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Author Topic: I.K.E.M.E.N.  (Read 19394 times)

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Offline ExeLord

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I.K.E.M.E.N.
« on: June 18, 2012, 01:14:50 AM »
So yeah, I though that's not a bad idea to create a thread for this MUGEN clone.
Official site: http://code.google.com/p/ikemen/
Features:
1. Netplay!
2. Compatible with most of MUGEN chars, stages.
3. Have optional zoom feature (like MUGEN 1.1 should).
4. Screenpacks from MUGEN could be adapted to it.
5. Have replay feature, which stores last neplay battle.
How to use:
There is select.lua in Script folder, there you place chars and stages like in MUGEN. You may change location of some fonts, system files and music playing on title and select screen in Script/main.lua (well, there's more stuff, but for pros, which I'm not).
To change resolution or life amount, or enable zooming you need to edit ssz/config.ssz. Also you can change controls there:
(click to show/hide)
(thank Black Shroud from Mortal Kombat Project Online for writing how to change those)
And now most exciting part - Netplay:
To use neplay you must have identical IKEMENs (though controls may be different). The one who starts netplay presses Netplay option in main menu of IKEMEN. IKEMEN asks for server adress, field must be left blank. Second player also presses Netplay option, but he/she must fill server field with 1p's IP adress(use http://whatismyip.org/ or anything else to check it). If for some reason you need to change connection port(used by other app or blocked) mention that both players needs to have same port number.
If you can't connect to each other - try using Hamachi (their site) and connect through it.

That's it, folks, have fun. Maybe we should share compilations and have some on-line fun, hehe. :-"


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Offline Afterthought

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Re: I.K.E.M.E.N.
« Reply #1 on: June 18, 2012, 07:43:38 AM »
Thanks for posting this, Exe. I would thoroughly enjoy playing online with this engine.  :w00t: But you can't help but wonder if there are any kinks in the system.  :-?? :-??

Offline Rage

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Re: I.K.E.M.E.N.
« Reply #2 on: June 18, 2012, 09:33:56 AM »
 :O*D

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Offline Space (DCL)

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Re: I.K.E.M.E.N.
« Reply #3 on: June 18, 2012, 10:11:12 AM »
my only question is...

why not just hack an already stable mugen and just have it encoded with netplay?

My friend asked me this question before and I was just left speechless.....
(click to show/hide)
zzz...I'm top tier...screw you Doom and Wesker...zzz

Offline oglocdx10

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Re: I.K.E.M.E.N.
« Reply #4 on: June 18, 2012, 10:56:26 AM »
So you cant edit the control pad in the options menu like you can in mugen? That sucks. But i been wanting to try IKEMEN for a while so thanks for the tutorial.

Offline ExeLord

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Re: I.K.E.M.E.N.
« Reply #5 on: June 18, 2012, 11:58:06 PM »
I guess I need to answer you guys.
@Hypnotize - there slowdowns on hypers and massive amount of animations(like playing on Bishop's stage from XSC with 2 Morrigans by Phantom.of.the.Server), but nothing unbearable and it's being worked on. Also from time to time you may encounter some bugs, ones I encountered: after being hit in air char started walking on it, char couldn't get up after being downed and instant kill on intro. Don't be afraid that it will be all buggy, I've played in it for a lots of time and encountered 1st bug 2 times, 2nd bug 3 times and 3rd bug once. The last thing - if you enable zooming some hypers might not work properly(some of those where wall bounce is needed or where char comes from left/right edge of screen) ie you may miss with 'em or not make full sequence because of zooming. That sums up all issues you may encounter.
@DCL - bro, that should be question for SUEHIRO1000, owner of project, not for me ;*)) I only can guess that writing own code and studying on it is easier for him then trying to understand code by other persons to know where and what to hack. Also there's no sources for mugen so it's not a trivial work adding netplay to it(hacking is not the easiest thing, not all programmers are hackers :P).
@oglocdx10 - yep, there's no options menu in-game, but that shouldn't be a problem with that small guide by Black Shroud on how to change controls. Default layout is ASDZXC(lp,mp,hp,lk,mk,hk) arrow keys and Enter, which I like. That's not a thing I change often(if ever) so it doesn't bothers me at all.
 #:-S
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Offline Gamer251

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Re: I.K.E.M.E.N.
« Reply #6 on: February 21, 2013, 05:09:19 AM »
How can you change the screenpack of IKEMEN?

Offline mae77

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Re: I.K.E.M.E.N.
« Reply #7 on: May 21, 2013, 07:36:24 PM »
anyone has success on tagged patched characters ?
When I press CTRL+3 for Tag battles, the 2nd characters can't be controlled at all. Is the only thing I don't like about IKEMEN, the rest is cool.

Offline Cyanide

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Re: I.K.E.M.E.N.
« Reply #8 on: May 22, 2013, 06:20:44 AM »
I can answer the "why not hack mugen" one. Because that's impossible. There is no source code. Every bit of hackery in winmugen was because the code was already there, it was just a case of turning said code on. You couldn't actually add new features. Netplay would be a new feature, you can't add it to a piece of closed source kit.

IKEMEN is open source, so you can do as you wish.

Offline Trinitronity

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Re: I.K.E.M.E.N.
« Reply #9 on: June 02, 2013, 05:55:08 AM »
I can answer the "why not hack mugen" one. Because that's impossible. There is no source code.
You're actually wrong here.
There's also no source code for Street Fighter x Tekken, and yet, it still was hacked just recently.
MUGEN never got hacked, because no hacker cares for MUGEN.

Offline Cyanide

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Re: I.K.E.M.E.N.
« Reply #10 on: June 02, 2013, 10:29:20 PM »
No, i'm not wrong. Unlocking features already on the disc is exactly the same as the small things that have been hacked into mugen. Namely the resolution increase.

In addition, something like SFxT has a lot more stuff included in plain format on the disc so swapping files around can give different effects. Skins for example. That side of things is no different to you changing someone's sff file.

Has anyone hacked SFxT in such a way that an entirely new mode has come out of it? One that was never programmed in? When you hack something like this you work within the bounds of the system. Mugen's bounds have been defined for years, we've had plenty of intelligent people who could hack it pop in and out of the community yet none of them have ever thought online mode was a possibility, because with mugen as it is, it's not.

Offline Trinitronity

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Re: I.K.E.M.E.N.
« Reply #11 on: June 03, 2013, 01:16:05 PM »
Mugen's bounds have been defined for years, we've had plenty of intelligent people who could hack it pop in and out of the community yet none of them have ever thought online mode was a possibility, because with mugen as it is, it's not.
Well, I never talked about online mode. I was actually talking about things like animated portraits during Character Select, a continue with a timer, a better win screen with an alternate option of having a port for the defeated oppoent as well (just like in SF2), unlockable characters, a proper story mode, you know, the usual full game stuff, but with that being useable outside of full games as well.

Offline Cyanide

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Re: I.K.E.M.E.N.
« Reply #12 on: June 04, 2013, 07:03:58 AM »
You couldn't place those into the engine. Because you can't touch that stuff. It's set. 1.0 added some of it (win portraits) but if animated portraits for example were an option within the code, it would have been activated alongside the resolution change, it wasn't, therefore it can't be.

All the things you mention have only been achieved within characters and within mugen's bounds. Animated portraits are a cursor fiddle (not really a hack, just altering a feature in a novel manner)

Offline O Ilusionista

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Re: I.K.E.M.E.N.
« Reply #13 on: June 04, 2013, 09:49:49 AM »
in fact, there was a winmugen source code, using reverse engeneering. I know the guy who made it.
But it never got leaked, he was afraid of to be sued.

If there is any coder here and want to be part of something that is really made by the community and to the community, I suggest OpenBOR instead. We have monthly releases, sometimes even weekly releases. No 10-years betas...

Offline Trinitronity

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Re: I.K.E.M.E.N.
« Reply #14 on: June 04, 2013, 04:39:49 PM »
If there is any coder here and want to be part of something that is really made by the community and to the community, I suggest OpenBOR instead. We have monthly releases, sometimes even weekly releases. No 10-years betas...
B-but I don't want to code Final Fight-styled games. I don't have any ideas for games like these anyway. It's a lot easier for me to code classical fighting games like Street Fighter and King of Fighters or the more specialised stuff like Guilty Gear or Touhou.

Offline mae77

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Re: I.K.E.M.E.N.
« Reply #15 on: August 06, 2013, 04:18:03 PM »
So yeah, I though that's not a bad idea to create a thread for this MUGEN clone...
sorry pal, I think you`re my only chance, since the authot never replied my e-mails...
Do you know if tagged characters work in IKEMEN ? I can't control them after CTRL+3. Or the CPU controls them or they don't response the controls like breathins statues :/ Thanks in advance.

Offline MugenFighter

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Re: I.K.E.M.E.N.
« Reply #16 on: April 30, 2015, 06:32:38 AM »
This IKEMEN engine doesn't work with hypers that require simultaneously pressing 2 attack buttons to activate them. Is there some option in one of the lua files I can change than will enable it to recognize 2 attack buttons being pressed simultaneously?

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