in older versions or builds it was a matter of doing someting on some config files to turn it off, i have not even been able to successfully run the supposed latest build i found 2 months ago....
i would say , instead of transitioning, just add it as its own separate thing..
Hello there. This is a bit of an info dump, but I saw this post and wanted to respond. I have worked with Ikemen Go for several years now. I am not a programmer, but I have been helpful in pointing out bugs, new ideas, and testing features for the engine. As well as, most importantly, inquiring about the license, with help from ShinLucho, to get clarification from Super Suehiro, the engine’s original creator, to make sure that the engine is licensed as Free Software. So, I'm not really 'from Ikemen Go' in an official capacity. But, I am a really big fan and enthusiast that uses the program, helps test things, and offers ideas to the creators.
That said, and to the point of your concern, I was the leading factor pushing to address the resolution of what I believe you are referencing when you said that the engine does not work on older systems.
When I try to launch the engine, it now errors out with the fallowing message. failed to compile #version 150 core //vertex position in vec2 vert; //pass through to fragTexCoord in vec2 vertTexCoor...
github.com
I am very glad to announce to you that after talking with K4thos, one of the key programmers of the engine, and doing some testing for him that this should no longer be a problem come the next stable release of the engine.
In fact, I have already tested and can tell you as a matter of fact that the issue has been resolved if you compile the repo version from source.
From my understanding, it was merely as issue as addressing Open GL, GLSL Font rendering. As well as maybe a software render fallback option?
I actually personally did the research and pioneered the work around solution that people were using until K4thos implemented the permanent solution into the engine itself.
This issue was important to me; because, like you, I had concerns about making sure Ikemen Go would work on older computers. My main reason is because I have long toyed with the idea of building my own Arcade Cabinet and most people who do this are likely to want to slap some old PC in there.
My old, used PC that I plan to put into the thing if I ever build it was one of the computers effected by the compatibility issue. Which is why I was able to test K4tho’s solution myself.
I have been playing around with compiling the more recent code and can also say that they are working on a true Practice Feature. In this I mean, you are no longer stuck fighting a ‘training version’ of Kung Fu Man. Rather, Ikemen Go itself now lets you pick whoever you want to fight against for Practice. The pause menu also comes with a Training Menu that allows you to adjust various settings.
I am unsure if this new Full Practice Menu will be ready or not for the next stable release. But, it is already in the latest code on the repo.
Ikemen Go has many great features and is rapidly maturing. I personally do see it and use it as the replacement to mugen. I respect that it is Free Software licensed; as this will let the community continue its development itself going into the future; unlike mugen which is proprietary. It also already has far more features than mugen ever had.
Some features are not as well known, so you have to dig around places (like documentation, forums, and config files) to find them.
For instance, did you know that Ikemen Go already has a coin-opp arcade setting? Attract Mode. Yeah, if you change a setting in one of the config files you can boot the engine into a coin-opp mode if you’re planning to make an actual, physical arcade machine with it.
Contribute to K4thos/Ikemen_GO development by creating an account on GitHub.
github.com
It supports keyboard input (such as from an encoder) to register the coin slot as coin insertion. That said, I have already began talks with Windblade on adding the ability to allow joy input to work so that my encoders can do this as well. (As my encoders are based on joy input instead of keyboard.) I also suggested that he add the ability to set a credit limit as many arcade operators would likely prefer to charge more than one quarter per play. He did say he liked these ideas.
Another great thing about this engine is that it can run on many of the major operating systems. GNU + Linux, mac, and windows. These are for sure. But, people have already begun tinkering with the possibility of compiling for chrome os and android. From my understanding, the issue with android is sound lib compatibility and trying to figure out how to use a different sound lib to make it work. But, again, I’m not a programmer.
The engine also supports online play.
For anyone curious, I'd certainly recommend trying it out. I have long looked for a Free Software alternative to the proprietary mugen for years and to be honest, this is the most advanced one I've ever seen. It may take some time for word to get around and for the name recognition to happen. But, Ikemen Go is powerful and I think that people will recognize this as time goes by. There is literally a list somewhere on their site that keeps track of many of the things Ikemen Go can already do that mugen can't.
Contribute to K4thos/Ikemen_GO development by creating an account on GitHub.
github.com