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Classic VS : (IKEMEN GO VERSION)

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SuperWhiskey
Oxocube
ELECTR0
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1default Classic VS : (IKEMEN GO VERSION) Wed Jun 29, 2022 1:43 pm

ELECTR0

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Classic VS : (IKEMEN GO VERSION) 42197397255_c0a08f615e_o
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This thread is for showing off my work on the Classic VS game.



Last edited by ELECTR0 on Mon Oct 31, 2022 9:48 am; edited 4 times in total

2default Re: Classic VS : (IKEMEN GO VERSION) Wed Jun 29, 2022 1:45 pm

ELECTR0

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Classic VS : (IKEMEN GO VERSION) 42197397255_c0a08f615e_o
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Here's the reveal of Julius Carn & Chun-Li.



Showing off Interpol Mode for Chun-Li. In this mode she shoots a gun stead of a fireball & has a different air hyper where she jumps around the map. I also added a new throw attack which does random things. Right now she just crawls on the opponent & beats on them with her spiked bracelets. I'll be expanding this attack before release. Also the new throw move can be used in both modes. I'm planning on releasing Chun-Li on 7/8/2022.

3default Re: Classic VS : (IKEMEN GO VERSION) Thu Jun 30, 2022 1:06 pm

Oxocube

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Classic VS : (IKEMEN GO VERSION) 51240524370_550aa649d1_o
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Your work is very impressive my friend.
Definitely the best creator of classic retro style icons


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Classic VS : (IKEMEN GO VERSION) WEOuZsG

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4default Re: Classic VS : (IKEMEN GO VERSION) Fri Jul 22, 2022 6:14 am

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Classic VS : (IKEMEN GO VERSION) 42197397255_c0a08f615e_o
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Here are previews of 2 new interactive stages being included into the next update. I thought that these would be a fun addition to the game.

#1 Remote Rescue : The breakable mask's function just like the signs on Ryu's stage, meaning that when you pass by them in a get hit state there is a random chance they might break.

#2 Death Match : Touching the fire ropes will deal 70 damage. You can not block the ropes. The ropes are on a cooldown timer of 300 ticks once they have hit somebody. I did this because if they stay on all the time it could lead to an infinite corner trap.



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5default Re: Classic VS : (IKEMEN GO VERSION) Mon Jul 25, 2022 1:28 am

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Classic VS : (IKEMEN GO VERSION) 49241500477_6b04bc7f46_o
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always liked your creations - th fire ropes are incredible.
living proof that ikemen is not the only way of interactive stages still exists.


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Classic VS : (IKEMEN GO VERSION) FXzcO3r

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6default Re: Classic VS : (IKEMEN GO VERSION) Mon Oct 03, 2022 8:41 pm

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The next character coming to the game is Dee Jay. I've had some request for him through the years and now it's time to bring him to life. This preview is very early & some of the animations/FX are place holders. So far Dee Jay has 2 hypers which are based on SF4 moves, but more hypers/specials are planned.

7default Re: Classic VS : (IKEMEN GO VERSION) Wed Oct 05, 2022 5:54 pm

ELECTR0

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Classic VS : (IKEMEN GO VERSION) 42197397255_c0a08f615e_o
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Decided it would be a good idea to add a music themed hyper attack. The concept is, do a throw, then after you catch the throw you can choose between playing the steel drums, maracas or break dance. So far all I've coded was the steel drum option. When you choose the steel drum option each button press plays a different note. There is a timer that ticks down and you can play as many notes as fast as you want before the time runs out. The other hyper attacks are in the video as well since you couldn't get a good look at them in the last video.

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8default Re: Classic VS : (IKEMEN GO VERSION) Thu Oct 06, 2022 3:11 am

Phant0mD

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Classic VS : (IKEMEN GO VERSION) 51937087073_50975dcb2f_o
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ahahaha bro these are the most creative specials i've ever seen added to any SXF2 chars.
Are all of the sprite frames used original or are some of theme custom edited sprites?
They seem like they are new, and original, either way awesome lol.
Also LOl at Ryu's intro smashing all his wannabe clones lol


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Classic VS : (IKEMEN GO VERSION) 39617182812_da9b58ffc9_o

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9default Re: Classic VS : (IKEMEN GO VERSION) Thu Oct 06, 2022 4:30 am

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Classic VS : (IKEMEN GO VERSION) 42197397255_c0a08f615e_o
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Mostly original but I edit here and there. It's surprising how many new animations you can get by just mixing matching, reversing & flipping existing sprites in the sff to get a new animation. Maybe I might need to make some custom in-between frames to help complete the new animation.

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10default Re: Classic VS : (IKEMEN GO VERSION) Sun Oct 09, 2022 12:25 am

SuperWhiskey

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Classic VS : (IKEMEN GO VERSION) 49241500477_6b04bc7f46_o
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With those skills of yours there are an infinite number of character I would like to see recreated form retro classics.
You should make an Evil Mr Karate from Art of fighting (not in the big sprites though - possibly downsized)
and also some Breakers revenge characters like an Evil Sho Kamui


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Classic VS : (IKEMEN GO VERSION) FXzcO3r

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11default Re: Classic VS : (IKEMEN GO VERSION) Tue Oct 11, 2022 9:41 pm

ELECTR0

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Final preview of Dee Jay. He should be ready for release before the end of the month. In this video I'm showing off my ideas for Dee Jay's ariel combat as well as a new throw that has good combo potential. The new ariel hyper is called Hammer Time and will rapid punch and send the opponent into the ground a few times before punching them away. For specials I just gave him an ariel Jackknife Maximum, but preformed differently since it's hard to do charge down moves when your jumping. Finally I wanted to give him a new throw and so I went with his throw from SF4.

12default Re: Classic VS : (IKEMEN GO VERSION) Wed Oct 12, 2022 10:17 am

Vegaz_Parrelli

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Classic VS : (IKEMEN GO VERSION) 52117799409_ab650ff4e9_o
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You're so innovative when it comes to supers. That multi punch move is a great idea. Looking forward to adding this guy to my roster.


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Classic VS : (IKEMEN GO VERSION) 0hGNWik



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13default Re: Classic VS : (IKEMEN GO VERSION) Wed Oct 26, 2022 11:00 pm

ELECTR0

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Started playing around with Ikemen Go and liked the features it offers. So now I'm starting the process of making an Ikemen version of the game which shouldn't take to long. I don't know if everything from the Mugen version will make it into the Ikemen version but I'll try to make it happen. Here is a video testing the tag feature. This mode is a lot of fun and it's features like this that made me want to make it. I'm trying to figure out a different way to do the AI because when the characters get really far away from each other, they get don't seem to want to go towards each other & instead they try to get farther apart which leads to fireball spam.

14default Re: Classic VS : (IKEMEN GO VERSION) Thu Oct 27, 2022 5:25 am

Phant0mD

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ELECTR0 wrote:Started playing around with Ikemen Go and liked the features it offers. So now I'm starting the process of making an Ikemen version of the game which shouldn't take to long. I don't know if everything from the Mugen version will make it into the Ikemen version but I'll try to make it happen. Here is a video testing the tag feature. This mode is a lot of fun and it's features like this that made me want to make it. I'm trying to figure out a different way to do the AI because when the characters get really far away from each other, they get don't seem to want to go towards each other & instead they try to get farther apart which leads to fireball spam.


This is pretty damn fantastic actually lol.
If you do decide to start delving into Ikemen, note we now have a dedicated section specifically for Non-Mugen, IKEMEN videos , screenshots and discussions here:

https://www.newagemugen.com/f34-i-k-e-m-e-n-mugen-clone-engine-discussion-wip-showcase-thread

You can actually post that video there
https://www.newagemugen.com/t4281-ikemen-go-videos-thread


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Classic VS : (IKEMEN GO VERSION) 39617182812_da9b58ffc9_o

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15default Re: Classic VS : (IKEMEN GO VERSION) Thu Oct 27, 2022 7:02 pm

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Thanks! This is really just a quick announcement and didn't feel it needed it's own thread.

16default Re: Classic VS : (IKEMEN GO VERSION) Mon Oct 31, 2022 9:49 am

ELECTR0

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The Ikemen conversion is going really well and should be ready very soon. While I was working on this I redid the look of the lifebars for the game. I feel these are visually easier to read than the old ones. These lifebars will also be coming to the Mugen version.

17default Re: Classic VS : (IKEMEN GO VERSION) Tue Nov 01, 2022 7:17 am

ELECTR0

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Final preview of the Ikemen Go version. The game will be released on 11/7/2022. In this preview I'm showing of the Orochi Kyo Tag system made by OrochiCr. It's very similar to the way Marvel Vs Capcom 2 tag system works and is exactly what the game needed.

18default Re: Classic VS : (IKEMEN GO VERSION) Wed Nov 02, 2022 12:30 am

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Hi ELECTR0.
I have relocated your mugen cinema thread topic for this project here to the Ikemen Go/Clone Engine WIP Discussion thread section of our forum.

To avoid confusion/Differentiate content-specific topics pertaining to Non-Mugen Fighting game engines/clones, we created this special dedicated section for member interested in Ikemen GO and other fighting game engines.

You can still create another Mugen-specific topic in the mugen cinema section for this as well providing it does not feature Ikemen/Mugen clone engine related content.

You can learn more about this if you have any questions via spoiler.no6 in our forum guide here: https://www.newagemugen.com/t128-official-newagemugen-community-rules-terms-conditions-of-use-policyupdated-2020


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Classic VS : (IKEMEN GO VERSION) 39750191021_f709bd611c_o

19default Re: Classic VS : (IKEMEN GO VERSION) Thu Nov 03, 2022 8:03 am

ELECTR0

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Here is the Ikemen Go version of my game Classic VS. I'm using the Orochi Kyo tag system, but with some slight changes. The biggest change is that you can also call your team members buy pushing the same punch and kick buttons together instead of using the tag buttons. Example below :

Tag button 1 = Light Punch + Light Kick

Tag button 2 = Medium Punch + Medium Kick

Knock out = Strong Punch + Strong Kick

Note = You can still use the tag buttons if you want to. I just wanted to provide another option to call team members.

I removed some modes in the game because I have not made lifebars for those yet. Those modes will come in a later update. Ikemen features a command list, but I have not taken advantage of this feature yet and am still using my old method of hitting the Start Button to bring up a move list. The game runs at 1280,720 and I'm pretty sure this can not be changed without messing up the game. Also attempting to add characters to this game is a bad idea because they will probably not be compatible. Likewise taking characters out of this game and trying to place them anywhere else will also not work. Enjoy!!

Link : https://electroslair.blogspot.com/

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20default Re: Classic VS : (IKEMEN GO VERSION) Fri Nov 04, 2022 5:35 pm

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Classic VS : (IKEMEN GO VERSION) 49241500477_6b04bc7f46_o
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I heard that Ikemen does not allow you to upscale the resolution like mugen. is this true?


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Classic VS : (IKEMEN GO VERSION) FXzcO3r

21default Re: Classic VS : (IKEMEN GO VERSION) Fri Nov 04, 2022 6:37 pm

ELECTR0

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In Ikemen Go you can change it just like Mugen. My game is running at 1280,720 and the characters are on a localcoord = 427,240. Pretty much every graphical trick I tried/needed worked in Ikemen Go. That was my experience.

22default Re: Classic VS : (IKEMEN GO VERSION) Fri Nov 04, 2022 9:08 pm

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What about the Mugen.cfg Window mode alternate resolution issue.
Have they fixed that yet? I know theres quite a few people here that have been waiting on that.
If you aren't sure what I mean, its this thing:

Code:
[b] ;Game native width and height.
 ;Recommended settings are:
 ;  640x480   Standard definition 4:3
 ; 1280x720   High definition 16:9
 ; 1920x1080  Full HD 16:9
GameWidth = 3840;1920;
GameHeight = 2160;1080;[/b]

Code:
;The video resolution defaults to the same as the game resolution.
 ;In windowed mode, this specifies the window size.
 ;You can force an alternate resolution by uncommenting the lines
 ;below.
Width  = 1920;2560
Height = 1080;1440

Because last time I checked you couldn't have alternate resolutions in windowed mode and it will restrict you to only the full screen resolution or window size resolution unlike mugen 1.1


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Classic VS : (IKEMEN GO VERSION) KwiHzMC

23default Re: Classic VS : (IKEMEN GO VERSION) Sat Nov 05, 2022 5:49 am

ELECTR0

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Oh I see well then that's probably still the case.

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