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Are there any plans to (slowly) switch over to IKEMEN Go on this thread?

I'm a bit new here, but I haven't seen a mention of it yet.

For those of you not up to speed, it's an open source rework of MUGEN that's backwards compatible with nearly all of the previous elements, and with a lot of extra features to boot.

Currently maintained, and updated frequently, on the GitHub pages by the 2 main developers:


 
Welcome to the forum @CommunityPoster55!

I'm a bit new here, but I haven't seen a mention of it yet.

For those of you not up to speed, it's an open source rework of MUGEN that's backwards compatible with nearly all of the previous elements, and with a lot of extra features to boot.

Currently maintained, and updated frequently, on the GitHub pages by the 2 main developers:



At this very moment, no.

I'm aware of Ikemen and what it is, but I'm not involved enough with the Mugen community in general to know if it's really switching over. Mugen has seen dozens of would be replacements come and go, so it may be a little early to declare Ikemen the next big thing. @O Ilusionista would be able to answer this better than me.

There's also the fact that Mugen is really an afterthought here, pretty much like OpenBOR is on the various Mugen boards. I'd like to see more Mugen folks come over because I think it would be great for both communities to have some cross pollination. There just hasn't been much interest. Again, @O Ilusionista can offer better insight than I can.

DC
 
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Ikemen looks pretty cool, with some long term desired things we wanted on Mugen.
Just recently I was able to test it on a Mac and it looks pretty cool.

I know they are including support for platforms and once its done, it could turn into a great engine, because the engine has everything Mugen has, with all its easy to do/pratical things and expand it.

For example, for quick effects, Mugen's explod feature is a bliss - very easy to do, and works like a charm. In OpenBOR, the same thing is a nightmare to do and/or you have to take a long walk until you can do what you want and you either have far less control, or have way too much control to a level that isn't user friendly anymore.

My only grip with Ikemen is the requirement to use OpenGL. This will turn away people who own old computers (and not everyone lives in the first world) and I've heard many reports of the engine not working on some systems. So, as a developer, it's something that worries me.
 
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For example, for quick effects, Mugen's explod feature is a bliss - very easy to do, and works like a charm. In OpenBOR, the same thing is a nightmare to do and/or you have to take a long walk until you can do what you want and you either have far less control, or have way too much control to a level that isn't user friendly anymore.

Funny you mention that - I feel the same about projectiles and spawns in general. Much as I advocate script, having to write something just to control where a spawn appears is a royal pain. Up here, we call it swatting flies with a sledgehammer.

In the new source code I reworked a lot of that. The new system for shooting things is beyond easy, and very expandable. Here's what it looks like in action in my test module:

Code:
anim Freespecial10 # Hadouken
    
    projectile_model ryu_hadouken
    projectile_frame 4
    projectile_offense parent
    projectile_position_x 75
    projectile_position_y 70

    projectile_velocity_x 2.2
    projectile_velocity_y 0.0
    projectile_velocity_z 0.0

    projectile_color_set_adjust parent_index
    
    delay    5
        offset    82 147
    
    bbox.position.x 66
    bbox.position.y 49
    bbox.size.x 38
    bbox.size.y 98

    frame    data/chars/ryu/hadouken_0.png
    ...

I bring all that up because you just gave me an idea of something to add to it - an autobind flag with X, Y, and Z. Turn it on, and the spawned entity binds to parent entity until it expires. The end. Would probably handle ~75% of the scenarios for particle effects, and prevent the issue you talked about where there's either no control, or way too much for simple things.

On Ikemen, if it starts to take over, I'll be glad to add an area for it, but right now I just don't see any reason. Nothing prevents anyone from bringing it up or asking for help already, and I seriously doubt it's going to have anything close to Mugen's name recognition for a very long time.

DC
 
Up here, we call it swatting flies with a sledgehammer.
@DCurrent
That is exactly my feeling sometimes when working with OpenBOR. I think the engine needs a "middle ground" - it has or either too basic control or full fledge control over every single aspect, but that is not user friendly at all. For examople, with script, your projectiles will hit you unless you say them to not to. I understand the logic behind it, but the default behaviour should not be that.

If you are looking for ideas, please take a look at two things in Mugen/Ikemen: Projectile and Explod

Both has a lot of those "set and forget" features, specially for bind, remove time, etc.
Specially this:
removetime = rem_time (int)If rem_time is positive, the explod will be removed after having been displayed for that number of game ticks. If rem_time is -1, the explod will be displayed indefinitely. If rem_time is -2, the explod will be removed when its animtime reaches 0. The default value is -2.

IOW, you could give a lifespan value when you use a projectile (or any other entity) that would override the model lifespan and/or the loop settings.
 
...

My only grip with Ikemen is the requirement to use OpenGL. This will turn away people who own old computers (and not everyone lives in the first world) and I've heard many reports of the engine not working on some systems. So, as a developer, it's something that worries me.
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..
 
i would say , instead of transitioning, just add it as its own separate thing..
Nah, it would be a waste of space to have a separated section for ikemen because it's basically Mugen on steroids.

If ever needed, rename the section to "Mugen/ikemen" and that is it.
 
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.


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.


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.

 
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@

EvilEdLibre

thanks for the information, a couple of years back i was really into tinkering with Ikemen because i was trying to make an Smashbros type game with it. 4 players at the same time, but the main mechanic for defeating the opponents was loss of life energy or knockdown from an edge....
ended up with a game that is 2 vs 2 with stages that are widescreen & they zoom out like killer instinct 2, with like 430 characters & all matches & characters selected at random....
 
@EvilEdLibre really thanks for the info. Ikemen looks really cool, from very quick test I did on it, and I am eager to test it more.
I personally do see it and use it as the replacement to mugen
It's something I expect for sure but, right now, I won't pull that trigger so fast, as it still feels "moving waters" to me. But I do hope to be able to play with it more.

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.
Yeah, same to me. This is why I wrote that phrase above :)

GNU + Linux, mac, and windows. (...) possibility of compiling for chrome os and android
Android port would be amazing too. I saw some people even running it on Raspberry Pi.

I saw they wanted to add platform support (it was added on a RC version) and once (and if) they add it + Z plane + and support for walls/holes... it will become my main engine and I should be porting all my games to it - inlcuding my OpenBOR ones.

Kudos to developers.
 
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@EvilEdLibre really thanks for the info. Ikemen looks really cool, from very quick test I did on it, and I am eager to test it more.
I saw they wanted to add platform support (it was added on a RC version) and once (and if) they add it + Z plane + and support for walls/holes... it will become my main engine and I should be porting all my games to it - inlcuding my OpenBOR ones.

Kudos to developers.
They seem to be already aware of it:


Other than that, it would be pretty useful to make some new Enchancements/Issues on the GitHub page if you think that they haven't been addressed yet...
At least none that you can find...
 
The new stable release of 0.98.0 is out now. Here is a link. It does have the new Full Practice Mode with the new Training Menu and the fix for the Intel Font Shaders bug that pertained to Older Computers.

 
Second Release Candidate for 0.99.0 has been out for a couple of weeks now:


So many new triggers, parameters and fixes have already been added in the First Candidate, along with the following missing M.U.G.E.N. features added in:

e677b7e - missing mugen feature: fight.def surival mode rounds support
1babea6 - missing mugen feature: power retention in survival mode
460f34a - missing mugen feature: WavChannels mugen config
657d73b - missing mugen feature: stage [Shadow] xshear support
5b9baef - missing mugen feature: p2.cursor.blink support

Second candidate is mostly fixes, but it has a few additional feats and parameters planned for the final candidate.
 
IKEMEN now has suppot to fully 3D stages. Its on very early stages, but the results are prettry good:


The assets where converted to .gITF format

you'll need to manually download and compile this fork yourself (i'm assuming you're already familiar with compiling the engine based on your role here haha)we support the .gltf and .glb formats, with either PNG or JPEG textures (i recommend .glb as it's a single self-contained file, very convenient!)

 
Wow... did someone clean those textures by hand? It looks better than the original CVS2!
From what I remember, there is an add-on to convert Naomi content to Blender, so they can get the textures and models a the right size.
I can't find the link now, I will update this once I find it again.

Edit: found it: GitHub - rob2d/modnao: user-friendly and accessible Naomi/SEGA Dreamcast 3D model viewer, editor and virtual debugger. Requires zero knowledge/experience with professional 3D editors or binary formats/hex editing

1700501480890.png
1700501490303.png
 
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