation is lifted. arcade.maxmatches = 6,1,1,0,0,0,0,0,0,0 ;Maximum number of matches to fight before game ends in Team Mode. ;Like arcade.maxmatches, but applies to Team Battle. team.maxmatches = 4,1,1,0,0,0,0,0,0,0 ;IKEMEN feature: AI ramping settings has been moved here from mugen.cfg ;You can view AI ramping output for all battles from the last chosen mode ;via debug/t_aiRamp.txt (useful reference also for vanilla mugen). ;Arcade Mode AI ramping. For both parameters below, the first number ;corresponds to the number of matches won, and the second number to the ;AI difficulty offset. The actual difficulty is the sum of the AI ;difficulty level (set in the options menu) and the value of the offset ;at a particular match. ; AIramp.start = start_match, start_diff ; AIramp.end = end_match, end_diff ;The difficulty offset function is a constant value of start_diff from ;the first match until start_match matches have been won. From then the ;offset value increases linearly from start_diff to end_diff. After ;end_diff matches have been won, the offset value is end_diff. ; e_d /---------- ; / ; s_d _______/ ; ^ ^ ^ ^ ; 1st_m s_m e_m last_m ;For example, if you have: ; AIramp.start = 2,0 ; AIramp.end = 4,2 ;For 6 matches at level 4, the difficulty will be (by match): ; 4,4,4,5,6,6 arcade.AIramp.start = 2, 0 arcade.AIramp.end = 4, 2 ;Team Mode AI ramping ;For 4 matches at level 4 and default values, the difficulty will be: ; 4,4,5,6 team.AIramp.start = 1, 0 team.AIramp.end = 3, 2 ;Survival Mode AI ramping ;For 16 matches at level 4 and default values, the difficulty will be: ; 1,1,1,2,2,3,3,4,4,4,5,5,6,6,7,7,8 survival.AIramp.start = 0, -3 survival.AIramp.end = 16, 4
So.. In this example, this Ryu arcade mode the select def looks like.. Ryu, 1=Alex,2=Sakura,3=Sagat etc up to whatever you want. Ken, 1=Terry,2=Robert etc in this way every character can have their own unique arcade order 3.The continue screen has its own file you can configure, just open it with notepad plus 4.Not yet implemented, can be done, but I haven’t experimented with it enough. 5.Add004 has its own built in score system. Look at wenchu’s one piece game for an example of a non add004 score system. K4thos was attempting to use assets from add004 without using the entire system, but stopped. 6.Not yet implemented(similar to cutscenes, can be done, but really depends on how you want to go about it. 7.This is a code thing and can be character specific. Using vars/remappal etc. In this example, Chris can turn Orochi Chris, or Orochi.(combination of pal change/sprite change)Spoiler, click to toggle visibilty
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In this example Charlie has 3 modes based on pal, no different than holding start specific characters.Spoiler, click to toggle visibilty
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In this example Kaede to Awakened Kaede(Two different sprite sets in one)Spoiler, click to toggle visibilty
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Iori to Orochi IoriSpoiler, click to toggle visibilty
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8. You can replicate “rivals” etc similar to SFA etc because of character specific ladders. 9. See options menu, you can set resolution in options 10. Read select.lua with notepad. Ikemen can scroll infinite rows. 11. There is no “easy” way sadly. Either you shoulder it or someone else does, that’s how I see it anyway. This isn’t “story mode”, but I’ve experimented with making fights seem more cinematic.VIDEO SVC etc style dialogue for entire roster etc(This is my most recent setup)VIDEO Here is what arcade mode looks like, unedited etc using plus. Using that same method above for specific arcade orderVIDEO This was done using the above method, but I edited the screens out and replaced them to make it look like I was using the CVS3 SPVIDEO So imagine if you really did have a SP, your game could/would look really legit.