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Ikemen GO (Read 1221787 times)

Started by K4thos, May 26, 2018, 03:04:27 am
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Re: Ikemen GO Plus
#121  July 16, 2018, 07:55:49 am
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In file included from go\src\github.com\timshannon\go-openal\openal\alcCore.go:24:
./local.h:5:9: fatal error: AL/al.h: No such file or directory
 #include<AL/al.h>
         ^~~~~~~~~
compilation terminated.
Re: Ikemen GO Plus
#122  July 20, 2018, 02:35:15 pm
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Hi guys! Would it be possible to add a fullscreen option? Also could one add a continue countdown to the boss rush mode?
Re: Ikemen GO Plus
#123  July 20, 2018, 03:57:45 pm
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Alt+ Enter should be for fullscreen
Re: Ikemen GO Plus
#124  July 20, 2018, 04:46:17 pm
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Re: Ikemen GO Plus
#125  July 23, 2018, 11:51:15 pm
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Is it possible to play the music file from an stage def file?
Last Edit: July 25, 2018, 11:26:32 pm by nicky20031
Re: Ikemen GO Plus
#126  July 24, 2018, 07:06:32 am
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Not sure if anyone asked this but..... Will it show/support more than 2 lifebars like mvc2 I guess
Re: Ikemen GO Plus
#127  July 24, 2018, 07:47:46 am
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Not sure if anyone asked this but..... Will it show/support more than 2 lifebars like mvc2 I guess


Some nice progress when it comes to expanding lifebar DEF functionality. Here is what I've already implemented (none of this is possible in mugen from within lifebar DEF):
- BG, BGDef, BGCtrlDef, BGCtrl support (expanded with triggers)
currently supported BGCtrlDef trigger list:
Spoiler, click to toggle visibilty
- optional 8 players support in [Simul Face], [Simul Name]
- new [Tag Face], [Tag Name] sections (if not present vanilla Simul sections are used instead)
- [Round] section now supports more events: Win by normal / Win by special / Win by hyper / Win by normal throw / Win by cheese / Win by time over / Win by suicide / Opponent beaten by his own teammate / Win by perfect
- [Challenger] section ("Here Comes A New Challenger" anim / bg / text, sound and config how soon players should be paused and when to end the match)
- [Simul_3P Lifebar], [Simul_4P Lifebar], [Tag Lifebar], [Tag_3P Lifebar], [Tag_4P Lifebar] - new sections for team 3p and 4p team sizes (matches with up to 8 players) for simul and tag mode, so that we can use different lifebar layout depending on team count
- [Simul Powerbar], [Simul_3P Powerbar], [Simul_4P Powerbar], [Tag Powerbar]  (more than 2 players are used only if "team power share" is disabled in options), [Turns Powerbar]
- [Powerbar] levelX.snd now supports 'pX.' prefix in order to optionally differentiate sounds among players (or to disable them for particular player if paramvalue is set to '-1, 0')
- lifebar changing color depending on health (pX.front.spr / pX.front.anim now can store additional value in the name e.g. pX.front90.spr, which is used to swap the current front spr / animation to this one if player's life matches the percentage value. There can be multiple frontX spr/anim assignments (no hard limits).

Here is an example of a simul 3p vs simul 4p match interrupted by challenger (default lifebar using optional [Simul_3P Lifebar], [Simul_4P Lifebar], [Challenger] sections. Only 2 powerbars and faces because adding more with this lifebar design would look even more silly)


There is still some work to make the lifebar DEF file flexible enough to make convoluted explode lifebars workaround obsolete. Next on the schedule are events like "First Attack", "Danger", "Reversal", "Counter", combo text, guard bar, coloring powerbars etc. It's becoming more and more troublesome to implement this stuff using current  lifebar due to missing art and sounds, so I'm thinking about porting add004 lifebar (which is coded entierly with common1.cns and fightfx - there are like 2 sprites in fight.sff) to normal fight.def file, so that all new features can be showcased (something that can be used as a reference for those interested in working with ikemen GO Plus). I will contact Shiyo Kakuge if he is ok with this.

edit: tagging @GaziraAgain:, since he requested some of these features.
Lasagna
Re: Ikemen GO Plus
#128  July 24, 2018, 07:37:01 pm
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Thanks Ash!
Re: Ikemen GO Plus
#129  July 26, 2018, 09:22:17 pm
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Thanks Ash!

Mind you bizz @Koopa901:mlol:


Will there be support for menu controls, like for the menu icons scrolling other than what Mugen currently does?
This concept I made for Mugen, its coded but it only scrolls up and down with Mugens current functions?


Re: Ikemen GO Plus
#130  July 30, 2018, 07:58:31 am
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Hello i have question but neither i have found k4thos or shinluchos email,so i made account for this site.
How can i compile ikemen go plus on Windows?Because compile resources are given but how to do That isnt told.
Re: Ikemen GO Plus
#131  August 13, 2018, 08:12:23 pm
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Well no one answers my question?This is disappoinitng if a engine is made but doesnt want to be shared with users,bah.
Re: Ikemen GO Plus
#132  August 14, 2018, 08:08:35 am
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Well no one answers my question?This is disappoinitng if a engine is made but doesnt want to be shared with users,bah.

How to compile Ikemen GO on windows:
1. Install GO: https://golang.org/doc/install
2. Set go environmental variable if not set automatically
3. Install TDM-GCC-64 compiler: http://tdm-gcc.tdragon.net/download
4. Download this unofficial soft OpenAL dll file: https://www.dropbox.com/s/0obp5tmiy64wtl8/OpenAL32.lib?dl=1
and place it within C:\TDM-GCC-64\lib directory (for some reason engine can't be compiled with official OpenAL dev package)
5. Install git for windows (required by one of the libraries): https://npm.taobao.org/mirrors/git-for-windows/v2.15.1.windows.2/
6. Use get.sh shell file or get.bat batch file to download libraries used by Ikemen GO
7. Compile the executable with build.sh or build.bat

Keep in mind that the code hanging on Github is currently few months old. Updated source code should be available soon (once it's in committable state) but testing and reporting here is not needed until there will be proper release (in "releases" section on Github). dev builds always have known bugs and unfinished features.
Re: Ikemen GO Plus
#133  August 14, 2018, 08:09:28 am
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Well no one answers my question?This is disappoinitng if a engine is made but doesnt want to be shared with users,bah.

Sorry it seems that the devs have been inactive for a few weeks
Re: Ikemen GO Plus
#134  August 14, 2018, 01:25:22 pm
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devs are active they answered a persons question in github.I followed this but it says somethings are missing i dont have linux so i cant use get.sh file.he explained detally how to compile it for linux https://github.com/K4thos/Ikemen-GO-Plus/issues/18 .I wanted something like this.
Re: Ikemen GO Plus
#135  August 14, 2018, 02:57:49 pm
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Re: Ikemen GO Plus
#136  August 14, 2018, 06:06:16 pm
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Question: Its possible to implement zoom for win pose like on KoF XIII?
Lasagna
Last Edit: August 14, 2018, 06:10:09 pm by -Ash-
Re: Ikemen GO Plus
#137  August 14, 2018, 11:06:48 pm
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  • Pixels are atom's of resolution,Low-res or Hi-res
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Re: Ikemen GO Plus
#138  August 15, 2018, 04:27:56 am
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I'm talking specifically in Ikemen GO plus, I know that you can code this on characters, but having it as an universal feature would be really neat.
Lasagna
Re: Ikemen GO Plus
#139  August 17, 2018, 01:45:41 pm
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Right, so I might be considering dipping my toe into this pool, so to speak, and I have a question?

How much work is it to adapt all of my MUGEN characters into the new engine? Is it plug-and-play, or will I need to do some work?
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Re: Ikemen GO Plus
#140  August 17, 2018, 02:39:04 pm
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Most characters works just fine.
Lasagna