News:

MFG's Character of the Month: September 2026 Voting

Main Menu

Recent posts

#71
IKEMEN & M.U.G.E.N Discussion / Re: Character of the Month: Se...
Last post by snowy997 - October 16, 2026, 04:32:59 PM
Laura and Hit.
#73
All That's Left / Re: Happy Birthday to...
Last post by Gêmeos dos Jogos - October 16, 2026, 04:11:04 PM
#74
IKEMEN Releases / Re: SSF2 "Air Force Base" Guil...
Last post by YugaCurry - October 16, 2026, 03:16:56 PM
You used the ikemen go 0.99 file on ikemen 1.0 so you got the error
#75
All That's Left / Re: Happy Birthday to...
Last post by VictorCYBR - October 16, 2026, 02:59:31 PM
I'm... 34... :8):
#76
IKEMEN Releases / Re: SSF2 "Air Force Base" Guil...
Last post by EMILIUX1981 - October 16, 2026, 12:29:36 PM
error stage

Version: v1.0.0
Build Time: 2026.09.12
Platform: windows (amd64)
OpenGL 3.3
RAM in Use: 577 MB / OS Reserved: 842 MB
Active Goroutines: 3
Timestamp: 2026-10-16 12:20:48

Engine error

Error: .\external\script\start.lua:1758: stages/SF2-Guile_Stage/AttachedChar/Guile.cns:181:
Invalid data: getplayerid
stack traceback:
   [G]: in function 'game'
   .\external\script\start.lua:1758: in function 'f_game'
   .\external\script\start.lua:2380: in function 'launchFight'
   20: in function <0>
   .\external\script\start.lua:1829: in function 'f'
   external/script/main.lua:2704: in function 'loop'
   external/script/main.lua:2801: in function 'loop'
   external/script/main.lua:4044: in main chunk
   [G]: ?

Go stack traceback:
goroutine 1 [running, locked to thread]:
runtime/debug.Stack()
   runtime/debug/stack.go:24 +0x65
main.handlePanic({0x7ff630bd4960?, 0xc008d46080})
   github.com/ikemen-engine/Ikemen-GO/src/main.go:372 +0x408
main.realMain.func1()
   github.com/ikemen-engine/Ikemen-GO/src/main.go:66 +0x2a
panic({0x7ff630bd4960, 0xc008d46080})
   runtime/panic.go:884 +0x213
main.realMain()
   github.com/ikemen-engine/Ikemen-GO/src/main.go:206 +0x573
main.main()
   github.com/ikemen-engine/Ikemen-GO/src/main.go:59 +0x17

the strange thing is that the other stages work on ikemen 1.0.0
#77
Development Resources / Violin Ken's Best Techniques f...
Last post by ComboKing - October 16, 2026, 11:45:13 AM
Hello. I'd like to know what techniques Violin Ken used to create 3D-to-sprite char conversions with a visual quality comparable to *Street Fighter V*.

I want to do something similar using chars from *Mortal Kombat 9* for MUGEN 1.1/Ikemen GO, aiming for fluid animations and high-quality sprites.

I am aware that one can set `localcoord = 320,240`, but my understanding is that this does not automatically reduce the memory footprint of the sprites.

I tried attempting this myself, but I ran into several issues:
- I couldn't properly remove the backgrounds from the images.
- The lighting affected the final result.
- When I scaled down the sprites, they lost quality and appeared pixelated—as if I were using "Nearest Neighbor" or "Bicubic" interpolation methods.
- Furthermore, Ikemen GO took a long time to launch when handling such a large number of sprites (even after they had been cropped).
- Sometimes the animation seems to go very fast, and at other times it looks very slow.

In contrast, when I tested chars like Ryu, I was impressed by the quality of the sprites and animations; the resolution looked excellent, and the movements were very fluid.

I would love to know how this result is achieved. What resolution is used? How are the 3D models rendered? How is the background removed, and what method is employed to scale down the sprites without such a significant loss in quality?

I am also interested in how the files are optimized so that a char with thousands of sprites doesn't take so long to load.

Any explanation, tutorial, or advice on the process would be greatly appreciated. Thanks!
#78
IKEMEN Releases / Re: Streets of Rage 2 Bonus Ga...
Last post by EMILIUX1981 - October 16, 2026, 10:57:58 AM
when I played 3v3 or 4v4 in simul the players didn't appear, but they only appeared when I attacked them though
#79
Projects / Re: Michael Max from Fatal Fur...
Last post by Pán-Brazílsky - October 16, 2026, 10:19:42 AM
As always, I'll start this new post by thanking everyone who liked this project—especially @DatKofGuy —for openly showing their support. It confirms I'm on the right track, convincing people that my version of Michael Max—The Darkest Face of South Town—would be a great addition to Fatal Fury: City of the Wolves.

Before showing what I've done over the last few weeks, I want to apologize: I realize I should have shared my progress sooner, and I'll make an effort to be more consistent with my updates.

But before I start showing what I've done, I want to answer two questions:

Quote from: DatKofGuy on September 13, 2026, 11:34:51 AM
Maybe not, but he is a boxer, who are known to have motion in their legs since there always ready. Even its just to have a short loop in between.
The current stance is a bit choppy though. Look at some body mechanics. His torso is static and just his arms and head are moving, thats not how the body works.


Answer number 1:

I believe you are referring to the footwork that is typically a hallmark of boxers. I'll explain this using a real-life example:

The heavier a boxer is, the more static their fighting stance tends to be. Moving around less not only helps avoid the fatigue that comes from fighting while carrying a lot of weight, but it also provides a solid foundation for their punches—the heavier the fighter, the greater their capacity to land a knockout with just a few strikes.

And it's not just a matter of physical weight here; Michael Max also carries a great deal of emotional weight. The Darkest Face of South Town can no longer endure his suffering and seeks to destroy South Town in retaliation for everything it has done to him and his family.

Now for answer number 2:

I agree with you that my animation for the fighting stance is choppy. In fact, I'll place it between my two examples to show that my animation isn't quite up to par:



However, there's a catch: I haven't mastered subpixel animation, and I only managed to create this pose with outside help. I'm currently at a stage where I need to build something reasonably functional before worrying about refining elements that lack a solid foundation.

Furthermore, I believe that if I were to make the fighting stance completely fluid and visually polished right now, it would push back the schedule even further and make it much harder to hit the planned release date: January 28, 2027.

Now that the questions have been cleared up, I will begin to show what I've done over the last few days.

The first animation is the Low Dodge Attack, a universal overhead move that includes brief invulnerability to low attacks:


This is the grounded REV Blow, the Tornado Upper. It's a short-range projectile—traveling a maximum of half the screen—that cancels out standard projectiles and hits the opponent multiple times while knocking them down. The projectile only fires if Michael isn't hit while performing the REV Blow; otherwise, he simply executes an uppercut that forces the opponent to their knees:



Next is a variation of the aerial REV Blow: the Ground 'n' Pound. This specific animation plays if "The Darkest Face of South Town" gets hit while unleashing the attack; it becomes a simple overhead that drops the enemy to their knees:


Now for something less related to gameplay mechanics: Combat Callouts. I created all the in-match messages found in *Fatal Fury: City of the Wolves* (plus one extra I added to work around MUGEN 1.0 limitations), and here is the result:



Another element that falls into the "non-gameplay" category is the set of story-related animations. And here is the opening Arcade mode scene for each character in the seventh *Fatal Fury* game—which will obviously be used for Michael as well:



To clarify a few details and adjustments: the stage accompanying Michael Max—the South Town Baptist Church—will measure 1920 x 960 pixels. Since the church would look incomplete on such a large stage, I fleshed out the building with some extra details:



I also made an adjustment to the small portrait. Which version do you prefer?



I'll wrap up this post by sharing the Instagram account I created for this project. I'll be posting there more frequently and can respond more quickly to any messages. My goal is to convince those outside the MUGEN community that my version of Michael Max deserves to be a playable character in Fatal Fury: City of the Wolves.

To that end, I created a large sprite that effectively showcases who Michael Max—the Darkest Face of South Town—really is:



Follow Michael Max on Instagram: https://www.instagram.com/panbrazilsky/

Thanks for everything. Now, it's time to get back to work.
#80
Sailor Stars Beyond / Re: Sailor Neptune Sprites
Last post by rgveda99 - October 16, 2026, 04:45:57 AM
3rd frame for Sailor Neptune's hurricanrana.





#sailorstarsbeyond #intothesailorverse