
Board: M.U.G.E.N Development Help
1. It isn't just copy paste of folders is it?If you copy Mugen over Ikemen (not the other way around) it will probably end up close to working. You'll just have to set all the options again. But I've never tried it.
If I copy the fonts folder even without replacing the fonts in Ikemen folder, a crash happens about fonts TTF described here: https://github.com/ikemen-engine/Ikemen-GO/issues/1715 (I do not have this njnaruto.ttf but who knows some other font of mine may be causing it but works fine in mugen.I haven't run into that issue myself so I'd say most TTF fonts work. If you find more that don't work, it'd be useful if you posted them on GitHub (in that same thread even).
2. The Data folder: Mugen has the Lua, Vert and Frag files there, can they be deleted? Since Ikemen has external\script Lua files there.Ikemen doesn't need those Mugen files to run. So yeah, safe to remove.
I was looking for what corresponds to the Mugen.cfgconfig.json in older Ikemen versions or config.ini in the current development builds (nightly versions).
3. The ZSS files in the data folder of Ikemen, in Options.luaNo you don't need those to run Ikemen. They're just a default build of sorts. You can have your own common state files.
--config.CommonStates = {
-- "data/action.zss",
-- "data/dizzy.zss",
-- "data/guardbreak.zss",
-- "data/score.zss",
-- "data/tag.zss",
-- "data/training.zss"
Are these needed since for conversion of project I'd have them use other common files, not sure where these would fit.
But basically I couldn't find a video that shows exactly how a project is moved like thatTry the copy Mugen over Ikemen method first and go from there (backup your Mugen files). Alternatively handle it like you'd handle a new Mugen build: unpack Ikemen then start adding your chars, stages, etc.
particularly anything related to a return of ElecBytes or an update of MUGEN 1.1.I don't know how long you were away but that hardly matters anymore. Ikemen GO already has more features than Mugen 1.1.
[Command]You don't need these two inputs because you can't do the second one without doing the first one. Only the first one is necessary (the second is incorrect anyway). They also lack "~" like Basara said.
name = "623a"
command = F, D, DF, a
time = 25
[Command]
name = "623a"
command = F, D, DF, F, a
time = 25
[State -2]
Type = VarSet
Trigger1 = Roundstate = 4
V = 41
Value = LoseKO
;Variables with this index and above will not have their values
;reset to 0 between rounds or matches. There are 60 int variables,
;indexed from 0 to 59, and 40 float variables, indexed from 0 to 39.
;If omitted, then it defaults to 60 and 40 for integer and float
;variables repectively, meaning that none are persistent, i.e. all
;are reset. If you want your variables to persist between matches,
;you need to override state 5900 from common1.cns.
IntPersistIndex = 0
FloatPersistIndex = 0
<01.03.2025>
- Guard level indicator now appears approximately at the hit spark position
- Crossup indicator does not show if an attack can't be blocked
- Fixed behavior when players have different localcoords
Is there something to put in the stage.def to omit the stage from any zoom effects for instance the call of duty zombies is bonus game is unplayable with this I want to use stage0-720.def and my character goes sliding in to suicide.There's a constant that you can add to the stage that disables the module. It's explained in the readme.
The module works and has been a great addition to my Ikemen built, but there are some interactions that are perhaps unwanted. For example, your Shin Gouki has a reversal /counter special and with this module activated the counter attack gets clashed as well which makes the move useless. Maybe you can take a look hereI fixed this a long time ago but had been sitting on the update because I was kind of stuck on something. Should be working now.