IkemenGo > Mugen. I Might finally drop Mugen support.
2 years ago
General
As the title says, I'm starting to lean very heavily toward finally dropping Mugen support. If anyone has any good reasons for me to keep TRYING to support Mugen, I'd like to hear it, But PLEASE read the rest of this before jumping to comment, because I online a handful of reasons why I think it's wise to just move on, both for myself but also for anyone interested in Mugen stuff as a whole.
I want to drop it because it's been a pain in the ass keeping the code separate, and it prevents me from optimizing my character for IkemenGo when I have to keep this code separate.
IkemenGo does everything Mugen does, but better and has way more features.
IT SUPPORTS MUGEN RESOURSES. IT HAS AN ACTIVE DEV TEAM AND AN ACTIVE FEATURE REQUEST AND BUG REPORTING FORUM.
I know a lot of folks out there stick to Mugen because it's familiar, but IkemenGO isn't very different. If you know how to install stuff on Mugen, you know how to do it for IkemenGo. It's a clone engine.
Aside from the optimizing issue, there are new triggers, state controllers and more that open up a lot more options for stuff to create. This is why I opted to make Mango IkemenGo exclusive, because if ball gimmicks just flat out don't work in Mugen. (Because IkemenGO added the "affectteam" attribute to reversaldefs, allowing Mango and his teammates to hit the ball around.)
OLD VIDEO OF THE ISSUE WITH MANGO'S BALL IN MUGEN VS IKEMENGO (I'm playing both at the same time, same inputs):
https://twitter.com/VinVulpis/statu.....09526530023424
I've also started using a set of triggers added to IkemenGo called "stagefrontedge" and "stagebackedge" allowing the character/helpers to see the edges of the stage, not just the screen edges like in Mugen. With this I can make things uniquely interact with the stage walls/corners.
IkemenGo also has built in features that I can simplify damage scaling with. IkemenGo fixed various bugs that Mugen still had, like DefenseMul not working correctly.
IkemenGo allows you to write custom game modes with unique rule sets via the extensions feature that adds extra common data to characters with those game modes.
IkemenGo has a universal, and customizable Tag mode built in, ready to go. It works with ANY CHARACTER, but my characters has extra code for combo-tagging.
IkemenGO also has more stage features, including something called a "Stagechar" which will load in a special "neutral" character file with the stage. This is used for creating stage interactivity. You can make ring-outs, stage hazzards, breakable objects or other things both characters can interact with. You can make background characters that react to the fight going on based on combos/damage/knockdowns or whatever. Really, there's a ton of possibilities here.
IkemenGo still takes stuff in the Mugen code format, but also has it's own new format called "ZSS," which is more streamlined and efficient, as it's written more like typical code, where you write the triggers first, and then tell it every state controler to activate. This can make for much, much cleaner code, instead of needing to write the same triggers for every state controller if multiple things are supposed to activate at the same time.
I've needed to constantly work around trying not to crash Mugen by keeping IkemenGO unique code separate, and it's cause me issues with optimizing things, and makes me need to find goofy work arounds to have the IkemenGo behavior I want, while trying to dodge bugs in IkemenGo from the work arounds just to protect backward compatibility for a dead engine.
So in the coming months, I might entirely drop Mugen support to make my work on these characters a LOT simpler. This is already a ton of work for me, and I don't really feel like I'm gettin a whole lot out of trying to cater to the dead engine.
YOU CAN FIND IKEMENGO HERE:
https://github.com/ikemen-engine/Ikemen-GO
A WIKI OF ALL NEW FEATURES ADDED (and modified old features) AND WHAT THEY DO IS FOUND HERE:
https://github.com/ikemen-engine/Ikemen-GO/wiki
And mentioned bug reporting and feature request section:
https://github.com/ikemen-engine/Ikemen-GO/issues
ALSO, FOR PATRONS, I OFFER A PREBUILT IKEMENGO WITH MY WIP CHARACTERS AND CUSTOM TAG SYSTEM ALREADY INSTALLED. (and 2-character-tag is the default game mode for Arcade, VS, Training and Watch in my build.)
I care a lot about IkemenGo's continuation of what was Mugen because it is much much more creator friendly and open ended. It's also not locked out of selling stuff with it like Mugen is.
I assure you, IkemenGo is not something scary and unfamiliar, if you're familiar with Mugen, you're familiar with IkemenGo.
HERE IS ANOTHER VIDEO OF HOW THIS ISN'T SCARY AND DIFFERENT:
Gejhi here is functioning on the same lines of code, for both engines.
https://twitter.com/VinVulpis/statu.....35604988477446
Sooo, yeah. The time will be coming I think where I finally drop Mugen.
I want to drop it because it's been a pain in the ass keeping the code separate, and it prevents me from optimizing my character for IkemenGo when I have to keep this code separate.
IkemenGo does everything Mugen does, but better and has way more features.
IT SUPPORTS MUGEN RESOURSES. IT HAS AN ACTIVE DEV TEAM AND AN ACTIVE FEATURE REQUEST AND BUG REPORTING FORUM.
I know a lot of folks out there stick to Mugen because it's familiar, but IkemenGO isn't very different. If you know how to install stuff on Mugen, you know how to do it for IkemenGo. It's a clone engine.
Aside from the optimizing issue, there are new triggers, state controllers and more that open up a lot more options for stuff to create. This is why I opted to make Mango IkemenGo exclusive, because if ball gimmicks just flat out don't work in Mugen. (Because IkemenGO added the "affectteam" attribute to reversaldefs, allowing Mango and his teammates to hit the ball around.)
OLD VIDEO OF THE ISSUE WITH MANGO'S BALL IN MUGEN VS IKEMENGO (I'm playing both at the same time, same inputs):
https://twitter.com/VinVulpis/statu.....09526530023424
I've also started using a set of triggers added to IkemenGo called "stagefrontedge" and "stagebackedge" allowing the character/helpers to see the edges of the stage, not just the screen edges like in Mugen. With this I can make things uniquely interact with the stage walls/corners.
IkemenGo also has built in features that I can simplify damage scaling with. IkemenGo fixed various bugs that Mugen still had, like DefenseMul not working correctly.
IkemenGo allows you to write custom game modes with unique rule sets via the extensions feature that adds extra common data to characters with those game modes.
IkemenGo has a universal, and customizable Tag mode built in, ready to go. It works with ANY CHARACTER, but my characters has extra code for combo-tagging.
IkemenGO also has more stage features, including something called a "Stagechar" which will load in a special "neutral" character file with the stage. This is used for creating stage interactivity. You can make ring-outs, stage hazzards, breakable objects or other things both characters can interact with. You can make background characters that react to the fight going on based on combos/damage/knockdowns or whatever. Really, there's a ton of possibilities here.
IkemenGo still takes stuff in the Mugen code format, but also has it's own new format called "ZSS," which is more streamlined and efficient, as it's written more like typical code, where you write the triggers first, and then tell it every state controler to activate. This can make for much, much cleaner code, instead of needing to write the same triggers for every state controller if multiple things are supposed to activate at the same time.
I've needed to constantly work around trying not to crash Mugen by keeping IkemenGO unique code separate, and it's cause me issues with optimizing things, and makes me need to find goofy work arounds to have the IkemenGo behavior I want, while trying to dodge bugs in IkemenGo from the work arounds just to protect backward compatibility for a dead engine.
So in the coming months, I might entirely drop Mugen support to make my work on these characters a LOT simpler. This is already a ton of work for me, and I don't really feel like I'm gettin a whole lot out of trying to cater to the dead engine.
YOU CAN FIND IKEMENGO HERE:
https://github.com/ikemen-engine/Ikemen-GO
A WIKI OF ALL NEW FEATURES ADDED (and modified old features) AND WHAT THEY DO IS FOUND HERE:
https://github.com/ikemen-engine/Ikemen-GO/wiki
And mentioned bug reporting and feature request section:
https://github.com/ikemen-engine/Ikemen-GO/issues
ALSO, FOR PATRONS, I OFFER A PREBUILT IKEMENGO WITH MY WIP CHARACTERS AND CUSTOM TAG SYSTEM ALREADY INSTALLED. (and 2-character-tag is the default game mode for Arcade, VS, Training and Watch in my build.)
I care a lot about IkemenGo's continuation of what was Mugen because it is much much more creator friendly and open ended. It's also not locked out of selling stuff with it like Mugen is.
I assure you, IkemenGo is not something scary and unfamiliar, if you're familiar with Mugen, you're familiar with IkemenGo.
HERE IS ANOTHER VIDEO OF HOW THIS ISN'T SCARY AND DIFFERENT:
Gejhi here is functioning on the same lines of code, for both engines.
https://twitter.com/VinVulpis/statu.....35604988477446
Sooo, yeah. The time will be coming I think where I finally drop Mugen.
FA+

PS: Happy new year, may it have all that I mentioned and many more of other positive things for you. Take care.
More stuff for creators, and more modes for players to mess around with and people can make more game modes for it.
Some people seem to just wanna cling to Mugen. I actually lost a few follows on twitter after SUGGESTING I was dropping Mugen for IkemenGo. I'm at the point where I don't care anymore. IkemenGo lets do a lot more with my ideas, and much easier.