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Messages by CyberMario


Re: Ikemen GO Plus

 July 07, 2018, 07:56:57 PM View in topic context
 Posted by CyberMario  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 AM
 Board: IKEMEN Releases

hi guys,
well, a problem with transparency is happening on ikemen plus ... see:

this game of naruto works perfectly in mugen ... but see what happens in ikemen:

I would like to know if this has already been identified and corrected in the GO version

I've seen this happen on certain computers. Same IKEMEN build. Different transparency on sprites. Have a suspicion it has something to do with how sprites are rendered on the machine.

Re: Ikemen Plus

 April 05, 2018, 10:05:11 PM View in topic context
 Posted by CyberMario  in Ikemen Plus (Started by ShinLucho November 20, 2017, 12:45:35 AM
 Board: IKEMEN Releases

also ikemen keeps running itself on background even if its closed leading to multiple ikemens running on background without me noticing up to now

I believe that's just an default IKEMEN problem. My regular IKEMEN runs in the background whenever an exception is thrown. Don't think that'll be fixed by anyone anytime soon.

Understanding IKEMEN: A Beginner's Guide

 February 26, 2018, 12:59:29 AM View in topic context
 Posted by CyberMario  in Understanding IKEMEN: A Beginner's Guide (Started by CyberMario February 26, 2018, 12:59:29 AM
 Board: Ikemen General Discussion and Help

Since IKEMEN Plus GO is in active development, it seems like base IKEMEN is going to be outdated.

Here is an old tutorial presentation I've made:
Spoiler, click to toggle visibilty

My team is creating a Sonic Fighting Game using IKEMEN so I put together this guide so everyone on my team understands how the engine works. I've modified this presentation so it's better suited to the general public. Most of you will already know all of the information on here. But, maybe someone else could find a use for it. I would add more, but information I've discovered I'm not 100% confident in it's validity. If I have anything incorrect, feel free to let me know. I believe I can still edit the information while it's published.

Good luck on your endeavors.

Re: Ikemen Plus

 February 25, 2018, 08:04:33 PM View in topic context
 Posted by CyberMario  in Ikemen Plus (Started by ShinLucho November 20, 2017, 12:45:35 AM
 Board: IKEMEN Releases

Should "ikemen plus go" to a new topic???

I support this idea. New OP should include an FAQ between the differences of IKEMEN Plus and IKEMEN Go Plus, it's current status and purpose, and some links as to where to find more information (Go Language Website, Github repositories, ODSN Go Repository, etc.), and maybe a "Help Wanted" for engine programmers.

Re: Ikemen Plus

 December 10, 2017, 03:34:20 AM View in topic context
 Posted by CyberMario  in Ikemen Plus (Started by ShinLucho November 20, 2017, 12:45:35 AM
 Board: IKEMEN Releases

It looks like I've already implemented everything you aim for and more. TheFclass97 probably remembers me from discord where we discussed this project few months ago.

Here's quick rundown of things already implemented in ikemen:
1. Modes:
- Arcade
- VS Mode
- Team Co-op
- Survival
- Survival Co-op
- Training
- Watch
- Options
- Extras (some additional modes like Free Battle, Boss Rush, Bonus Games)
2. Each mode works exactly the same as in mugen with some extras
3. select.def parser (everything is taken into account including stage and music selection for particular matches and [Options] section that controlls arcade mode)
4. Select screen that works the same way as mugen + additional support for looping through not visible rows known from ikemen
5. Parser for some vanilla mugen DEF files, so that you don't have to recode them in lua:
- screenpack logo
- screenpack intro
- screenpack gameover
- screenpack credits
- character intro
- character ending
6. Win quotes support (text read directly from character files)
7. Options screen can save values and has more options unique to ikemen
8. Some things not present in mugen:
- character animations in select screen
- counter in continue screen
- a way to change characters order before each battle starts (you know, the way team modes work in KOF games)
9. Ported Winmugen Elecbyte's screenpack to ikemen format and included some sample characters and stages for easier testing
10. Probably tons of other stuff that I forgot to mention since it's been months since I touched the code.

In other words pretty much everything from vanilla mugen is available in ikemen.

The project is available on my github:

ShinLucho, considering this work is much further in development than yours I've sent you invitation on github, so that you can modify it as you wish without pull requests. I think combining our efforts would be better rather than developing 2 different projects with the same goal (which is a sample screenpack that can be used by others as a base for ikemen games). Feel free to improve the code and implement new things. I'm not really a programmer, so some code may look a bit messy and probably there are better ways to achieve some things. Before publishing it I wanted to write proper documentation to make screenpack editing easier but I lost motivation on it (English is not my first language so this proved to be the most boring part). Some things are also not polished enough to bother ikemen author yet (I wanted to send him these files so that the project could be officially implemented in ikemen if he likes it).

If you’re interested in working together on this we can use this topic going forward. If not than I will create new one on this board and rename the project on github.

edit: the message that shows up each time you add new characters is related to characters animations in select screen / continue screen. Of course it's easy to get rid of it in lua code and use normal portraits instead.

Holy shit dude. How could the project be dead? This is the first time I've heard of it and it's seriously essential for the community! And it's updated to the latest version of IKEMEN!

I beg for you to not let this be dead. I'm seriously holding onto this because I'll certainly be using the code you provided!

Looping Music in IKEMEN Plugin 3 Step Guide (VGM UPDATE)

 November 08, 2017, 04:01:09 AM View in topic context
 Posted by CyberMario  in Looping Music in IKEMEN Plugin 3 Step Guide (VGM UPDATE) (Started by CyberMario November 08, 2017, 04:01:09 AM
 Board: Ikemen General Discussion and Help

With a huge special thanks to GarchompMatt!
We now have the ability to play .logg (looping .ogg) music in IKEMEN! I've noted the step below.

Unspoil this for the old method of playing ADX and BRSTM looping music in IKEMEN:
Spoiler, click to toggle visibilty

:ball:The steps to getting .logg to play using the vgmstream plugin::ball:
Spoiler, click to toggle visibilty

If you are from years in the future, has gone nuclear, and you need to get those files:
Spoiler, click to toggle visibilty

The big issue with getting vgmstream to work properly is that libvorbis.dll does not play nice with it. libvorbis.dll is part of the required dlls that winamp (and IKEMEN) need to use vgmstream to work. If you were to use the latest vgmstream and libvorbis, IKEMEN will throw an exception. The libvorbis.dll we provided is from the r1040 of vgmstream, which works as intended. We also gave you a specific version of vgmstream that removes some extraneous .dll files that allow for playing rare and outdated video game music file types. Since these extra music file types are unpopular and the latest vgmstream is a bigger size, we omitted the use of the latest version. Regardless, you can find a list of all those extra file types and link to the latest version here. Speaking of which you can find the bug list of the very latest version (and most likely the version we gave you) of vgmstream here.

:ball: Special Thanks: :ball:
This years old thread
PlasmoidThunder#1542 aka GarchompMatt on the IKEMEN Discord
Alceris#7364 on the IKEMEN Discord
HCS for his plugin
The Super Smash Bros. Modding Community