It was a totally pleasure be able to worked and supported this masterpiece! Always proud of all this journey 💪 Thanks to you, CD2. I learned more and i'm better in editing. Kudos!
@@CableDorado2 hola amigo, que cool lo que haces, yo quiero hacer unos chars mugen o de o de ikemen, estoy haciendo las paletas con sai, me preguntaba si sabias de un metodo para hacer paletas mas rapido? y donde puedo aprender hacer el chars mugen porque lo quiero hacer como los chars mugen de devil may cry
Estoy completamente orgulloso de ser testigo de como Ikemen Plus a evolucionado hasta este punto de la historia, con funciones completamente únicas y jamás vistas, un deleite visual para quienes utilizamos lo que ofrece Lua Script, una obra de arte todo lo que hiciste bro ;) Amigo ese Tower Mode te quedó EX-QUI-SI-TO
The more you keep working on this, the more objective it is to call the name of this project what it is I am even considering making up a fighting game of my own using this!
Fuaaaaa.... Esto era lo que estaba esperando, muchas gracias compa y disculpa si ya no te escribo en correo... Y muchas gracias por traer está gran actualización ya cada vez mas cerca de la 2.0 😎
I might use it one day. One problem i have is that i'm not good at programming, so perhaps you guys should consider including more visual friendly editors/editing features in the next update? Thank you.
Se ve Asombroso, se nota que le pones ganas a este trabajo Bro. Comenzó siendo algo bastante básico y mira cómo ha evolucionado, IPU sigue manteniéndose vivo en 2024 y más recargado que nunca!!!. Saludos Bro y sigue continuando con este gran proyecto 😃
Gracias bro y si que recuerdos hace 2 años cuando todo esto inició y lo probamos online. Esto me ha ayudado a aprender bastante de programación, en algún momento quiero hacer mi propio juego en otro de esos motores como Godot o ClickteamFusion. Saludoss!
Amigoo te quedo super increíble todo lo nuevo que has incluido, me hace muy feliz que pueda reproducir videos:,) sigue así amigo, estoy muy pendiente de tu Ikemen Plus Ultra, animoooooo.
Buenas manito, ya hace buen tiempo no aparecía por acá jaja, ahora veo todas las novedades en las que trabajabas, que si te recuerdas me lo mencionaste el Discord, ahora sí me sorprendiste, trae cositas chidas, cosas del Kof y ahora hasta diálogos antes de batallas y esas cosas, ahora sí te luciste, siga así y saquele todo el brillo que pueda, cuando pueda pásemelo y yo le puedo dar Chars escenarios y ideas como Tag system en batallas y esas cosas, de aquí a allá un abrazote y cuidese mucho, éxitos y saludos⭐
Mi bro tenemos unas partidas pendientes en este ikemen jaja. Un saludo!!! y gracias por el apoyo. Pronto tenemos que darle a unas retas para rememorar los viejos tiempos
@@CableDorado2 Esoo así me gusta, cuando tú quieras ahí me dices, por cierto si un día me puedes pasar todos esos chars del vídeo se lo agradezco manito, y claro que sí, yo mañana seguro tengo libre, así que ahí me avisa y su Tito Liam sin faltas ahí estarás, Saludos mi compa Gold!
Something that i want to see, is a stage select screen like smash Bros or SF5 with all the stages in one side and a bigger picture of the selected stage on the other side. That would be awsome ❤ Thanks for all your hard work. I am happy to sée mugen things living thanks to Ikemen !
@@aluzion2616 Yeah it can be coded in Go through lua modules, but for me It will take too long to get it working in Go, I know other people who may be able to get it working sooner so I upload it so that they have an idea of the structure or are encouraged to do it as soon as possible
Thank you very much for your support in the projects I have done for this community! Soon I will be consulting in my community channel tab to improve aspects that I want to do with customization, so that end users can use this engine more comfortably
Gracias, me encanta porque ya sabes, como es DirectX no requiere de tanta máquina para moverlo. Si es verdad que faltan cosas pero hey, poco a poco se va llegando a ese estado ideal. Saludos!
I’m very happy to see all the new updates just released, this is something with so much potential! I do have some issues currently: Sprites won’t show up on the select screen for my chars, and some of the portraits are missing for them as well. And the ones with missing portraits, they are completely invisible in the game (I am using JUS characters) It was all fine in v1.3, but this all started happening in v1.4. Any help would be appreciated, thanks!
In this version you need to save the sprites .sff of characters as MUGEN 1.0 or Mugen Beta in fighter factory. We hope to restore support for mugen 1.1 sprites in future updates. Same with the sprites generated located in data/charAnim
3:10 It's been a while. It's me, the dude comment for Ikemen but before there was update v.1.2 video. Now i like how that setting include, but i was thinking i could try that with Super Smash Bros character Sandbag.
Impresionante CD... La función de Playback intentaré portearla a Ikemen GO de alguna manera... es algo realmente imprescindible para que la comunidad de u juego pueda labear situaciones... el modo torre también está muy bueno. No se me ocurre una implementación directa en otro contexto que no sea le de MK, pero con un poco de ideas seguramente puede quedar muy bien. Te estaré consultando en las próximas semanas. Muchas gracias por tu esfuerzo y dedicación.
This engine gets better and better, I want to be here to see version 1.5 to 2.0, when this project is finished, but in the next updates there will be tag mode and ratio mode??, congratulations to you and the people who helped with this project 🤩
Gracias por el apoyo, pronto voy a estar compartiendo avances de la próxima versión del motor, así que si te interesa estate atento a mi canal y si puedes compartir este motor con otros que conozcas que estén interesados bien sea en mugen o en la creación de juegos de pelea, sería de gran ayuda. Saludos!
Si vos podes hacerles saber esto mejor. -Estaría copado que existan transiciones de stages tales como marvel vs capcom original cuando en la parte de los angares se ponía todo de fuego en el segundo round,en kof 99 cada round que caganas o perdías en las pantallas cambiaban las animaciones,por ejemplo el parque soleado,despues nublado en el segundo round y cuando estabas en el tercer round este estaba lloviendo muchisimo. -Otros detalles,usar lo clasico de Street Fighter 2,que cuando estabas por morir la musica se aceleraba en SF2 o bien se hacía o sonaba una especie de remix dramatico como en SF4. -Usar escalas de mayores pixeles en vez de solo SD low res de 640x480 en full HD o 4k,tambien pueden agregar el filtro Xbrz que quita todos los bordes pixelados de los personajes. Espero todo eso sea posible hacerles saber,la verdad me dan ganas de volver.
Is exactly as Mugen do it via select.def. But In the coming weeks I will be sharing different tutorials on how to do things to better illustrate it. Thank you by support this!
Amigo, soy de Venezuela y también hago mugen, eres un genio, cuando tenga oportunidad te donare algo, espero poder ver mas videos de tu canal muchos éxitos
Saludoss!, espero estés bien en medio de lo que está ocurriendo. Hoy de hecho iba a compartir un nuevo avance, pero mi internet no colabora.. así que tuve que posponerlo, ojala para la próxima semana pueda compartirlo. Fuerza y gracias por encontrarme!
i have a bit of a personal request, well two of them but they can sort of apply to the tower mode; 1. ability to randomly select characters in tower mode based off of order 2. ability to have specific randomselects based off of various customizable tags so for example you can have separate randomselects for say street fighter characters and snk characters
An interesting proposal, I am writing it down to think about how to carry it out in the future. I am also aware that in tower mode (because it is inspired by mortal kombat) it is necessary to add: Endurance Battles when adding more than 1 character separated by comma on the same "floor". Mirror Battles when add "mirrorselect" instead character name. currently randomselect works without specific orders. Thanks for watching!
@@CableDorado2 thanks for considering!! also, i'm having a coding related issue with the tower mode code, it reads; script/select.lua:8001: [string 'return (0*1,35,30)':1: ')' expected near ',' the code is unchanged from the latest release and i have no idea what's causing it
That is an error related to your character's Victory Quotes it will happen not only in tower mode but will also occur for any mode where the victory screen is shown with the winning character's phrase. To fix it you have 2 options: 1- Rewrite the way the dialogues have been programmed in the character that is causing it (the best way because this way you can enjoy the victory screen) 2- Simply go to Options - Game Settings - System Settings and in win screen option set it to [Fixed] to avoid showing the dialogs
Gracias bro, lo que mas me dejo boca abierto fue lo de novela visual y el modo historia... Justo lo que quería para mi proyecto, ahora si que puedo seguir avanzando con el... Es algo que me hace llorar de felicidad 🥲 PD: También gracias por ver el post que hice en MUGEN TEAM MÉXICO, ojalá y encontrar más gente que me ayude. 🙏🏻
Por cierto, se puede introducir sonido/voces al modo historia novela visual, ya que he conseguido actores de voz para mi proyecto, y desearía que el modo historia que ando haciendo... los personajes, puedan "hablar" por asi decirlo, osea que pues se escuche lo que dicen. Pero si no lo tiene es algo a considerar y siento que lo único que le falta a eso, para que sea perfecto. 👍🏻
Si, es posible. Dejé ejemplos en el archivo vn.example.def. Básicamente cuando inicia un nuevo diálogo, puedes cargar un sfx con la voz del personaje desde el archivo .snd que defines en cada capítulo. Y puedes usar en el próximo diálogo sfx.clean = 1 para que si alguien salta el diálogo (pero la voz no ha terminado de sonar), se corte y no se mezcle junto a la nueva. Este modo sigue siendo experimental y ustedes los creadores son los que pueden sugerirme cómo sería mejor usarlo o qué más le hace falta jeje. Saludos y gracias por el apoyo!
@@CableDorado2 entiendo, y de verdad.... muchisimas gracias por eso, aunque yo tambien esperaba ver lo de la toma de decisiones o un modificador de velocidad para que los dialogos vayan mas lento o mas rapido, sobre todo el 2do... ya que lo de la toma de decisiones lo descarte de mi historia para que sea mas lineal con el mismo, pero por lo que veo esta demasiado perfecto. PD:deberias subir un tutorial de como poner el modo ''aventura'' dentro del modo historia, osea me refiero al modo beat en up visto en el modo historia de mugengers.
@@CableDorado2 por cierto, creo que hace tiempo me dijiste como podría poner un opening y ending a los capitulos, y veo que se puede... Pero, podrias hacer un tuto de como introducir videos en el modo historia?
@@CableDorado2 ahora que lo noto, siento que le falta mejorar en eso de animaciones... ya que pues, para que se vea natural, los personajes deberian salir desde las esquinas por dar un ejemplo, llaman a un personaje y el aparece moviendose desde la esquina izquierda o derecha, y lo mismo con los objetos, aunque esos deben moverse de manera vertical, como en las novelas visuales mas modernas por asi decirlo.
Está EXCELENTE!!!. lo único que me gustaría que tenga es que cada personaje tenga un progreso individual y que ese progreso sea visualizado como medallas de bronces, plata, oro, platino, etc. Y que ese progreso se base en la cantidad de partidas jugadas con un personaje.
Lo tengo en consideración hermano. Algún día lo haré posible. También necesito buscar un espacio para mostrar esa información. Es decir se mostraría en el character select o en el menú de estadísticas que ya tenemos? Saludosss!
Been using this recently and honestly this is the reason im getting back into mugen, it’s beautifully done. But i wonder…will there be tutorials on how to make events, storyboards etc?
I will be making tutorials soon because currently I'm working on making all the scripts more understandable for tutorials. However in each release I upload a "Game Example" build that makes use of new functions, so it is possible copy his behavior for your personal use, but yes a tutorial is better
very cool, but there are some issues, no stun and guard break, but more importantly, the process of changing you control inputs is VERY over complicated and unusual compared to every other mugen/ikemen engine ive ever used. The menu and in game controls being separate is a very strange idea, and changing controls is very cumber sum and not very intuitive at all. Please make it easier to change controls, or if there is an easier way, please let me know. Other than that, this is by far the best ikemen/mugen engine yet. Keep up the good work, this is on track to be a wonderful thing.
Of course, for the next versions I am thinking about understanding the needs of the community more. Any ideas you can think of to make this more comfortable are welcome. If you can explain to me how you would like the control configuration to be, I will be attentive to see what I can do for the next version. Greetings and thanks for the feedback!
@CableDorado2 I would say when you change your controls, have one set of controls, not 2. Having a battle control and menu control is a very strange idea imo since majority of people will simply have both as the same inputs, making them separate seems redundant. Also have player 2 control inputs be set to inputs not used, like void inputs because its annoying changing P1 control and it not working due to P2 already having them. Lastly, allow for more possible input options, this one is more personal as I like the use the default mugen control that uses " as an input, which isn't allow here.
Cd2 tudo bem? Sou Rik Taym e estou maravilhado com o projeto. Estou fazendo um Fangame do kof 97 e com essas novas features, meu projeto ficará ainda mais rico! Hoje mesmo vou testar ele e certamente tranplantarei meu projeto para lá. Não sei se você colocou ou pensa em colocar mais algumas coisas no ikemen ultra plus mas, se me permite, gostaria de sugerir algumas features: -Suporte para storyboard ou vídeos para times (como no kof, eu poder habilitar um story board para times que eu considere canônicos) - Suporte nos cenários para interação com hitboxes (como no street fighter 2) - Suporte para cenários que delimitam o fim da batalha (real bout 1) - Suporte para definição de pontuação por golpes (eu poder limitar quantos pontos cara golpe marcará) - Recurso de entrada e saída de tela de seleção (a tela de seleção ter uma animação de entrada e só ser habilitada quando ela termina) - How to play (ou fazer como um modo que ensina o jogador a jogar no treino - como no sf6 e jogos atuais ou habilita-lo como scene antes do select screen - ou mesmo deixar como opção as duas formas) -Opção nos arquivos internos de "retirar" algumas ferramentas no jogo executável para eu dar o poder de controle ao jogador limitado. Não o testei ainda, não sei o quanto seu projeto é customizavel e quais essas features que eu citei possam estar incluídas mas acredito que, hoje, meu projeto ganhou novas asas, sem dúvidas. Gratidão pelo seu trabalho, você está ajudando um garoto pobre a realizar o sonho dele de infância. Abraço!!
Olá Rik Taym, que bom saber que você gostou desse projeto. No momento, ainda estamos trabalhando para tornar mais compatíveis os recursos mugen. Portanto, coisas continuarão a ser adicionadas para atualizações futuras! Por outro lado, você já experimentou ikemen go? Esse motor é muito mais compatível com o que é feito em Mugen. Em relação a este ikemen plus ultra. Suporte para storyboard ou vídeos para equipes já está disponível nesta versão, basta conhecer Lua para adicionar as cinemáticas que desejar sempre que quiser. Cenários interativos ainda não são suportados, esperamos adicioná-los em atualizações futuras (o Ikemen GO já possui) Espero adicionar o sistema de pontuação na próxima atualização 1.5 A animação de entrada quando a seleção começa é tecnicamente possível modificar coisas no pacote screen através de lua O How to Play pode ser inserido como um arquivo de vídeo ou storyboard antes da seleção (novamente você precisa usar lua) Por fim, se possível remova algumas opções do player. Obrigado por apoiar este projeto que ainda está em desenvolvimento, se puder compartilhá-lo com outros conhecidos que gostam deste tipo de jogos seria de grande ajuda. Também um abraço!
@@CableDorado2 Gratidão pela resposta. Sigo espalhando e acompanhando o projeto. O meu fangame está sendo justamente usado o Ikemen go. Vendo o fangame do Strong FS, fiquei curioso e descobri, através do lindo projeto dele esse trabalho incrível de vocês! Fico no aguardo de novas atualizações. Vejo que Lua não foge muito do que já conhecemos com Mugen, agradeço muito a atenção. Obrigado e parabéns novamente por esse trabalho incrível!
Greetings! unfortunately palette select configuration it is not compatible, both engines are different. Everything that GO works is exclusive to that one, the same for this one
Currently it is possible to program a character that has/detects the combo trials of the character you are going to use and this combo trial character could be added in a separate menu or directly in the missions. Creating global trials is still out of my reach, but based on official games that always select 1 character for you to execute the trial combo on, that would be possible even to imitate it in Mugen. The best example I have in mind is the bonus game Catwalk made by Pots: ruclips.net/video/Bro9DzIjtEQ/видео.html mugen.fandom.com/wiki/Catwalk/PotS%27_version
Todavía los screenpacks no están disponibles en el motor. Esto porque el tiene que adaptar de forma manual los screenpacks para que funcionen en el motor (ya que el motor no puede leer el tipo de archivos usados en los screenpacks, por lo que hasta que pueda hacer que el motor pueda leer ese tipo de archivos, el tiene que convertirlos manualmente para que funcionen en Ikemen)
Hay tutoriales sobre la edición básica del screenpack para la versión que no es Ultra, compartidos por el usuario TheFclass97: ruclips.net/p/PLUJEkERU43iJNxU59n0qELKSUrFTsb4zh Pueden ser un buen pie para empezar a entender el motor. Sin embargo, debido a que en la versión Plus Ultra la ubicación de varias funciones se han cambiado, recomiendo esperar a que el motor sea más consistente (Se espera que llegue a este estado en la v1.8) para ofrecerles una documentación o guia sobre cómo usarlo. Esto se debe a que en cada actualización, se cambian o mejoran los métodos para realizan ciertas cosas y si explico cómo hacer algo en su estado actual, muy probablemente para la próxima versión sea más simple o muy diferente de lograr quedando dicha guia "obsoleta". Te recomiendo suscribirte al canal porque para la siguiente actualización estaré preguntando y ofreciendo opciones en la pestaña de comunidad de mi canal, sobre cómo podría ser más cómodo para ustedes los creadores personalizar este ikemen.
Si ya estoy suscrito a tu canal,una pregunta CD2 como puedo poner funciones globales para los char en ikemen go,es decir sin tener que editarlos uno por uno.
@CD2, I have some questions as always, feel free to disccus if oyu dont like the attention but i love to seing this project grwo wiht every year so i want to make some points of interest and posible reqeust for the next version. Shop Mode Idea: Do you have any idea how much space the shop mode will take up in the folder? Will it slow the system down? I believe this feature might be one of the heaviest components in the engine after the gallery mode. Gallery Mode: Do you think it would be possible to create subfolders that can be accessed within MUGEN? I remember the extras having different folders, some with images. I'm still curious about this but don't know where to check for this info in the videos. Is it possible to create and name folders to insert into MUGEN, like a folder for each character or other assets? This would allow for more creative use of resources. Replay: I wanted to ask if it's possible to add a replay view within the game itself instead of saving the video of the match. In some games, it's possible to view the last moments of the previous match. Training System: I have an idea based on replays but using the training system to replay player actions. I believe Guilty Gear Strive does something similar. It would involve saving a match and being able to replay it in real time, with options to view frame data and initiate player mode so the player can practice from the replay scenario. Let me know if this is unclear; I might have worded it poorly. Color Palette Roulette: Do you think it could be made into a visible slider or a paginated setup? This way, people can find a color better. Additionally, a way to create a color edit mode would be helpful, allowing users to save their custom palettes. I know this might not work easily as it wouldn't be part of the original character, but I'm just suggesting ideas. Spectator Mode: I believe Mortal Kombat 9 is quite popular in this regard, where it shows spectators as little avatars. While MUGEN is easy to stream, making this feature might be unnecessary, but I'm just throwing ideas around. I remember some pages where people like to bet money on matches. It could be interesting to assign virtual money values to viewers so they can bet. Music Player: It would be great if the player could change the stage music. chance timer: this ideas is from megaman x5, the idea it owuld as your palyer route is based on how many times the palyer losses whit enought losses adecuating to a wrost ending and easy ladder. Tower Mode: Can the tower mode have multiple routes like in the arcade plan you demonstrated once, or does it only work as a straight arcade line? Visual Novel Mode: How much weight will the visual novel mode add to the program? How should we calculate the additional weight this mode contributes to the game, considering both internal mechanics and external asset usage? How extensive can this mode be? Is it supposed to be a direct story mode with more player control, or would it be possible to implement a dating-like system? Dialogue System: Based on Astra Superstars, I want to ask if it would be possible to allow players to choose a character's dialogue to influence the difficulty of a fight. Screenpack Setup: For the screenpack setup, how much should be considered for the next revisions? Given that the project makes the MUGEN engine function like a proper home console project, how much emphasis should be placed on generating screenpack settings for all the different extras that the new engine brings?
I'm always happy to read your ideas!, so whenever something occurs to you, you can come back and write a comment, in fact from now on I want to have more of the community's opinion and I will use my community channel tab for this (if you can share this with other people who are interested would also help this reach more ears) Now regarding: 𝐒𝐡𝐨𝐩: The size of the shop will always depend on the content the developer adds. The limit is your RAM memory (but whenever you want to create something for others to play you should also think about its resources). Soon I hope add an example of this menu feature. 𝐆𝐚𝐥𝐥𝐞𝐫𝐲: I would like to make gallery mode able to load images from specific folders/directories without needing to insert them into an .sff file. This will be seen in future versions. At the moment it is only possible to add images to the gallery by loading images indexed in the gallery.sff file located in data/screenpack 𝐑𝐞𝐩𝐥𝐚𝐲: With this section, do you mean like in a soccer game where you can see how a goal was scored? Or well, in the case of fights, how was the last KO carried out? I don't know how likely it is to achieve this, but it's definitely a pretty interesting idea to try. 𝐓𝐫𝐚𝐢𝐧𝐢𝐧𝐠 𝐒𝐲𝐬𝐭𝐞𝐦: The new playback function introduced in this update technically it could allow you to record and repeat the dummy's actions. Now what we are missing is showing more information such as the frame data (the hitbox and input display can at least now be seen. The Damage Display is also missing). The only thing I don't understand is what do you mean by practice from a replay scenario? Are you referring to loading a replay of a fight and being able to activate control of your character at any time you want in that recorded fight? 𝐂𝐨𝐥𝐨𝐫 𝐏𝐚𝐥𝐞𝐭𝐭𝐞: The way you propose the idea could only be executed for a full game, because in this engine you can insert any character, I can't imagine how a system of this kind can work for anything you add without having to edit. The only thing that the global palette selector that I added in the previous version is missing is detect the exact number of palettes that the character has and also to apply them in real time to the character sprites. 𝐒𝐩𝐞𝐜𝐭𝐚𝐭𝐨𝐫 𝐌𝐨𝐝𝐞: The CPU vs CPU mode applied to the other non-versus modes (introduced in the previous update) I think can serve to satisfy this. Now with the new Side Select added, you just have to keep the controls in the middle to start a cpu vs cpu fight. (It even works for new tower mode) the issue with this is that the cpu character you are going to follow will always be on the left side, so if you lose in arcade mode for example, you will see the continue screen to that side. But for free vs works perfect. 𝐌𝐮𝐬𝐢𝐜 𝐏𝐥𝐚𝐲𝐞𝐫: Already added in previous update from Pause Menu (I think I only added it for training mode and replays. However, you can always activate it for the other game modes): ruclips.net/video/B5z0DK4EHBA/видео.html 𝐂𝐡𝐚𝐧𝐜𝐞 𝐓𝐢𝐦𝐞𝐫: I don't understand how this feature could be used globally. It sounds more like something specific to a full game. Could you re-explain it to me? 𝐓𝐨𝐰𝐞𝐫: Towers will always be linear. Based on Mortal Kombat, I have not observed any game that depending on your actions you change routes in the tower selected. You can always reprogram it for this to work, but I feel that this is better done in a story mode (of which I already left examples in this version by the way) or directly arcade or adventure map. 𝐕𝐢𝐬𝐮𝐚𝐥 𝐍𝐨𝐯𝐞𝐥: As always, the size will depend on the creators and the limit of your ram memory. This new mode, still in development, could be used for a dating system, but I still need to add a route/response system that allows the player to see other dialogues/routes if they choose different answers to certain dialogues. Currently it is to be combined with a story mode, but there is always the alternative of using cinematics with the new support for video load. 𝐃𝐢𝐚𝐥𝐨𝐠𝐮𝐞 𝐒𝐲𝐬𝐭𝐞𝐦: I think this would tie into the previous point regarding designing a decision/response system for the visual novel. The dialogues within the combats themselves are still pending implementation. 𝐒𝐜𝐫𝐞𝐞𝐧𝐩𝐚𝐜𝐤 𝐒𝐞𝐭𝐮𝐩: I am considering redesigning the location of the assets and functions that generate the drawing of said sprites on the screen to build a screenpack. I'll be on the community channel tab soon asking about it to address these customization details for the next update, because I also want to do it with the character select. Something like using an options menu you can configure the number of columns, rows, position and that the creator can preview it without having to constantly restart the engine. So these are my answers, stay tuned for my next posts because this project is just starting to get good! and with the help of the community we will take it even further! Thanks by support this!
Yess, primero estoy mejorando el motor y luego todas estas mejoras van a desatar la locura pura de CD3 en la próxima update del USX. Saludosss ya pronto vuelven las retas de ssf2, ojala lo actualicen :v
In the options menu, Game Settings-System Settings-Character Select Settings, you can change the number of Columns, Rows and Hidden Rows. Currently, the way to customize the select character is still complicated because you require knowledge of lua to change the position and size of the cells in the select.lua script. My recommendation is that if you want to use this engine only to collect characters and play, just add more Hidden Rows to scroll vertically and see the new characters you add. For the next version I will be improving this way of customizing the character select so that it is really comfortable for the end user. Thanks by support this!
Hey welcome! you can post your requests or suggestions here through comments. But if you need to accompany them with images, you can do everything on the github page "issues" section: github.com/CableDorado2/Ikemen-Plus-Ultra/issues
@@CableDorado2 ok. In the nightly version of ikemen go they manage to fix the two button simultaneously issue. But the strictness on combos issue is still there. It's not as smooth as MUGEN. So maybe you could atleast update the simultaneous issue when pressing two buttons together in the next update!
Hello CD2, I just moved my Ikemen Go stuff to Plus Ultra and there are some questions I would like to ask you 1. How do you add music to the before match screen, winning screen and the sudden death screen? 2. Do you plan on making it be able to configure controllers in game for a future update? Since I am playing it on my steam deck and I tried both the steam deck and my switch pro controller but it says it doesn't work and that I would have to manually configure it in something else. 3. Is it possible to hide characters? Since I'm planning on adding a sub boss and a final boss and I don't want them to be playable. Other then that I think this is a improvement comparison to the original ikemen go and this would be my final version of it since I've moved from Mugen 1.1 to Ikemen Go and then Ikemen Plus Ultra.
Hello, first of all thanks by use this engine to make your fighting game. But I must then let you know that this project is still in development and many things will be improved for future. Now regarding your questions: 1. Use playBGM function, inside you need to put your music path. In common.lua file are variables that contain the paths and what I do is simply reuse those variables on each function call. You can look in the select.lua script for ways I've used the function 2. Yes more control support will be added in future updates. At the moment it is better to use the keyboard. Technically there should be a way to add the values in config.ssz file with buttons on your control have that appear in the device settings in Windows OS. However, in this version it is not entirely comfortable. 3. Yes, in select.file add these characters in such a way that they are outside the selection screen and use paramvalue exclude=1 to avoid show they in random select slot. Currently I implemented a method to make the way of designing the character selection more comfortable, which you can see here: github.com/CableDorado2/Ikemen-Plus-Ultra/releases/tag/TestBuild
el modo novela visual era algo que queria para mi modo historia en mi proyecto. gracias. hare una donacion cuando pueda. lastima que no se usar lua. buuu.
Eventualmente voy a estar grabando tutoriales con más énfasis sobre cómo crear un capítulo con sus diálogos y por supuesto cómo dibujar los sprites en lua. Porque para la visual novel, lo único que necesitarías de lua es para los dibujos. Los dialogos ya los puedes cargar bajo un archivo .def. Me tomé la molestia de documentar cada función necesaria en un archivo llamado vn.example.def. Gracias por seguir este proyecto! y cualquier apoyo adicional es bienvenido! Saludoss
Suelo intercambiar ideas y conocimientos con el creador de Mugengers (Strong FS). Mi partipación en su proyecto la considero indirecta. Pero ya que tengo contacto con él, siempre estaré pendiente de que agregue varias de las funciones que se ven en juegos oficiales y lo que he conseguido en este proyecto plus ultra. Saludos desde Venezuela!
Ojalá pudieras hacer un tutorial de cómo poder dejar una sola pantalla de selección para ambos players ha que di expandes mas el select tira error ,son varios parámetros lo que hay que cambiar por lo poco que entendí
Si, voy a estar trabajando en mejorar la forma de personalizar la pantalla de selección para que sea más cómodo y de paso, que se pueda dejar solo 1 pantalla como dices. Mi idea es hacerlo lo más cómodo posible para grabar un tutorial definitivo. Estate atento, porque estaré anunciandolo para que puedan probar estos cambios de forma anticipada y que me digan si realmente es cómodo, antes de agregarlo a la próxima actualización. Saludos!
El soporte para Big Portraits animados aún no está disponible en esta versión. Sin embargo, es posible reemplazar los sprites animados por esos que mencionas. Para ello debes activar en Options - Game Settings - System Settings - Character Presentation [Sprite] y los sprites generados al inicio se guardan en la carpeta data/charAnim. Edita los sff reemplazando los stands con tus fotos animadas y ya se deberían poder visualizar. Así mismo debo recordar que el formato de las imágenes debe ser mugen 1.0 o imágenes indexadas en 8 bits.. En un futuro se añadirá el soporte para png sin indexar a lo mugen 1.1
@@raphix5527 like ikemen go, stages portraits are loaded from his own .sff file using group 9000 and index 1 which also can be changed via config.ssz file, located in save folder.
Una consulta es posible dejar en un solo select para ambos players en un vs lo digo por que la cantidad de personajes que tengo es mucha y duplicar en pantalla se me ve imposible XD
Actualmente este ikemen usa un parametro llamado HiddenRows esto permite realizar un desplazamiento vertical sobre un pequeño roster y de allí que hayan 2 selects. Sin embargo. En el menú de opciones, Game Settings-System Settings-Character Select Settings, podrás cambiar la cantidad de Columnas, Filas y Filas Ocultas. Actualmente la forma de personalizar el character select sigue siendo complicada porque requieres de conocimientos de lua para cambiar la posición y el tamaño de las celdas en el script select.lua. Mi recomendación es que si quieres usar este motor solo para coleccionar personajes y jugar, solo agrega más Hidden Rows para desplazarte en vertical y ver los nuevos personajes que agregues. Para la próxima versión estaré mejorando esta forma de personalizar el character select para que sea realmente cómodo para el usuario final.
Palette Select was added in the previous update: ruclips.net/video/B5z0DK4EHBA/видео.html You can activate it in Options - Game Settings - System Settings - Character Select Settings - Palette Select [Modern]. Classic is settings as default like mugen. Modern Palette Select works but pals are not apply to character sprites preview (but yes in the battle) so it still in progress
Actualmente deben ser agregadas manualmente al archivo announcer.snd localizado en data/screenpack y tras agregar las voces en ese archivo, en el script select.lua debes modificar la función f_p1charAnnouncer() para el lado izquierdo y f_p2charAnnouncer() para el lado derecho donde agregues el nombre de tú personaje y luego el grupo e index del cual va a reproducir las voces del archivo announcer.snd cargado. En el código dejé ejemplos con Kung Fu Man y Kung Fu Girl, personajes que vienen por defecto.
@@CableDorado2 ya descibri como abrir el .snd, ahora estoy en el select.lua y encontre el f_p1charAnnouncer pero no encuentro el ejemplo que habias dicho. lo pensaba usar para guiarme para ver como se hace edit ya descubri tambien lo del select.lua. muchas gracias y disculpa por las molestas
Unlike Ikemen GO there is not config.json file and and neither system.def file. To change screenpack you need to modify lua scripts mainly common.lua and main.lua For the next update v1.5 I am working to group all screenpack assets in 1 file like system.def
Desafortunadamente aún no soporta png como 1.1. Es lo más dificil de lograr pero cuando lo consigamos, esto será imparable! Si conoces algún programador que sepa C++ y de SDL hablale de este proyecto, a ver si nos pueden ayudar a integrarlo para la siguiente actualización ya que ahora si está disponible el código fuente con las librerias donde se puede conseguir ese soporte para png. Saludos!
si ya sabes en modo arcade jugar contra fatal fury team, japan team, art of fighting team eh visto que se puede por medio de random pero desconozco como@@CableDorado2
Buena idea, lo tomaré en cuenta para agregarlo en próximas versiones. Sería algo así como definir en el select.def los equipos que aparecerán en el modo arcade cuando juegues en turns o simul y que antes del order select te permita escoger contra cuál luchar no?
@@CableDorado2 estaría genial te deseo mucho exito y estaré al pendiente, yo creo que jugar así es el sueño de todos en MUGEN hacerlo realidad sería el mejor aporte.
@@mugendrash Fino, estate atento porque pronto estaré preguntando cosas en la pestaña de comunidad de mi canal para ver qué otros aspectos podemos mejorar para la próxima update y que sea cómodo para ustedes meter sus personajes, escenarios, música y disfrutar de estos nuevos modos
So awesome is there going to be a way to load more the one game from the start menu so I don't have to change my character file each time I want to play a different game and not have to have 5 to 10 different ikemens on my computer to play different games
By lua coding yeah is possible. Loader.lua generate all characters and stages tables from select.def that char select loads. So you need to make differents select.def and using lua conditionals to load select.def that you want in that loader.lua. Screenpack is managed by lua so you'll probably want to separate the drawing of each game screenpack assets into different scripts.
Eh tengo una pregunta Se podran usar chars de metal slug aqui osea con las cosas de Ikemen y me refiero a esos chars que no pueden saltar o que no suelen moverse o los que vuelan?
Tecnicamente si, pero aquí todos los chars deben estar programados en CNS, como en mugen si alguno usa código zss de ikemen go no será compatible. En resumen si un char funciona en Mugen aquí debería funcionar
depending on your understanding of lua, it can be fairly complicated. Because the structure for loading sprites for the screenpack of this engine is very different from that of ikemen go (except for the lifebars). Soon I will be asking in the community tab of my channel how you would like these assets to be loaded for the screenpack to make more easy possible for users
@@ceejaytwoyoshi8536 I know ikemen go have been implementing rollback. However, I don't know how they did it, I don't have networking knowledge yet. However, in the latest version of this project (2.0) I will try to implement rollback to this version. Of course it would be great to have the help of someone who knows how to implement it to offer it here sooner. (Taking into consideration my previous answer)
Saludos! Ikemen Plus Ultra es una bifurcación mia del viejo ikemen plus (antes de que fuera ikemen go) específicamente esta versión: github.com/acdgames/Ikemen-Plus
Hey there. I gave this a quick test. I noticed Input Settings and a few other things in the pause menu can't be opened or changed. Is this intentional or are they yet to be implemented?
Hey! They yet to be implemented. Movelist, Inputs Settings and Damage Display. These are the ones I remember having this behavior is there anything else that isn't working for you?. I hope to get it working in the next versions.
Tengo este error al momento de querer ejecutar el juego common.lua:2218:attempt to index local "tempfile" a nil value Entiendo que esto se debe a que save/temp_sav.lua no se inicializa corretamente, sabes cómo solucionarlo?
Qué versión del motor descargaste? Has cambiado algo en el código? probé y ese error no me ocurre, la única forma es que el archivo temp_sav.lua esté vacío o directamente no exista
How about add tournament and a new types of playing like smash bros style and 2d platform and race and street of rage And how about preset team and make player can hide some options and finally how about make a menu for select themes ?
- New Game Types come in future updates. - Preset team is an interesting idea that I will take in consideration for next update. - To hide some options for players they need to edit lua code. Options.lua specifically. Or by hide some options do you mean something else? - When you said a Menu for Select Themes. Do you mean being able to choose more than 1 music for the menus or the character select?
How to donelaod the update?, it only says to show the assets in the page, do i suspoe to download all of them one by one?, is been al ong itme since i download from this pages.
@@CableDorado2 so only caqn be donlaoeded in parts like that?, also as alwasy, i ask how is the pogressof the in shop function and an you conet the event bossesto score
@@erugurara8235 No, no, you just need to select the build you want. (Game.Example) have an example on how to make a complete game with some characters, stages, unlockables, story, missions and events added. (Ikemen.Plus.Ultra.v1.4) is the empty build for creating content that only contains the files needed to start working. The source code files are automatic builds generated by github from the main repository (I don't recommend downloading these last 2) About Shop, soon I will show something related to that Thanks by your support in each update buddy!
How do you set a wmv as an intro been searching through the example game and the ikemen plus ultra 1.4 and can’t find the difference other than the game example does not have the option in the system setting menu to add columns and rows to the select screen. Also when picking sprite as the character presentation there is nothing showing up for characters that aren’t KFM or kung fu girl. I deleted all in the charAnim folder now even they don’t work after starting the game over and loading all the characters in.
To set a wmv as an Game Intro you need to look in the main.lua script for the PlayVideo("Dir of your video") function and use it wherever you like. Now if what you want is to assign an intro for the characters as it already works in the storyboards character intro, follow the steps of 16:28. Basically it is replacing intro.storyboard with intro.movie and placing the location of the video. Game Example It has some functions removed because it is only focused on serving as an example for the use of characters and game modes, so editing the roster in that build has to be done manually in the data.sav file. To see your character sprites by setting character presentation as sprite you need to open .sff files generated in data/charAnim with Fighter Factory and save it as Mugen 1.0 format (I hope to fix the detection of sprites in Mugen 1.1 format, which is how they are generated by default for the next version)
@@darson92 Technically the only limit to adding characters to the tower is the number of characters you have inserted in select.def. There is currently no way to add characters to towers that have not been added in the [Characters] section. My recommendation is that if you want the character you inserted in [Characters] not to appear in other modes, use the exclude=1 and order=-1 parameters. Likewise, make the cell where it is located not visible to select (adding fewer rows than characters slots) Soon I will be improving the way in which you can edit the roster of the character select so that what I explain can be better illustrated in a video tutorial
@@CableDorado2 three last questions…. Well for now at least I’ve added more slots how should I go about getting the select screen to show the rows when I go down to them? I see add004.cns how do I implement it the tag function isn’t working via the settings menu in-game? Is there a way to make enemies have simultaneous or turns on the tower mode? And thanks for answering my earlier questions.
@@darson92 Preferably increase the number of Hidden Rows in System Character Select Settings via options. add004 works the same as in mugen, patching the characters and using simul mode as if it were a tag, I specifically left that file because it is the one that works like common1.cns. In future updates I will be implementing the tag mode to avoid having to patch the characters Yes, for the tower I hope to add soon the Endurance Battles, so that the CPU/enemies can come as Simul, Turns and in the future tag. Thanks for asking, anyway you can write anything you can think of, at the end of the day the idea is for you to be comfortable with this engine. For my part, I'm going to try to fulfill your wishes at some point haha.
@@mehme8939 Oh, you are using the Game Example version, in that version I set certain conditions for the characters and stages to be unlocked, such as advancing the story mode, completing the boss rush mode, using the training mode for a certain time, completing some missions, complet arcade, etc. The important thing about this Game Example is that I am leaving you examples of how you could make any stages that you insert in select.def have this locked behavior until a condition is met to unlock it.
Depende del juego que quieras crear. Técnicamente mi idea es que este plus ultra pueda superar al Go, ya que funciona en PC de bajos recursos, no necesita OpenGL y el Ikemen go consume más recursos. Pero aún me falta añadirle cosas a mi versión para que pueda afirmarlo por completo. Ahorita, juegos como este se pueden crear en Ikemen Plus Ultra: ruclips.net/video/TezLZpIdbac/видео.html ruclips.net/video/c_grFbe9VV4/видео.html
They can now be configured from the Input Settings. However, to make it work on characters, they would need to be added in cmds like the other buttons. Since all the characters I downloaded to test are from mugen and mugen does not have a select or L and R button. But by thumbsticks what do you mean? Technically these can be set in the up, down, left and right directions if you use a gamepad. Although not all gamepads are supported in this version What you saw at the beginning is just a screen to test the controls that you configured and the characters are going to use. But if you use a control, there should be a button to exit that screen other than keyboard esc and that's why I didn't include the select. Although I don't know if it's better to use something like holding down B to back for example
En el menú de opciones, Game Settings-System Settings-Character Select Settings, podrás cambiar la cantidad de Columnas, Filas y Filas Ocultas. Actualmente la forma de personalizar el character select sigue siendo complicada porque requieres de conocimientos de lua para cambiar la posición y el tamaño de las celdas en el script select.lua. Mi recomendación es que si quieres usar este motor solo para coleccionar personajes y jugar, solo agrega más Hidden Rows para desplazarte en vertical y ver los nuevos personajes que agregues. Para la próxima versión estaré mejorando esta forma de personalizar el character select para que sea realmente cómodo para el usuario final.
@@ghostgameplaysymas Pronto voy a estar subiendo un tutorial. Cuántos personajes estás intentando agregar? En resumen, tienes que asegurarte de que la cantidad de personajes que agregues en el select.def coincidan con la cantidad de columnas multiplicado por rows y sumado a las hidden rows. Por ejemplo si tienes 25 personajes. Los valores de columns x (rows+hidden rows) deben darte 25 o menos, sino aparecerá la pantalla negra la cual programé para evitar que les saliera un error por esa mala configuración.
I was using newest version of this software, some of my characters are without sprites. Can you help me pls. Forgive me if I'm boring, but I dont understand well this kind of coding.
Is possible modify config.ssz file to play with 4 players in local multiplayer modes, but have not added to configure p3 and p4 controls via UI/main menus, in future updates I will add it. At the moment this is the way to do it in a very old version of this engine: ruclips.net/video/EFM6FAY593I/видео.html
Ikemen Plus Ultra is not compatible with fighter factory also, all menu/screenpack modifications need to be done via lua scripts since there is not system.def file.
It was a totally pleasure be able to worked and supported this masterpiece! Always proud of all this journey 💪 Thanks to you, CD2. I learned more and i'm better in editing. Kudos!
Me quede boquiabierto al saber que un venezolano hizo este proyecto, VIVA VENEZUELA!!
Vivaaa el talento en tiempos difíciles!! Saludoss
@@CableDorado2 hola amigo, que cool lo que haces, yo quiero hacer unos chars mugen o de o de ikemen, estoy haciendo las paletas con sai, me preguntaba si sabias de un metodo para hacer paletas mas rapido?
y donde puedo aprender hacer el chars mugen porque lo quiero hacer como los chars mugen de devil may cry
ARRIBA LOS HERMANOS DE VENEZUELA
Estoy completamente orgulloso de ser testigo de como Ikemen Plus a evolucionado hasta este punto de la historia, con funciones completamente únicas y jamás vistas, un deleite visual para quienes utilizamos lo que ofrece Lua Script, una obra de arte todo lo que hiciste bro ;)
Amigo ese Tower Mode te quedó EX-QUI-SI-TO
The more you keep working on this, the more objective it is to call the name of this project what it is
I am even considering making up a fighting game of my own using this!
Grande!! Se nota el esfuerzo y el cariño por el projecto, tambien soy venezolando asi que fuerzas amigo!!
Fuaaaaa.... Esto era lo que estaba esperando, muchas gracias compa y disculpa si ya no te escribo en correo... Y muchas gracias por traer está gran actualización ya cada vez mas cerca de la 2.0 😎
- Brother muito top essa atualização
I might use it one day. One problem i have is that i'm not good at programming, so perhaps you guys should consider including more visual friendly editors/editing features in the next update? Thank you.
Se ve Asombroso, se nota que le pones ganas a este trabajo Bro. Comenzó siendo algo bastante básico y mira cómo ha evolucionado, IPU sigue manteniéndose vivo en 2024 y más recargado que nunca!!!. Saludos Bro y sigue continuando con este gran proyecto 😃
Gracias bro y si que recuerdos hace 2 años cuando todo esto inició y lo probamos online. Esto me ha ayudado a aprender bastante de programación, en algún momento quiero hacer mi propio juego en otro de esos motores como Godot o ClickteamFusion.
Saludoss!
Amazing amazing work❤
For sure I will transport my project for ikemen ultra plus. I'm so glad and excited with these features. Parabéns! Congrats for all devs
oooh! que épico se ve :'DD
Tremenda actualización :'3
Amigoo te quedo super increíble todo lo nuevo que has incluido, me hace muy feliz que pueda reproducir videos:,) sigue así amigo, estoy muy pendiente de tu Ikemen Plus Ultra, animoooooo.
Buenas manito, ya hace buen tiempo no aparecía por acá jaja, ahora veo todas las novedades en las que trabajabas, que si te recuerdas me lo mencionaste el Discord, ahora sí me sorprendiste, trae cositas chidas, cosas del Kof y ahora hasta diálogos antes de batallas y esas cosas, ahora sí te luciste, siga así y saquele todo el brillo que pueda, cuando pueda pásemelo y yo le puedo dar Chars escenarios y ideas como Tag system en batallas y esas cosas, de aquí a allá un abrazote y cuidese mucho, éxitos y saludos⭐
Mi bro tenemos unas partidas pendientes en este ikemen jaja. Un saludo!!! y gracias por el apoyo. Pronto tenemos que darle a unas retas para rememorar los viejos tiempos
@@CableDorado2 Esoo así me gusta, cuando tú quieras ahí me dices, por cierto si un día me puedes pasar todos esos chars del vídeo se lo agradezco manito, y claro que sí, yo mañana seguro tengo libre, así que ahí me avisa y su Tito Liam sin faltas ahí estarás, Saludos mi compa Gold!
Something that i want to see, is a stage select screen like smash Bros or SF5 with all the stages in one side and a bigger picture of the selected stage on the other side. That would be awsome ❤
Thanks for all your hard work. I am happy to sée mugen things living thanks to Ikemen !
Yeah that stage select type I hope to add in update v1.6. Thanks by support this!
@@CableDorado2 this would be cool ! Do you know if it is possible to port Plus Ultra features to Go ?
@@aluzion2616 Yeah it can be coded in Go through lua modules, but for me It will take too long to get it working in Go, I know other people who may be able to get it working sooner so I upload it so that they have an idea of the structure or are encouraged to do it as soon as possible
This seems very promising, but thank you, what an extraordinary creation
Completed watching this video the best work i gave seen so many small details are put on great man i will keep supporting your work 👍
Thank you very much for your support in the projects I have done for this community!
Soon I will be consulting in my community channel tab to improve aspects that I want to do with customization, so that end users can use this engine more comfortably
Excelente trabajo con el motor
Gracias, me encanta porque ya sabes, como es DirectX no requiere de tanta máquina para moverlo. Si es verdad que faltan cosas pero hey, poco a poco se va llegando a ese estado ideal.
Saludos!
I’m very happy to see all the new updates just released, this is something with so much potential!
I do have some issues currently: Sprites won’t show up on the select screen for my chars, and some of the portraits are missing for them as well. And the ones with missing portraits, they are completely invisible in the game (I am using JUS characters) It was all fine in v1.3, but this all started happening in v1.4. Any help would be appreciated, thanks!
In this version you need to save the sprites .sff of characters as MUGEN 1.0 or Mugen Beta in fighter factory. We hope to restore support for mugen 1.1 sprites in future updates.
Same with the sprites generated located in data/charAnim
impresionante bro, un projectazo
Wonderful stuff as always 👏
this is by far the best thing to ever happen to mugen
3:10 It's been a while. It's me, the dude comment for Ikemen but before there was update v.1.2 video. Now i like how that setting include, but i was thinking i could try that with Super Smash Bros character Sandbag.
Impresionante CD... La función de Playback intentaré portearla a Ikemen GO de alguna manera... es algo realmente imprescindible para que la comunidad de u juego pueda labear situaciones... el modo torre también está muy bueno. No se me ocurre una implementación directa en otro contexto que no sea le de MK, pero con un poco de ideas seguramente puede quedar muy bien. Te estaré consultando en las próximas semanas. Muchas gracias por tu esfuerzo y dedicación.
This engine gets better and better, I want to be here to see version 1.5 to 2.0, when this project is finished, but in the next updates there will be tag mode and ratio mode??, congratulations to you and the people who helped with this project 🤩
Thank you so much! tag mode and ratio are planeed yes
That's great, I'll be looking forward to the next updates 🤩
My God that was awesome!
increible obra maestra de la ingenieria 😮😮😮😮
This is madness🔥.
NA NA NA NA, AMIGO TE ESTA QUEDANDO ESPECTACULAR. GRAN TRABAJO
Graciass, ya cuando agreguemos el soporte para sprites en 32bits será realmente útil para muchos creadores! Saludoss
Este ikemen cada vez mejor gracias por el arduo trabajo
Gracias por el apoyo, pronto voy a estar compartiendo avances de la próxima versión del motor, así que si te interesa estate atento a mi canal y si puedes compartir este motor con otros que conozcas que estén interesados bien sea en mugen o en la creación de juegos de pelea, sería de gran ayuda. Saludos!
Mannnn!!!! this is sooo good!
Thank you by support this!
buenazo el tema de fake world, literal crei que nadie sabia de esta version
Si vos podes hacerles saber esto mejor.
-Estaría copado que existan transiciones de stages tales como marvel vs capcom original cuando en la parte de los angares se ponía todo de fuego en el segundo round,en kof 99 cada round que caganas o perdías en las pantallas cambiaban las animaciones,por ejemplo el parque soleado,despues nublado en el segundo round y cuando estabas en el tercer round este estaba lloviendo muchisimo.
-Otros detalles,usar lo clasico de Street Fighter 2,que cuando estabas por morir la musica se aceleraba en SF2 o bien se hacía o sonaba una especie de remix dramatico como en SF4.
-Usar escalas de mayores pixeles en vez de solo SD low res de 640x480 en full HD o 4k,tambien pueden agregar el filtro Xbrz que quita todos los bordes pixelados de los personajes.
Espero todo eso sea posible hacerles saber,la verdad me dan ganas de volver.
This is so awesome! Is there a guide on how to add chars, music and stages? Thank you for sharing pal!
Is exactly as Mugen do it via select.def. But In the coming weeks I will be sharing different tutorials on how to do things to better illustrate it.
Thank you by support this!
Amigo, soy de Venezuela y también hago mugen, eres un genio, cuando tenga oportunidad te donare algo, espero poder ver mas videos de tu canal muchos éxitos
Saludoss!, espero estés bien en medio de lo que está ocurriendo. Hoy de hecho iba a compartir un nuevo avance, pero mi internet no colabora.. así que tuve que posponerlo, ojala para la próxima semana pueda compartirlo. Fuerza y gracias por encontrarme!
i have a bit of a personal request, well two of them but they can sort of apply to the tower mode;
1. ability to randomly select characters in tower mode based off of order
2. ability to have specific randomselects based off of various customizable tags so for example you can have separate randomselects for say street fighter characters and snk characters
An interesting proposal, I am writing it down to think about how to carry it out in the future.
I am also aware that in tower mode (because it is inspired by mortal kombat) it is necessary to add:
Endurance Battles when adding more than 1 character separated by comma on the same "floor".
Mirror Battles when add "mirrorselect" instead character name.
currently randomselect works without specific orders.
Thanks for watching!
@@CableDorado2 thanks for considering!!
also, i'm having a coding related issue with the tower mode code, it reads;
script/select.lua:8001: [string 'return (0*1,35,30)':1: ')' expected near ','
the code is unchanged from the latest release and i have no idea what's causing it
That is an error related to your character's Victory Quotes it will happen not only in tower mode but will also occur for any mode where the victory screen is shown with the winning character's phrase.
To fix it you have 2 options:
1- Rewrite the way the dialogues have been programmed in the character that is causing it (the best way because this way you can enjoy the victory screen)
2- Simply go to Options - Game Settings - System Settings and in win screen option set it to [Fixed] to avoid showing the dialogs
Siiiiiiiii
absoulute banger 🔥🔥🔥🔥
Awesome
Gracias bro, lo que mas me dejo boca abierto fue lo de novela visual y el modo historia... Justo lo que quería para mi proyecto, ahora si que puedo seguir avanzando con el... Es algo que me hace llorar de felicidad 🥲
PD: También gracias por ver el post que hice en MUGEN TEAM MÉXICO, ojalá y encontrar más gente que me ayude. 🙏🏻
Por cierto, se puede introducir sonido/voces al modo historia novela visual, ya que he conseguido actores de voz para mi proyecto, y desearía que el modo historia que ando haciendo... los personajes, puedan "hablar" por asi decirlo, osea que pues se escuche lo que dicen.
Pero si no lo tiene es algo a considerar y siento que lo único que le falta a eso, para que sea perfecto. 👍🏻
Si, es posible. Dejé ejemplos en el archivo vn.example.def. Básicamente cuando inicia un nuevo diálogo, puedes cargar un sfx con la voz del personaje desde el archivo .snd que defines en cada capítulo. Y puedes usar en el próximo diálogo sfx.clean = 1 para que si alguien salta el diálogo (pero la voz no ha terminado de sonar), se corte y no se mezcle junto a la nueva.
Este modo sigue siendo experimental y ustedes los creadores son los que pueden sugerirme cómo sería mejor usarlo o qué más le hace falta jeje. Saludos y gracias por el apoyo!
@@CableDorado2 entiendo, y de verdad.... muchisimas gracias por eso, aunque yo tambien esperaba ver lo de la toma de decisiones o un modificador de velocidad para que los dialogos vayan mas lento o mas rapido, sobre todo el 2do... ya que lo de la toma de decisiones lo descarte de mi historia para que sea mas lineal con el mismo, pero por lo que veo esta demasiado perfecto.
PD:deberias subir un tutorial de como poner el modo ''aventura'' dentro del modo historia, osea me refiero al modo beat en up visto en el modo historia de mugengers.
@@CableDorado2 por cierto, creo que hace tiempo me dijiste como podría poner un opening y ending a los capitulos, y veo que se puede... Pero, podrias hacer un tuto de como introducir videos en el modo historia?
@@CableDorado2 ahora que lo noto, siento que le falta mejorar en eso de animaciones... ya que pues, para que se vea natural, los personajes deberian salir desde las esquinas por dar un ejemplo, llaman a un personaje y el aparece moviendose desde la esquina izquierda o derecha, y lo mismo con los objetos, aunque esos deben moverse de manera vertical, como en las novelas visuales mas modernas por asi decirlo.
Excelencia. Ahora a esperar mas hasta la 2.0 xD
En efecto, este es 𝘌𝘭 𝘤𝘢𝘮𝘪𝘯𝘰 𝘩𝘢𝘤𝘪𝘢 𝘦𝘴𝘦 𝘦𝘴𝘵𝘢𝘥𝘰 𝘪𝘥𝘦𝘢𝘭
amazing
man hopefully this will have a built in V select haha
Awesome update! Mugen leveled up! ⬆
Está EXCELENTE!!!. lo único que me gustaría que tenga es que cada personaje tenga un progreso individual y que ese progreso sea visualizado como medallas de bronces, plata, oro, platino, etc. Y que ese progreso se base en la cantidad de partidas jugadas con un personaje.
Lo tengo en consideración hermano. Algún día lo haré posible. También necesito buscar un espacio para mostrar esa información. Es decir se mostraría en el character select o en el menú de estadísticas que ya tenemos?
Saludosss!
@@CableDorado2 En ambas. en el character select y en un menú de estadísticas. Sería lo mááximo!!
Been using this recently and honestly this is the reason im getting back into mugen, it’s beautifully done. But i wonder…will there be tutorials on how to make events, storyboards etc?
I will be making tutorials soon because currently I'm working on making all the scripts more understandable for tutorials.
However in each release I upload a "Game Example" build that makes use of new functions, so it is possible copy his behavior for your personal use, but yes a tutorial is better
Glad to hear. Cheers very much.
@@tarcat Thanks by support this!
dios mios por fin podre hacer mi figting game,dios mios milagro,yo tambien soy de venezuela
very cool, but there are some issues, no stun and guard break, but more importantly, the process of changing you control inputs is VERY over complicated and unusual compared to every other mugen/ikemen engine ive ever used. The menu and in game controls being separate is a very strange idea, and changing controls is very cumber sum and not very intuitive at all. Please make it easier to change controls, or if there is an easier way, please let me know. Other than that, this is by far the best ikemen/mugen engine yet. Keep up the good work, this is on track to be a wonderful thing.
Of course, for the next versions I am thinking about understanding the needs of the community more. Any ideas you can think of to make this more comfortable are welcome.
If you can explain to me how you would like the control configuration to be, I will be attentive to see what I can do for the next version.
Greetings and thanks for the feedback!
@CableDorado2 I would say when you change your controls, have one set of controls, not 2. Having a battle control and menu control is a very strange idea imo since majority of people will simply have both as the same inputs, making them separate seems redundant. Also have player 2 control inputs be set to inputs not used, like void inputs because its annoying changing P1 control and it not working due to P2 already having them. Lastly, allow for more possible input options, this one is more personal as I like the use the default mugen control that uses " as an input, which isn't allow here.
This looks crazy, i wonder is there a way to make the game be 4 player compatible
Cd2 tudo bem? Sou Rik Taym e estou maravilhado com o projeto. Estou fazendo um Fangame do kof 97 e com essas novas features, meu projeto ficará ainda mais rico!
Hoje mesmo vou testar ele e certamente tranplantarei meu projeto para lá.
Não sei se você colocou ou pensa em colocar mais algumas coisas no ikemen ultra plus mas, se me permite, gostaria de sugerir algumas features:
-Suporte para storyboard ou vídeos para times (como no kof, eu poder habilitar um story board para times que eu considere canônicos)
- Suporte nos cenários para interação com hitboxes (como no street fighter 2)
- Suporte para cenários que delimitam o fim da batalha (real bout 1)
- Suporte para definição de pontuação por golpes (eu poder limitar quantos pontos cara golpe marcará)
- Recurso de entrada e saída de tela de seleção (a tela de seleção ter uma animação de entrada e só ser habilitada quando ela termina)
- How to play (ou fazer como um modo que ensina o jogador a jogar no treino - como no sf6 e jogos atuais ou habilita-lo como scene antes do select screen - ou mesmo deixar como opção as duas formas)
-Opção nos arquivos internos de "retirar" algumas ferramentas no jogo executável para eu dar o poder de controle ao jogador limitado.
Não o testei ainda, não sei o quanto seu projeto é customizavel e quais essas features que eu citei possam estar incluídas mas acredito que, hoje, meu projeto ganhou novas asas, sem dúvidas. Gratidão pelo seu trabalho, você está ajudando um garoto pobre a realizar o sonho dele de infância. Abraço!!
Olá Rik Taym, que bom saber que você gostou desse projeto.
No momento, ainda estamos trabalhando para tornar mais compatíveis os recursos mugen. Portanto, coisas continuarão a ser adicionadas para atualizações futuras!
Por outro lado, você já experimentou ikemen go? Esse motor é muito mais compatível com o que é feito em Mugen.
Em relação a este ikemen plus ultra. Suporte para storyboard ou vídeos para equipes já está disponível nesta versão, basta conhecer Lua para adicionar as cinemáticas que desejar sempre que quiser.
Cenários interativos ainda não são suportados, esperamos adicioná-los em atualizações futuras (o Ikemen GO já possui)
Espero adicionar o sistema de pontuação na próxima atualização 1.5
A animação de entrada quando a seleção começa é tecnicamente possível modificar coisas no pacote screen através de lua
O How to Play pode ser inserido como um arquivo de vídeo ou storyboard antes da seleção (novamente você precisa usar lua)
Por fim, se possível remova algumas opções do player.
Obrigado por apoiar este projeto que ainda está em desenvolvimento, se puder compartilhá-lo com outros conhecidos que gostam deste tipo de jogos seria de grande ajuda. Também um abraço!
@@CableDorado2 Gratidão pela resposta. Sigo espalhando e acompanhando o projeto. O meu fangame está sendo justamente usado o Ikemen go. Vendo o fangame do Strong FS, fiquei curioso e descobri, através do lindo projeto dele esse trabalho incrível de vocês!
Fico no aguardo de novas atualizações. Vejo que Lua não foge muito do que já conhecemos com Mugen, agradeço muito a atenção.
Obrigado e parabéns novamente por esse trabalho incrível!
Hi bro! Howdy? Can I use this version with the palette selector configuration that you made for that other release?
Greetings! unfortunately palette select configuration it is not compatible, both engines are different. Everything that GO works is exclusive to that one, the same for this one
If possible, do you think you can have the ability to make your own combo trials for each character.
Currently it is possible to program a character that has/detects the combo trials of the character you are going to use and this combo trial character could be added in a separate menu or directly in the missions.
Creating global trials is still out of my reach, but based on official games that always select 1 character for you to execute the trial combo on, that would be possible even to imitate it in Mugen.
The best example I have in mind is the bonus game Catwalk made by Pots: ruclips.net/video/Bro9DzIjtEQ/видео.html
mugen.fandom.com/wiki/Catwalk/PotS%27_version
Tienes tutoriales de screenpack del Ikemen plus ultra
Todavía los screenpacks no están disponibles en el motor.
Esto porque el tiene que adaptar de forma manual los screenpacks para que funcionen en el motor (ya que el motor no puede leer el tipo de archivos usados en los screenpacks, por lo que hasta que pueda hacer que el motor pueda leer ese tipo de archivos, el tiene que convertirlos manualmente para que funcionen en Ikemen)
Hay tutoriales sobre la edición básica del screenpack para la versión que no es Ultra, compartidos por el usuario
TheFclass97: ruclips.net/p/PLUJEkERU43iJNxU59n0qELKSUrFTsb4zh
Pueden ser un buen pie para empezar a entender el motor. Sin embargo, debido a que en la versión Plus Ultra la
ubicación de varias funciones se han cambiado, recomiendo esperar a que el motor sea más consistente (Se espera
que llegue a este estado en la v1.8) para ofrecerles una documentación o guia sobre cómo usarlo.
Esto se debe a que en cada actualización, se cambian o mejoran los métodos para realizan ciertas cosas y si
explico cómo hacer algo en su estado actual, muy probablemente para la próxima versión sea más simple o muy
diferente de lograr quedando dicha guia "obsoleta".
Te recomiendo suscribirte al canal porque para la siguiente actualización estaré preguntando y ofreciendo opciones en la pestaña de comunidad de mi canal, sobre cómo podría ser más cómodo para ustedes los creadores personalizar este ikemen.
Si ya estoy suscrito a tu canal,una pregunta CD2 como puedo poner funciones globales para los char en ikemen go,es decir sin tener que editarlos uno por uno.
@CD2, I have some questions as always, feel free to disccus if oyu dont like the attention but i love to seing this project grwo wiht every year so i want to make some points of interest and posible reqeust for the next version.
Shop Mode Idea: Do you have any idea how much space the shop mode will take up in the folder? Will it slow the system down? I believe this feature might be one of the heaviest components in the engine after the gallery mode.
Gallery Mode: Do you think it would be possible to create subfolders that can be accessed within MUGEN? I remember the extras having different folders, some with images. I'm still curious about this but don't know where to check for this info in the videos. Is it possible to create and name folders to insert into MUGEN, like a folder for each character or other assets? This would allow for more creative use of resources.
Replay: I wanted to ask if it's possible to add a replay view within the game itself instead of saving the video of the match. In some games, it's possible to view the last moments of the previous match.
Training System: I have an idea based on replays but using the training system to replay player actions. I believe Guilty Gear Strive does something similar. It would involve saving a match and being able to replay it in real time, with options to view frame data and initiate player mode so the player can practice from the replay scenario. Let me know if this is unclear; I might have worded it poorly.
Color Palette Roulette: Do you think it could be made into a visible slider or a paginated setup? This way, people can find a color better. Additionally, a way to create a color edit mode would be helpful, allowing users to save their custom palettes. I know this might not work easily as it wouldn't be part of the original character, but I'm just suggesting ideas.
Spectator Mode: I believe Mortal Kombat 9 is quite popular in this regard, where it shows spectators as little avatars. While MUGEN is easy to stream, making this feature might be unnecessary, but I'm just throwing ideas around. I remember some pages where people like to bet money on matches. It could be interesting to assign virtual money values to viewers so they can bet.
Music Player: It would be great if the player could change the stage music.
chance timer: this ideas is from megaman x5, the idea it owuld as your palyer route is based on how many times the palyer losses whit enought losses adecuating to a wrost ending and easy ladder.
Tower Mode: Can the tower mode have multiple routes like in the arcade plan you demonstrated once, or does it only work as a straight arcade line?
Visual Novel Mode: How much weight will the visual novel mode add to the program? How should we calculate the additional weight this mode contributes to the game, considering both internal mechanics and external asset usage? How extensive can this mode be? Is it supposed to be a direct story mode with more player control, or would it be possible to implement a dating-like system?
Dialogue System: Based on Astra Superstars, I want to ask if it would be possible to allow players to choose a character's dialogue to influence the difficulty of a fight.
Screenpack Setup: For the screenpack setup, how much should be considered for the next revisions? Given that the project makes the MUGEN engine function like a proper home console project, how much emphasis should be placed on generating screenpack settings for all the different extras that the new engine brings?
I'm always happy to read your ideas!, so whenever something occurs to you, you can come back and write a comment, in fact from now on I want to have more of the community's opinion and I will use my community channel tab for this (if you can share this with other people who are interested would also help this reach more ears)
Now regarding:
𝐒𝐡𝐨𝐩: The size of the shop will always depend on the content the developer adds. The limit is your RAM memory (but whenever you want to create something for others to play you should also think about its resources). Soon I hope add an example of this menu feature.
𝐆𝐚𝐥𝐥𝐞𝐫𝐲: I would like to make gallery mode able to load images from specific folders/directories without needing to insert them into an .sff file. This will be seen in future versions. At the moment it is only possible to add images to the gallery by loading images indexed in the gallery.sff file located in data/screenpack
𝐑𝐞𝐩𝐥𝐚𝐲: With this section, do you mean like in a soccer game where you can see how a goal was scored? Or well, in the case of fights, how was the last KO carried out?
I don't know how likely it is to achieve this, but it's definitely a pretty interesting idea to try.
𝐓𝐫𝐚𝐢𝐧𝐢𝐧𝐠 𝐒𝐲𝐬𝐭𝐞𝐦: The new playback function introduced in this update technically it could allow you to record and repeat the dummy's actions. Now what we are missing is showing more information such as the frame data (the hitbox and input display can at least now be seen. The Damage Display is also missing).
The only thing I don't understand is what do you mean by practice from a replay scenario? Are you referring to loading a replay of a fight and being able to activate control of your character at any time you want in that recorded fight?
𝐂𝐨𝐥𝐨𝐫 𝐏𝐚𝐥𝐞𝐭𝐭𝐞: The way you propose the idea could only be executed for a full game, because in this engine you can insert any character, I can't imagine how a system of this kind can work for anything you add without having to edit.
The only thing that the global palette selector that I added in the previous version is missing is detect the exact number of palettes that the character has and also to apply them in real time to the character sprites.
𝐒𝐩𝐞𝐜𝐭𝐚𝐭𝐨𝐫 𝐌𝐨𝐝𝐞: The CPU vs CPU mode applied to the other non-versus modes (introduced in the previous update) I think can serve to satisfy this.
Now with the new Side Select added, you just have to keep the controls in the middle to start a cpu vs cpu fight. (It even works for new tower mode) the issue with this is that the cpu character you are going to follow will always be on the left side, so if you lose in arcade mode for example, you will see the continue screen to that side. But for free vs works perfect.
𝐌𝐮𝐬𝐢𝐜 𝐏𝐥𝐚𝐲𝐞𝐫: Already added in previous update from Pause Menu (I think I only added it for training mode and replays. However, you can always activate it for the other game modes): ruclips.net/video/B5z0DK4EHBA/видео.html
𝐂𝐡𝐚𝐧𝐜𝐞 𝐓𝐢𝐦𝐞𝐫: I don't understand how this feature could be used globally. It sounds more like something specific to a full game. Could you re-explain it to me?
𝐓𝐨𝐰𝐞𝐫: Towers will always be linear. Based on Mortal Kombat, I have not observed any game that depending on your actions you change routes in the tower selected.
You can always reprogram it for this to work, but I feel that this is better done in a story mode (of which I already left examples in this version by the way) or directly arcade or adventure map.
𝐕𝐢𝐬𝐮𝐚𝐥 𝐍𝐨𝐯𝐞𝐥: As always, the size will depend on the creators and the limit of your ram memory. This new mode, still in development, could be used for a dating system, but I still need to add a route/response system that allows the player to see other dialogues/routes if they choose different answers to certain dialogues.
Currently it is to be combined with a story mode, but there is always the alternative of using cinematics with the new support for video load.
𝐃𝐢𝐚𝐥𝐨𝐠𝐮𝐞 𝐒𝐲𝐬𝐭𝐞𝐦: I think this would tie into the previous point regarding designing a decision/response system for the visual novel.
The dialogues within the combats themselves are still pending implementation.
𝐒𝐜𝐫𝐞𝐞𝐧𝐩𝐚𝐜𝐤 𝐒𝐞𝐭𝐮𝐩: I am considering redesigning the location of the assets and functions that generate the drawing of said sprites on the screen to build a screenpack.
I'll be on the community channel tab soon asking about it to address these customization details for the next update, because I also want to do it with the character select. Something like using an options menu you can configure the number of columns, rows, position and that the creator can preview it without having to constantly restart the engine.
So these are my answers, stay tuned for my next posts because this project is just starting to get good! and with the help of the community we will take it even further!
Thanks by support this!
Me pregunto si todo lo que subes de ikemen vendra a smashbox
Yess, primero estoy mejorando el motor y luego todas estas mejoras van a desatar la locura pura de CD3 en la próxima update del USX. Saludosss ya pronto vuelven las retas de ssf2, ojala lo actualicen :v
Great work as usual! Is there a way to increase the slots on these?
In the options menu, Game Settings-System Settings-Character Select Settings, you can change the number of Columns, Rows and Hidden Rows. Currently, the way to customize the select character is still complicated because you require knowledge of lua to change the position and size of the cells in the select.lua script.
My recommendation is that if you want to use this engine only to collect characters and play, just add more Hidden Rows to scroll vertically and see the new characters you add. For the next version I will be improving this way of customizing the character select so that it is really comfortable for the end user.
Thanks by support this!
Hey, just out of curiosity, where can i post feature requests for the next update since i actually have i few other ideas for it.
Hey welcome! you can post your requests or suggestions here through comments. But if you need to accompany them with images, you can do everything on the github page "issues" section: github.com/CableDorado2/Ikemen-Plus-Ultra/issues
nice man! did you manage to fix the inputs issue? and are you going to add that tournament mode in the future?
What's the name of the music at 1:50?
Tournament Mode will be added in the next update! about inputs issue still can't found a solution, sorry
Is Street Fighter EX2 - Fake World (Arranged Version)
@@CableDorado2 thank you!
@@CableDorado2 ok. In the nightly version of ikemen go they manage to fix the two button simultaneously issue. But the strictness on combos issue is still there. It's not as smooth as MUGEN. So maybe you could atleast update the simultaneous issue when pressing two buttons together in the next update!
Alguien que tenga alguna screenpack con esta actualización?
Me Legro que allás vuelto ya has visto mi trailer que e sacado
Lo ví bro, increible. Pronto cuando tenga tiempo lo estaré jugando!
Gracias@@CableDorado2
Por cierto@@CableDorado2 estoy trabajando en un proyecto llamado Dragon Ball Budokai Zero! adivina de que es.
Ni idea amigo, un fanmade de peleas con los personajes que aparecerán en el próximo juego oficial?
@@CableDorado2 si
Hello CD2, I just moved my Ikemen Go stuff to Plus Ultra and there are some questions I would like to ask you
1. How do you add music to the before match screen, winning screen and the sudden death screen?
2. Do you plan on making it be able to configure controllers in game for a future update? Since I am playing it on my steam deck and I tried both the steam deck and my switch pro controller but it says it doesn't work and that I would have to manually configure it in something else.
3. Is it possible to hide characters? Since I'm planning on adding a sub boss and a final boss and I don't want them to be playable.
Other then that I think this is a improvement comparison to the original ikemen go and this would be my final version of it since I've moved from Mugen 1.1 to Ikemen Go and then Ikemen Plus Ultra.
Hello, first of all thanks by use this engine to make your fighting game. But I must then let you know that this project is still in development and many things will be improved for future.
Now regarding your questions:
1. Use playBGM function, inside you need to put your music path. In common.lua file are variables that contain the paths and what I do is simply reuse those variables on each function call.
You can look in the select.lua script for ways I've used the function
2. Yes more control support will be added in future updates. At the moment it is better to use the keyboard. Technically there should be a way to add the values in config.ssz file with buttons on your control have that appear in the device settings in Windows OS. However, in this version it is not entirely comfortable.
3. Yes, in select.file add these characters in such a way that they are outside the selection screen and use paramvalue exclude=1 to avoid show they in random select slot. Currently I implemented a method to make the way of designing the character selection more comfortable, which you can see here: github.com/CableDorado2/Ikemen-Plus-Ultra/releases/tag/TestBuild
el modo novela visual era algo que queria para mi modo historia en mi proyecto. gracias. hare una donacion cuando pueda. lastima que no se usar lua. buuu.
Eventualmente voy a estar grabando tutoriales con más énfasis sobre cómo crear un capítulo con sus diálogos y por supuesto cómo dibujar los sprites en lua. Porque para la visual novel, lo único que necesitarías de lua es para los dibujos. Los dialogos ya los puedes cargar bajo un archivo .def. Me tomé la molestia de documentar cada función necesaria en un archivo llamado vn.example.def.
Gracias por seguir este proyecto! y cualquier apoyo adicional es bienvenido! Saludoss
Asupotamadre que gran proyecto, una consulta y disculpa la ignorancia tienes algo que ver con mugengers?, mis felicitaciones saludos desde chile...
Suelo intercambiar ideas y conocimientos con el creador de Mugengers (Strong FS). Mi partipación en su proyecto la considero indirecta. Pero ya que tengo contacto con él, siempre estaré pendiente de que agregue varias de las funciones que se ven en juegos oficiales y lo que he conseguido en este proyecto plus ultra.
Saludos desde Venezuela!
Ojalá pudieras hacer un tutorial de cómo poder dejar una sola pantalla de selección para ambos players ha que di expandes mas el select tira error ,son varios parámetros lo que hay que cambiar por lo poco que entendí
Si, voy a estar trabajando en mejorar la forma de personalizar la pantalla de selección para que sea más cómodo y de paso, que se pueda dejar solo 1 pantalla como dices. Mi idea es hacerlo lo más cómodo posible para grabar un tutorial definitivo.
Estate atento, porque estaré anunciandolo para que puedan probar estos cambios de forma anticipada y que me digan si realmente es cómodo, antes de agregarlo a la próxima actualización.
Saludos!
Alguien conoce un buen screenpack para ikemen que soporte alrededro de 800 personajes? :(
esta genial! una pregunta,queria cambiar los big portrait para poner mis portraits animados, que archivo debo modificar?
El soporte para Big Portraits animados aún no está disponible en esta versión. Sin embargo, es posible reemplazar los sprites animados por esos que mencionas. Para ello debes activar en Options - Game Settings - System Settings - Character Presentation [Sprite] y los sprites generados al inicio se guardan en la carpeta data/charAnim. Edita los sff reemplazando los stands con tus fotos animadas y ya se deberían poder visualizar. Así mismo debo recordar que el formato de las imágenes debe ser mugen 1.0 o imágenes indexadas en 8 bits.. En un futuro se añadirá el soporte para png sin indexar a lo mugen 1.1
How do you get the images of the stages in the selection screen in this version?
@@raphix5527 like ikemen go, stages portraits are loaded from his own .sff file using group 9000 and index 1 which also can be changed via config.ssz file, located in save folder.
Una consulta es posible dejar en un solo select para ambos players en un vs lo digo por que la cantidad de personajes que tengo es mucha y duplicar en pantalla se me ve imposible XD
Actualmente este ikemen usa un parametro llamado HiddenRows esto permite realizar un desplazamiento vertical sobre un pequeño roster y de allí que hayan 2 selects.
Sin embargo. En el menú de opciones, Game Settings-System Settings-Character Select Settings, podrás cambiar la cantidad de Columnas, Filas y Filas Ocultas. Actualmente la forma de personalizar el character select sigue siendo complicada porque requieres de conocimientos de lua para cambiar la posición y el tamaño de las celdas en el script select.lua. Mi recomendación es que si quieres usar este motor solo para coleccionar personajes y jugar, solo agrega más Hidden Rows para desplazarte en vertical y ver los nuevos personajes que agregues. Para la próxima versión estaré mejorando esta forma de personalizar el character select para que sea realmente cómodo para el usuario final.
Gracias por responder, cono dicen por agi quebrando huevos se hacen omelets XD, provare.
Great but is there no palette select for this update?
Palette Select was added in the previous update: ruclips.net/video/B5z0DK4EHBA/видео.html
You can activate it in Options - Game Settings - System Settings - Character Select Settings - Palette Select [Modern]. Classic is settings as default like mugen.
Modern Palette Select works but pals are not apply to character sprites preview (but yes in the battle) so it still in progress
@@CableDorado2 thanks, congrats for the great work
como hago para que se reproduzcan las voces de los personajes en la seleccion de personajes
Actualmente deben ser agregadas manualmente al archivo announcer.snd localizado en data/screenpack y tras agregar las voces en ese archivo, en el script select.lua debes modificar la función f_p1charAnnouncer() para el lado izquierdo y f_p2charAnnouncer() para el lado derecho donde agregues el nombre de tú personaje y luego el grupo e index del cual va a reproducir las voces del archivo announcer.snd cargado.
En el código dejé ejemplos con Kung Fu Man y Kung Fu Girl, personajes que vienen por defecto.
@@CableDorado2 y como abro el announcer.snd
@@CableDorado2 ya descibri como abrir el .snd, ahora estoy en el select.lua y encontre el f_p1charAnnouncer pero no encuentro el ejemplo que habias dicho. lo pensaba usar para guiarme para ver como se hace
edit ya descubri tambien lo del select.lua. muchas gracias y disculpa por las molestas
@@CableDorado2 acabo de hacer todo el procedimiento pero no se escucha
ok, how do you change screenpack? I can't find the config.json file, help!!!
Unlike Ikemen GO there is not config.json file and and neither system.def file. To change screenpack you need to modify lua scripts mainly common.lua and main.lua
For the next update v1.5 I am working to group all screenpack assets in 1 file like system.def
Que emoción lo probare esta semana... Ya soporta png como 1.1?
Desafortunadamente aún no soporta png como 1.1. Es lo más dificil de lograr pero cuando lo consigamos, esto será imparable!
Si conoces algún programador que sepa C++ y de SDL hablale de este proyecto, a ver si nos pueden ayudar a integrarlo para la siguiente actualización ya que ahora si está disponible el código fuente con las librerias donde se puede conseguir ese soporte para png.
Saludos!
wow es fantastico habra manera de jugar contra teams oficiales?
Saludos, a qué te refieres con Teams Oficiales?
si ya sabes en modo arcade jugar contra fatal fury team, japan team, art of fighting team eh visto que se puede por medio de random pero desconozco como@@CableDorado2
Buena idea, lo tomaré en cuenta para agregarlo en próximas versiones. Sería algo así como definir en el select.def los equipos que aparecerán en el modo arcade cuando juegues en turns o simul y que antes del order select te permita escoger contra cuál luchar no?
@@CableDorado2 estaría genial te deseo mucho exito y estaré al pendiente, yo creo que jugar así es el sueño de todos en MUGEN hacerlo realidad sería el mejor aporte.
@@mugendrash Fino, estate atento porque pronto estaré preguntando cosas en la pestaña de comunidad de mi canal para ver qué otros aspectos podemos mejorar para la próxima update y que sea cómodo para ustedes meter sus personajes, escenarios, música y disfrutar de estos nuevos modos
Is possible to put the palette selector codes in ikemen 0.99 version?
Ikemen Plus Ultra is programmed differently than Ikemen GO, so you will need to adapt the lua code to make it work in 0.99 version.
So awesome is there going to be a way to load more the one game from the start menu so I don't have to change my character file each time I want to play a different game and not have to have 5 to 10 different ikemens on my computer to play different games
By lua coding yeah is possible. Loader.lua generate all characters and stages tables from select.def that char select loads. So you need to make differents select.def and using lua conditionals to load select.def that you want in that loader.lua.
Screenpack is managed by lua so you'll probably want to separate the drawing of each game screenpack assets into different scripts.
I'm afraid the aspect ratio feature doesn't work, enabling/disabling it made no difference.
Currently only works for 4:3 resolutions. It will be improved for next updates. Thanks for try this!
The real question is, can you make a back button in the character select screen.
was added in this update and can be configured via input settings
And how to change the lifebars to something different
edit fight.def like mugen
@@CableDorado2 thank you
Eh tengo una pregunta
Se podran usar chars de metal slug aqui osea con las cosas de Ikemen y me refiero a esos chars que no pueden saltar o que no suelen moverse o los que vuelan?
Tecnicamente si, pero aquí todos los chars deben estar programados en CNS, como en mugen si alguno usa código zss de ikemen go no será compatible. En resumen si un char funciona en Mugen aquí debería funcionar
think you can add 3d stages?
At some point of development
I've been using a different version of Ikemen Go, how hard would it be to transfer a screenpack and such over to Plus Ultra?
depending on your understanding of lua, it can be fairly complicated. Because the structure for loading sprites for the screenpack of this engine is very different from that of ikemen go (except for the lifebars). Soon I will be asking in the community tab of my channel how you would like these assets to be loaded for the screenpack to make more easy possible for users
Tengo la duda, como se puede agregar un screenpack
Estoy trabajando en eso para mostrar cómo, pero todo lo relacionado al screenpack, será a través de los scripts lua
would it be possible for you to add the rollback netcode implementation for ikemen go to this in a future update?
I hope that yes, because ggpo is written in C++ and this engine use that language it would be possible at some point
@@CableDorado2 are you familiar with the already existing rollback implementation for ikemen go?
@@ceejaytwoyoshi8536 I know ikemen go have been implementing rollback. However, I don't know how they did it, I don't have networking knowledge yet. However, in the latest version of this project (2.0) I will try to implement rollback to this version.
Of course it would be great to have the help of someone who knows how to implement it to offer it here sooner. (Taking into consideration my previous answer)
tengo una duda el ikemen plus ultra es una bifurcacion tuya propia del ikemen go?
Saludos! Ikemen Plus Ultra es una bifurcación mia del viejo ikemen plus (antes de que fuera ikemen go) específicamente esta versión: github.com/acdgames/Ikemen-Plus
Hey there. I gave this a quick test.
I noticed Input Settings and a few other things in the pause menu can't be opened or changed. Is this intentional or are they yet to be implemented?
Hey! They yet to be implemented. Movelist, Inputs Settings and Damage Display. These are the ones I remember having this behavior is there anything else that isn't working for you?. I hope to get it working in the next versions.
@@CableDorado2 Might I suggest removing them from the menu for the time being to not cause any confusion, or perhaps a coming soon message?
Tengo este error al momento de querer ejecutar el juego common.lua:2218:attempt to index local "tempfile" a nil value
Entiendo que esto se debe a que save/temp_sav.lua no se inicializa corretamente, sabes cómo solucionarlo?
Qué versión del motor descargaste?
Has cambiado algo en el código?
probé y ese error no me ocurre, la única forma es que el archivo temp_sav.lua esté vacío o directamente no exista
How about add tournament and a new types of playing like smash bros style and 2d platform and race and street of rage
And how about preset team and make player can hide some options and finally how about make a menu for select themes ?
- New Game Types come in future updates.
- Preset team is an interesting idea that I will take in consideration for next update.
- To hide some options for players they need to edit lua code. Options.lua specifically. Or by hide some options do you mean something else?
- When you said a Menu for Select Themes. Do you mean being able to choose more than 1 music for the menus or the character select?
@@CableDorado2 i mean make player can select different screen packs example like normal screen pack,dark theme, modern screen pack, Megan screen
How to donelaod the update?, it only says to show the assets in the page, do i suspoe to download all of them one by one?, is been al ong itme since i download from this pages.
In the release page you scroll down and will found the files: github.com/CableDorado2/Ikemen-Plus-Ultra/releases/tag/v1.4.0
@@CableDorado2 so only caqn be donlaoeded in parts like that?, also as alwasy, i ask how is the pogressof the in shop function and an you conet the event bossesto score
@@erugurara8235 No, no, you just need to select the build you want.
(Game.Example) have an example on how to make a complete game with some characters, stages, unlockables, story, missions and events added.
(Ikemen.Plus.Ultra.v1.4) is the empty build for creating content that only contains the files needed to start working.
The source code files are automatic builds generated by github from the main repository (I don't recommend downloading these last 2)
About Shop, soon I will show something related to that Thanks by your support in each update buddy!
How do you set a wmv as an intro been searching through the example game and the ikemen plus ultra 1.4 and can’t find the difference other than the game example does not have the option in the system setting menu to add columns and rows to the select screen. Also when picking sprite as the character presentation there is nothing showing up for characters that aren’t KFM or kung fu girl. I deleted all in the charAnim folder now even they don’t work after starting the game over and loading all the characters in.
Is there a limit to how many characters can be used in a tower? And can you add a character in the tower without adding it to the roster?
To set a wmv as an Game Intro you need to look in the main.lua script for the PlayVideo("Dir of your video") function and use it wherever you like. Now if what you want is to assign an intro for the characters as it already works in the storyboards character intro, follow the steps of 16:28. Basically it is replacing intro.storyboard with intro.movie and placing the location of the video.
Game Example It has some functions removed because it is only focused on serving as an example for the use of characters and game modes, so editing the roster in that build has to be done manually in the data.sav file.
To see your character sprites by setting character presentation as sprite you need to open .sff files generated in data/charAnim with Fighter Factory and save it as Mugen 1.0 format (I hope to fix the detection of sprites in Mugen 1.1 format, which is how they are generated by default for the next version)
@@darson92 Technically the only limit to adding characters to the tower is the number of characters you have inserted in select.def.
There is currently no way to add characters to towers that have not been added in the [Characters] section. My recommendation is that if you want the character you inserted in [Characters] not to appear in other modes, use the exclude=1 and order=-1 parameters. Likewise, make the cell where it is located not visible to select (adding fewer rows than characters slots)
Soon I will be improving the way in which you can edit the roster of the character select so that what I explain can be better illustrated in a video tutorial
@@CableDorado2 three last questions…. Well for now at least I’ve added more slots how should I go about getting the select screen to show the rows when I go down to them? I see add004.cns how do I implement it the tag function isn’t working via the settings menu in-game? Is there a way to make enemies have simultaneous or turns on the tower mode? And thanks for answering my earlier questions.
@@darson92 Preferably increase the number of Hidden Rows in System Character Select Settings via options.
add004 works the same as in mugen, patching the characters and using simul mode as if it were a tag, I specifically left that file because it is the one that works like common1.cns.
In future updates I will be implementing the tag mode to avoid having to patch the characters
Yes, for the tower I hope to add soon the Endurance Battles, so that the CPU/enemies can come as Simul, Turns and in the future tag.
Thanks for asking, anyway you can write anything you can think of, at the end of the day the idea is for you to be comfortable with this engine.
For my part, I'm going to try to fulfill your wishes at some point haha.
So how do i get the different versions of mountainside temple instead of just the day version
do you mean how to unlock the others?
@@CableDorado2 yes
@@mehme8939 Oh, you are using the Game Example version, in that version I set certain conditions for the characters and stages to be unlocked, such as advancing the story mode, completing the boss rush mode, using the training mode for a certain time, completing some missions, complet arcade, etc.
The important thing about this Game Example is that I am leaving you examples of how you could make any stages that you insert in select.def have this locked behavior until a condition is met to unlock it.
@@CableDorado2 oh ok thanks so much
Una duda tu motor es mejor que el ikemen go?
Depende del juego que quieras crear. Técnicamente mi idea es que este plus ultra pueda superar al Go, ya que funciona en PC de bajos recursos, no necesita OpenGL y el Ikemen go consume más recursos. Pero aún me falta añadirle cosas a mi versión para que pueda afirmarlo por completo.
Ahorita, juegos como este se pueden crear en Ikemen Plus Ultra: ruclips.net/video/TezLZpIdbac/видео.html
ruclips.net/video/c_grFbe9VV4/видео.html
soooo wheres the select button and thumbsticks?
They can now be configured from the Input Settings. However, to make it work on characters, they would need to be added in cmds like the other buttons. Since all the characters I downloaded to test are from mugen and mugen does not have a select or L and R button. But by thumbsticks what do you mean? Technically these can be set in the up, down, left and right directions if you use a gamepad.
Although not all gamepads are supported in this version
What you saw at the beginning is just a screen to test the controls that you configured and the characters are going to use.
But if you use a control, there should be a button to exit that screen other than keyboard esc and that's why I didn't include the select.
Although I don't know if it's better to use something like holding down B to back for example
como se meten mas slots para meter mas personajes
En el menú de opciones, Game Settings-System Settings-Character Select Settings, podrás cambiar la cantidad de Columnas, Filas y Filas Ocultas. Actualmente la forma de personalizar el character select sigue siendo complicada porque requieres de conocimientos de lua para cambiar la posición y el tamaño de las celdas en el script select.lua. Mi recomendación es que si quieres usar este motor solo para coleccionar personajes y jugar, solo agrega más Hidden Rows para desplazarte en vertical y ver los nuevos personajes que agregues. Para la próxima versión estaré mejorando esta forma de personalizar el character select para que sea realmente cómodo para el usuario final.
@@CableDorado2 ta bien, muchas gracias por la información
@@CableDorado2 fui a donde me dijiste y cuando quise jugar me decia invalid character select cells config
@@ghostgameplaysymas Pronto voy a estar subiendo un tutorial. Cuántos personajes estás intentando agregar?
En resumen, tienes que asegurarte de que la cantidad de personajes que agregues en el select.def coincidan con la cantidad de columnas multiplicado por rows y sumado a las hidden rows.
Por ejemplo si tienes 25 personajes.
Los valores de columns x (rows+hidden rows) deben darte 25 o menos, sino aparecerá la pantalla negra la cual programé para evitar que les saliera un error por esa mala configuración.
@@CableDorado2 aaaa entonces es eso, muchas gracias (después voy a tener que contar los personajes porque nose cuántos tengo)
I was using newest version of this software, some of my characters are without sprites. Can you help me pls. Forgive me if I'm boring, but I dont understand well this kind of coding.
In the lastest version of this engine, sprites (.sff files) need to be saved as mugen 1.0 format using fighter factory software
4players available?
Is possible modify config.ssz file to play with 4 players in local multiplayer modes, but have not added to configure p3 and p4 controls via UI/main menus, in future updates I will add it.
At the moment this is the way to do it in a very old version of this engine: ruclips.net/video/EFM6FAY593I/видео.html
@@CableDorado2 ok thanks, will you update that soon?
Is this out?
Yep, check video description or here: github.com/CableDorado2/Ikemen-Plus-Ultra/releases/tag/v1.4.0
@@CableDorado2 yeah I got it. I tried putting it into fighter factory and it wouldn't launch it. Do you know why that is?
Ikemen Plus Ultra is not compatible with fighter factory also, all menu/screenpack modifications need to be done via lua scripts since there is not system.def file.
@@CableDorado2 ok got it. Why isn't it compatible just curious
@@CableDorado2 I'll stick to ikemen go but I can always just put em in plus ultra after I'm done
agregue la opción de reproducir video en formato .webm para los finales, apertura de introducción en formato .webm y mucho más liviano que wmv
Podrías compartir cómo lo conseguiste?
holy crap that's alot of stuff for a fighting game engine not gonna lie o_O