An updated branch of the classic S-SIZE Ikemen. (This is an open source fighting game engine, that contains new features and improvements for MUGEN Resources).
Would be used blur or gradually blur a sprite or animation you tell it to for an effect. Would also be able to link a bg sprite or sprites for it to happen to a stage. Would also include other distortion methods like diffusion, etc.
Simple, same as any MUGEN-based project, there are a multitude of render issues with certain characters. And although I see in past versions it's possible to change the renderer from DirectX to OpenGL, that option seems to have completely disappeared in the most recent version. Please re-add the option to switch renderer if possible.
Hello, I’m currently using Ikemen GO and trying to port a game to multiple platforms. However porting a Go application to the Switch or Xbox consoles appears challenging, so I was having a look at C++ implementations instead and found this one. It does not look like the source code is available, though; are you planning to release it? I could also help with porting to Linux and Mac OS X if you are interested.
Si se quiere portar la versión final a Linux, MacOS, Android e iOS, sería mucho más fácil si el motor estuviera escrito en C.
Otra cosa buena de estar en C es que podrías hacer un core (motor principal) para Retroarch y automáticamente funcionaría en docenas de plataformas y también tendrías soporte para jugar online en Retroarch.
Todo lo que tendrías que hacer es cargar el núcleo (motor) y luego, como una rom de consola, un .zip con chars, escenarios, música y demás.
Changing input will also change menu input. I don't want the menu input switching to another button so can we have them separate so it won't be hard navigating after changing buttons?