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NEWS IKEMEN_GO

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NEWS IKEMEN_GO Empty NEWS IKEMEN_GO




Hello everyone, this new topic is related to new releases from Ikemen. I decided to create one to unify everything in one space. Well let's get the news. Version 0.96 was officially released.

News:
-Story mode
-You can play with up to 4 players.
- Stage preview (tutorial: https://saintseiyamugen2d.foroactivo.mx/t940-how-to-configure-my-stage-for-ikemen-s-stage-preview#8782)
- animated portraits (mandatory sprites: 0.0 / 0.1 / 0.2 / 0.3 in Stand)
- movelist
- modified scoring system.
- dialogue mode in the middle of the fight.
- there are probably many more things.

The story mode I still don't know how to do, but there is a tutorial in the select file.

The news is immense. The engine took another leap in quality.
To download access the link below:

;-----------------------
Olá a todos, este novo tópico está relacionado aos novos lançamentos do Ikemen. Decidi criar um para unificar tudo em um espaço. Bem vamos as novidades. A versão 0.96 foi lançada de forma oficial.

Novidades:
-Modo história
-Você pode jogar com até 4 jogadores.
- Stage preview (tutorial: https://saintseiyamugen2d.foroactivo.mx/t940-how-to-configure-my-stage-for-ikemen-s-stage-preview#8782)
- portraits animados (Sprites obrigatórios: 0,0/0,1/0,2/0,3 em Stand)
- movelist
- sistema de pontuação modificado.
- modo dialogo no meio da luta.
- provavelmente tem muito mais coisas.

O modo história ainda não sei como fazer, mais existe um tutorial no arquivo select.

As novidades são imensas. A engine deu outro salto de qualidade.
Para baixar acesse o link abaixo:

Link: https://github.com/Windblade-GR01/Ikemen-GO/releases

Greetings/Saudações


Last edited by Orion on Tue Jul 06, 2021 10:10 am; edited 1 time in total
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NEWS IKEMEN_GO :: Comments

jaki

Post Tue Dec 08, 2020 8:18 pm by jaki

muy buena noticia :positivo2:

haber quien logra entender lo basico para programar un simple story mode scratch

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oscartsg1

Post Wed Dec 09, 2020 1:21 am by oscartsg1

thanks.a dude:ikeme is open bor???.is only in 16 bit??

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jaki

Post Wed Dec 09, 2020 2:39 am by jaki

oscartsg1 wrote:thanks.a dude:ikeme is open bor???.is only in 16 bit??

Openbor es diferente a Ikemen

Un story mode rapido a modo de prueba
- dentro la carpeta data crear una carpeta nueva Story
- dentro de ella crean un archivo de texto y ponen como esto, si quieren ponen los nombres de chars, stages que quieran, el launchStoryboard es opcional pongan la que tengan.
- al finalizar guardar como archivo arc1.lua

launchStoryboard('chars/seiya/intro/introseiya.def')

if matchno() == 1 then
if not launchFight{
p1char = {"seiya"},
p2char = {"shaina"},
p2rounds = 1,
stage = "stages/sanctuaryBorders.def",
}
then return end
end

if matchno() == 2 then
if not launchFight{
p1char = {"seiya"},
p2char = {"shiryu"},
p2rounds = 1,
stage = "stages/sanctuaryBorders.def",
}
then return end
end

launchStoryboard('chars/seiya/ending/ending.def')

setMatchNo(-1)



Luego van al archivo select.def y abajo donde dice [StoryMode] ponen:
name = arc1
displayname = Seiya
path = data/story/arc1.lua
unlock = true

ahi se fijan les dice los parametros y el link https://github.com/K4thos/Ikemen_GO/wiki/Miscellaneous-Info#arcs donde podran sacar mas cosas para ir agregando y aprendiendo con la prática

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oscartsg1

Post Wed Dec 09, 2020 8:02 am by oscartsg1

gracias por responder.me gustaria saber algo mas.en relacion al mugen es mejor o peor=,me refiero a calidad grafica y sistema de luchas.por ejemplo puedes poner cualquier chars de cdz o dbz en el ikemen?.
es solo para modo historia o se puede usar como el mugen solo para luchas?

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jaki

Post Wed Dec 09, 2020 1:56 pm by jaki

oscartsg1 wrote:gracias por responder.me gustaria saber algo mas.en relacion al mugen es mejor o peor=,me refiero a calidad grafica y sistema de  luchas.por ejemplo puedes poner cualquier chars de cdz o dbz en el ikemen?.
es solo para modo historia o se puede usar como el mugen solo para luchas?

si para dbz sirve tambien, hay un mugen ikemen dbz https://www.youtube.com/watch?v=RTUt96wfuec

pero recuerda que a partir de la version ikemen 0.96 ya tienes el story mode

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oscartsg1

Post Wed Dec 09, 2020 3:41 pm by oscartsg1

ENTONCES CREAR UN MODO HISTORIA ES DIFICIL?,HAY QUE MODIFICAR LOS SPUITES DE LOS CHARS DEL MUGEN PARA ADAPTARLOS,O SOLO ES PEGAR Y LISTO?.e visto las stages son algunas interactivas.van a traves de los chars o son independientes.
e visto el mugen de dbz que me as pasa.do,lo que pasa es que en el modo historia no pueden luchar del mismo modo que en ese,cierto?.tienen limitaciones creo.por ejemplo que andes 20 metros y luches contra cell y a los 40 metros siguientes luches contra vegeta y asi varias veces.

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Orion

Post Wed Dec 09, 2020 4:28 pm by Orion

jaki wrote:
oscartsg1 wrote:thanks.a dude:ikeme is open bor???.is only in 16 bit??


launchStoryboard('chars/seiya/intro/introseiya.def')

if matchno() == 1 then
if not launchFight{
p1char = {"seiya"},
p2char = {"shaina"},
p2rounds = 1,
stage = "stages/sanctuaryBorders.def",
}
then return end
end

if matchno() == 2 then
if not launchFight{
p1char = {"seiya"},
p2char = {"shiryu"},
p2rounds = 1,
stage = "stages/sanctuaryBorders.def",
}
then return end
end

launchStoryboard('chars/seiya/ending/ending.def')

setMatchNo(-1)



Luego van al archivo select.def y abajo donde dice [StoryMode] ponen:
name = arc1
displayname = Seiya
path = data/story/arc1.lua
unlock = true


Thank you Jaki. I will try to exercise too. I am very curious to know how things work.

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jaki

Post Sun Dec 13, 2020 12:34 am by jaki

orion wrote:- dialogue mode in the middle of the fight.

how do you do that?

tutorial https://github.com/K4thos/Ikemen_GO/wiki/State-controllers#new_dialogue

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jaki

Post Mon Dec 14, 2020 3:04 am by jaki

Ahora para pasar un buen screenpack de saint seiya a Ikemen es muy complicado, muchas configuraciones

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Orion

Post Tue Dec 15, 2020 12:41 pm by Orion

jaki wrote:Ahora para pasar un buen screenpack de saint seiya a Ikemen es muy complicado, muchas configuraciones

The most recommended is to make one from scratch, as the system def and system sff file carry a series of sprites and codes required only for Ikemen. We will try to do that next year.

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jaki

Post Tue Dec 15, 2020 1:14 pm by jaki

Orion wrote:
jaki wrote:Ahora para pasar un buen screenpack de saint seiya a Ikemen es muy complicado, muchas configuraciones

The most recommended is to make one from scratch, as the system def and system sff file carry a series of sprites and codes required only for Ikemen. We will try to do that next year.

yes, make screenpacks from scratch, like remake

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Orion

Post Tue Jul 06, 2021 10:23 am by Orion

Hey guys. Quickly passing here to inform you that the location where you can download the IKEMEN GO engine has changed. Now you can find the engine on the website below:

https://github.com/Windblade-GR01/Ikemen-GO/releases

On this date, the mechanism is in version 0.97. The changes are very nice, but they are centered on the software engineering part. Now, you download just one file and it will emulate both Linux and MacOS systems if you don't have windows operating system.

Also, the sound support has been noticeably improved. Now, you can listen to stage music in mono format even at scales as low as 22050Hz. Unfortunately, the Midi format is not yet supported. However, as most players use mp3 formats, I now believe that there will be no problems with the music as long as it is mp3.


Some things in the storyboard were also improved.

Good fun.
;--------------------------------------
Olá pessoal. Passando aqui rapidamente para informar que o local onde você pode baixar a engine IKEMEN GO mudou. Agora você pode encontrar o motor no site abaixo:

https://github.com/Windblade-GR01/Ikemen-GO/releases

Nesta presente data, o mecanismo se encontra na versão 0.97. As mudanças são muito boas, mas estão centradas na parte da engenharia do software. Agora, você baixa apenas um arquivo e ele vai emular tanto o sistema Linux quanto o MacOS, caso você não tenha o sistema operacional windows.

Além disso, o suporte de som melhorou sensívelmente. Agora, você pode ouvir as músicas dos stages no formato mono mesmo em escala mais baixas como 22050Hz. Infelizmente, ainda não se tem suporte para o formato Midi. No entanto, como a maioria dos jogadores usam os formatos em mp3, agora creio que não haverá problemas com a música, desde que seja mp3.


Algumas coisas no storyborad também sofreram melhorias.

Boa diversão.

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oscartsg1

Post Wed Jul 07, 2021 1:05 am by oscartsg1

hay algun mugen normal que tenga la opcion tag del ikemen?,me refiero al modo tag,en el ikemen no fallan porque solo cambias los personajes en las luchas,en el mugen fallan mucho porque tambien usan magias y ataques.busco un mugen que puedas seleccionar 3 o 4 personajs en una lucha y no falle.estoy usando el ikemen solo por eso,porque no fallan,pero su calidad grafica es peor y velocidad

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Orion

Post Wed Jul 07, 2021 10:36 am by Orion

There is no TAG option natively for mugen. What happened was that over time some programmers added paths that were concatenated in some open codes that were known. However, remember that regardless of the TAG option, we had to add, through smaller programs, more codes in the chars, so that the TAG was possible in mugen. This is because part of the mugen source code is closed. It was never opened.

In Ikemen, since it is open source, developers can directly change the source code and make it possible for chars to run TAG, without adding any code.
Although, it was the desire of some to add auxiliary combos as happens in Shiyo Kakuge's TAG, the truth is that in terms of programming it is not a functional idea.

The reason is simple. Each author programs the char in a way with different numbers. Although elecbyte itself, at the very beginning of its activities, warned that in original creations the basis of anything must be kung fu man, we know that this did not happen.

Remember that when I used Shiyo Kakuge's TAG codes, in chars and screenpacks, I had to check if the char had any combo number 1000, or a taunt number 195. Look, it took me at least 2 years to try to make the experience mugen in saint seiya more attractive and before migrating to Ikemen, I still had good characters to review.

I have to talk that the work I've done is colossal. Most compilers do not want to have this level of wear and in this case, without revisions some chars can freeze and crash the game in the TAG experience on mugen. Because of this, the helper combos were not added.

To avoid even overlapping of hypers, in Ikemen, we have the addition of two exclusive TAG buttons.

Unfortunately, there is no easy way to emulate the TAG in mugen without a review and a series of tests on the chars.

In Ikemen the thing is simpler, although it still requires testing, but not at the level of work that was required, in the paths for mugen.

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Orion

Post Sat Oct 30, 2021 9:01 pm by Orion

Hey guys,

passing here to remind you that version 0.98 of ikemen is available. Let's go to the most notable changes:

passing here to remind you that version 0.98 of ikemen is available. Here are the most notable changes:

1. fix animated portrait (stand) in title of versus
- now the readout is wider and is not restricted to localcoord only, but also to the scale parameters contained in the general data (in other words, you won't need to reprogram your char if you get bored with it.

2. Return of changing palettes with all four players in full battle if you are using the remap. (This is gone in recent versions, but has returned now.) If you use a standardized palette system, you can now take advantage of it.

There are still many things that have changed or advanced, although they are not apparent.
You can see the description here: https://github.com/Windblade-GR01/Ikemen-GO/releases/tag/0.98.0


Things that haven't advanced yet:
1.without support for midi
2. In some stages the super jump absence problem continues.

There are still some minor things for those who migrate completely from mugen to ikemen like:

1. presence of black dots in some stages
2. little zoom or complete absence in stages if you compare mugen's camera
3. area of ​​transparency appearing in some steps.

However, the latters can be repaired manually, although it can be time-consuming.

However, we go forward again. revel in the new version. For those who like animated portraits instead of portraits statics, this version is a watershed, because here it doesn't matter the style of the character, the sprites will appear the same size as the character at the time of battle.

Greetings.


;----------------------------
olá pessoal,

passando aqui para lembrar que a versão 0.98 do ikemen está disponível. Vamos as mudanças mais notáveis:

1. conserto de portrait animado (stand) in title of versus
- agora a leitura está mais ampla e não se restringe apenas ao localcoord, mas também aos parâmetros de escala contida nos dados gerais (em outras palavras, você não vai precisar reprogramar seu char se você se aborrecia com isso.

2.  retorno da troca de paletas com os quatro jogadores em plena batalha se você estiver usando o remapal. (isso sumiu nas versões recentes, mas retornou agora.) Caso, você use um sistema de paletas padronizado, você agora pode se aproveitar disso.

Ainda tem muitas coisas que mudaram ou avançaram, embora elas não  sejam aparentes.
Você pode ver a descrição aqui: https://github.com/Windblade-GR01/Ikemen-GO/releases/tag/0.98.0


Coisas que ainda não avançaram:
1.sem suporte para midi
2. em alguns stages o problema da ausência super pulo continua.

Ainda existem algumas coisas menores para quem migra completamente do mugen para o ikemen como:

1. presença de pontos pretos em alguns stages
2. pouco zoom ou ausência completa em stages se comparar a câmera do mugen
3. área de transparência aparecendo em algumas etapas.

No entanto, estes últimos podem ser consertados manualmente, embora possa desprender tempo.

No entanto avançamos novamente. deleite-se com a nova versão. Para quem gosta de stand animados no lugar dos portraits estáticos, essa versão é um divisor de águas ,pois aqui não importa o estilo do char, os sprites vão aparecer do mesmo tamanho do char no momento da batalha.

Saudações.

Download Ikemen 0.98: https://github.com/Windblade-GR01/Ikemen-GO/releases/tag/0.98.0

file call: Ikemen_GO_v0.98.zip

NEWS IKEMEN_GO S110
NEWS IKEMEN_GO S210

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Lobo Azul

Post Sun Oct 31, 2021 11:56 am by Lobo Azul

Hola Orion muchas gracias.

Ya pude migrar, una pregunta se puede programar el score?
como copie y pegue es casi igual a la versión en MUGEN,
ahora solo tengo que ubicar en la programación para ir
agregando cosas.

Donde puedo encontrar la opción para colocar el score¡?

Saludos

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Orion

Post Sun Oct 31, 2021 1:06 pm by Orion

Lobo Azul wrote:Hola Orion muchas gracias.

Ya pude migrar, una pregunta se puede programar el score?
como copie y pegue es casi igual a la versión en MUGEN,
ahora solo tengo que ubicar en la programación para ir
agregando cosas.

Donde puedo encontrar la opción para colocar el score¡?

Saludos


Everything from the screenpack in mugen can be imported without big problems, except the files: system.def and fight.def.

They have more codes than mugen and the transition cannot be done just by overwriting the files.

For example, the fight file has unique codes for the life bar to run 100% in tag mode and it doesn't have it natively in mugen. (in addition to the mentioned scores)

However, the root of the code is the same, so anyone who is used to making libebars should have no problems and should quickly get used to updating manually.


The best thing to do to update your lifebar is to open the def file (fight.def) of mugen and Ikemen. The root is the same, so just follow the differences and add the missing code.


If you don't have time to update yours, in the mugen1 folder inside the data folder in Ikemen, there is an alternative lifebar (same as mugen 1.1 style)

NEWS IKEMEN_GO Sprite87

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Lobo Azul

Post Sun Oct 31, 2021 10:21 pm by Lobo Azul

Gracias Orion me pondré a hacer pruebas.

Gracias

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Lobo Azul

Post Sun Oct 31, 2021 11:35 pm by Lobo Azul

Orion!! Cool Cool Cool Cool Cool Cool

NEWS IKEMEN_GO Hkki10

Genial!!!!

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