Releases: ikemen-engine/Ikemen-GO
v0.99.0
For info about new features not present in Mugen visit Ikemen GO wiki
Latest dev builds
Changelog since 0.98.2: RC1, RC2, RC3, RC4, RC5, RC6
New Contributors
- @Lazin3ss made their first contribution in #533
- @GaryCXJk made their first contribution in #558
- @ssvb made their first contribution in #629
- @romanthekat made their first contribution in #669
- @potsmugen made their first contribution in #758
- @RealFoobs made their first contribution in #819
- @Blac-Dragoon made their first contribution in #954
- @dependabot made their first contribution in #1003
- @ra101 made their first contribution in #1251
- @Wftk made their first contribution in #1263
Full Changelog: v0.98.2...v0.99.0
v0.99.0-rc.6
"RC" stands for "Release Candidate", which is a version of software that has undergone testing and is considered to be almost ready for release to the public. The purpose of an RC release is to allow users to test the software and provide feedback before the final release.
For info about new features not present in Mugen visit Ikemen GO wiki
Latest dev builds
RC1 changelog
RC2 changelog
RC3 changelog
RC4 changelog
RC5 changelog
What's Changed
Bug Fixes 🔧
- fix: Refine anim no. handling from #1448, PlayBGM SCTRL leaking to the character select screen by @Lazin3ss in #1457
Full Changelog: v0.99.0-rc.5...v0.99.0-rc.6
v0.99.0-rc.5
"RC" stands for "Release Candidate", which is a version of software that has undergone testing and is considered to be almost ready for release to the public. The purpose of an RC release is to allow users to test the software and provide feedback before the final release.
For info about new features not present in Mugen visit Ikemen GO wiki
Latest dev builds
RC1 changelog
RC2 changelog
RC3 changelog
RC4 changelog
What's Changed
Bug Fixes 🔧
- fix: Clamp AnimNo to 0 if its value is below zero (like MUGEN) by @Lazin3ss in #1440
- fix: Trans sctrl during hitpause bug by @Wftk in #1443
- fix: crash when not declaring anim/sprite files on char, move "no-sprite" anim from -2 to -1 by @Lazin3ss in #1448
Full Changelog: v0.99.0-rc.4...v0.99.0-rc.5
v0.99.0-rc.4
"RC" stands for "Release Candidate", which is a version of software that has undergone testing and is considered to be almost ready for release to the public. The purpose of an RC release is to allow users to test the software and provide feedback before the final release.
For info about new features not present in Mugen visit Ikemen GO wiki
Latest dev builds
RC1 changelog
RC2 changelog
RC3 changelog
What's Changed
Bug Fixes 🔧
- fix: RemapPal and Hitdef priority by @potsmugen in #1409
- fix: Helper damage limits by @potsmugen in #1414
- fix: Fixed typo in previous commit by @potsmugen in #1416
- fix: fix sounds with loop = 1 looping forever by @Eiton in #1419
- fix: Fix StopSnd bug by @Eiton in #1429
- fix: Trans effect on reflection intensity by @potsmugen in #1435
- fix: PalFx and Blending fixes by @Wftk in #1438
Full Changelog: v0.99.0-rc.3...v0.99.0-rc.4
v0.99.0-rc.3
"RC" stands for "Release Candidate", which is a version of software that has undergone testing and is considered to be almost ready for release to the public. The purpose of an RC release is to allow users to test the software and provide feedback before the final release.
For info about new features not present in Mugen visit Ikemen GO wiki
Latest dev builds
RC1 changelog
RC2 changelog
What's Changed
New Features 🎉
- feat: Implement SFF caching again by @NeatUnsou in #1365
Bug Fixes 🔧
- fix: training dummy life recovery while dizzy by @potsmugen in #1356
- fix: Fixed a case where the palette of small portraits was shared even if the different def when sharing SFF by @NeatUnsou in #1368
- fix: make sound channel work more like MUGEN by @Eiton in #1389
- fix: game menu during fade by @potsmugen in #1396
- fix: Reload SFF when character is reloaded by @Eiton in #1402
- fix: damage rounding method by @potsmugen in #1399
- fix: projectiles not hitting after removetime expires by @potsmugen in #1405
- fix: Sound volume for 16/24bit sounds by @Eiton in #1408
Full Changelog: v0.99.0-rc.2...v0.99.0-rc.3
v0.99.0-rc.2
"RC" stands for "Release Candidate", which is a version of software that has undergone testing and is considered to be almost ready for release to the public. The purpose of an RC release is to allow users to test the software and provide feedback before the final release.
For info about new features not present in Mugen visit Ikemen GO wiki
Latest dev builds
RC1 changelog
What's Changed
New Features 🎉
- feat: changes to message triggers, added Just Defended by @potsmugen in #1041
- feat: new assertSpecial flags: globalnoko, noailevel, noguardko; changed: noko, nokovelocity by @K4thos in #1080
- feat: new EnvShake sctrl mul parameter, HitDef envshake.mul, fall.envshake.mul, gethitvat(fall.envshake.mul) by @K4thos in #1084
- feat(camera): ZoomAnchor, TensionVel, Camera SCTRL by @Lazin3ss in #1083
- feat: common files arrays, overridable by screenpack and lifebar by @K4thos in #1049
- feat: smaller, more readable debug ttf font by @K4thos in #1113
- feat: extra training mode guard modes by @potsmugen in #1111
- feat: add Fall Recovery option to the training dummy by @potsmugen in #1119
- feat: prevMoveType trigger by @K4thos in #1138
- feat: add MIDI playback support (#12) by @samhocevar in #1143
- feat: add const(data.fall.defence_up) trigger by @potsmugen in #1149
- feat: new AssertSpecial flag - nointroreset by @potsmugen in #1170
- feat: text sctrl localcoord support by @K4thos in #1179
- feat: offset when char is hit from floor to air by @potsmugen in #1184
- feat: KO echo, autoguard adjustment by @potsmugen in #1196
- feat: new AirJumpCount trigger by @potsmugen in #1199
- feat: added State +1 by @potsmugen in #1205
- feat: spark rotation directly from Hitdef by @potsmugen in #1209
- feat: hit and guardsound channels constants by @potsmugen in #1230
- feat: GetHitVar(kill) trigger by @potsmugen in #1233
- feat: EnvShake trigger by @potsmugen in #1253
- feat: EnvShakeVar trigger by @potsmugen in #1254
- feat: Helperindex redirrect trigger by @Wftk in #1263
- feat: palFX SinMul SinColor parameters by @Wftk in #1264
- feat: Explod RemoveOnChangeState parameter by @potsmugen in #1267
- feat: AnimElem and AnimElemLooped parameters for explods. by @Wftk in #1272
Bug Fixes 🔧
- fix: tag.zss regression, characters not entering stage (#1043) by @K4thos in #1045
- fix: zoom affecting non-stage BG elements scaling, tension correction issues, helpers spawned with movetype A/I not being run in the same frame, pos updating/screenbound/binding 1f delay by @Lazin3ss in #1056
- fix: helper remapPal during first frame of the match, omitting source/dest and assignment to -1 (#1058, #1001) by @K4thos in #1059
- fix: guarding animation lag (common1) by @potsmugen in #1068
- fix: getHitVar(fall.envshake.phase) default value (#1070) by @K4thos in #1071
- fix: hittime reset if movetype != H (#1034) by @K4thos in #1072
- fix: anim scale parameter set to 0 and anim parameter default value assignment (#1065) by @K4thos in #1073
- fix: targetLifeAdd ignoring super.lifetodizzypointsmul and super.lifetoredlifemul (#1010) by @K4thos in #1074
- fix: redirectId in afterImage and destroySelf by @K4thos in #1076
- fix: gethitvar(animtype) not returning the correct value from the start of HitDef by @K4thos in #1078
- fix: firstAttack trigger on counter hit (#1082) by @K4thos in #1085
- fix: text sctrl flicker by @K4thos in #1093
- fix: missing localcoord calc for redirected edge triggers by @K4thos in #1098
- fix: OGG Files playing at 2x speed, OGG loop crash by @samhocevar in #1106
- fix: p2 data cleared during standby, destroyself by @NeatUnsou in #1114
- fix: bind p2 not going to state 5050 on recurring destroyself by @NeatUnsou in #1116
- fix: modifyExplod remapPal by @K4thos in #1117
- fix: Hittime frame of delay and dust generation by @potsmugen in #1118
- fix: fixed debug animation data looking one frame ahead by @potsmugen in #1120
- fix: simplified state 51 by @potsmugen in #1121
- fix: gameMakeAnim under parameter by @K4thos in #1122
- fix: projectile time triggers readable by helpers, without redirecting to root by @K4thos in #1128
- fix: input config text layering by @potsmugen in #1132
- fix(char): CTRL not being able to be set while roundstate = 3, autoturn resetting anim 5/6 indefinitely, players having control after being defeated by @Lazin3ss in #1131
- fix: functions.zss ignoreHitPause and other fixes by @K4thos in #1137
- fix(char): playerpush upon KO by @potsmugen in #1136
- fix: reversal message on some HitOverrides by @potsmugen in #1139
- fix: better compatibility for tag customstated chars by @K4thos in #1144
- fix: GetHitVars no longer reset while dizzy by @potsmugen in #1147
- fix: some characters not landing after tagging in by @potsmugen in #1154
- fix: projectile edgebound, animtype setting by @potsmugen in #1153
- fix: HitFallSet now also works outside of MoveType = H by @potsmugen in #1159
- fix: bgmLength/bgmPosition not resetting by @K4thos in #1166
- fix: small training dummy behavior adjustment by @potsmugen in #1167
- fix: ctrl is still given while under NoIntroReset by @potsmugen in #1171
- fix: revised player processing priority by @potsmugen in #1176
- fix: tag and lifebar messages minor adjustment by @potsmugen in #1180
- fix: reversaldef and gethitvar(id) by @potsmugen in #1182
- fix: RoundNotOver flag behavior by @potsmugen in #1186
- fix: RoundState 4 and Offset by @potsmugen in #1192
- fix: ReversalDef binding by @potsmugen in #1195
- fix: ctrl at round end by @potsmugen in #1202
- fix: newline problem with common.air and common.cmd by @K4thos in #1203
- fix: AutoTurn during NoInput by @potsmugen in #1204
- fix: Statedefs defaulting to 0 juggle points by @potsmugen in #1206
- fix: sound spam during victory screen by @K4thos in #1207
- fix: basic actions processed after current state by @potsmugen in #1208
- fix: make round end closer to Mugen's behavior by @potsmugen in #1214
- fix: HitOnce parameter not working for throws by @potsmugen in #1216
- fix: regression in guarding by @potsmugen in #1222
- fix: Explod binding with...
v0.99.0-rc.1
"RC" stands for "Release Candidate", which is a version of software that has undergone testing and is considered to be almost ready for release to the public. The purpose of an RC release is to allow users to test the software and provide feedback before the final release.
For info about new features not present in Mugen visit Ikemen GO wiki
Latest dev builds
✨ New Features
489e689
- add trigger: prevAnim
a85ecd5
- add trigger: reversalDefAttr
799d1cc
- add trigger: bgmLength, bgmPosition
f706bff
- add trigger: attack, defence
73bcf4e
- add trigger: fighttime
667941d
- add BGCtrl: remapPal
faa73bd
- add BGCtrl: palFX
5288daf
- add SCTRL: modifyStageVar
801a2ce
- add assertSpecial: roundFreeze
e1725bb
- add assertSpecial: noDizzyPointsDamage, noGuardPointsDamage
e6c55f5
- add assertSpecial: noMakeDust
f19b444
- add assertSpecial: noHitDamage, noGuardDamage
f941424
- add explod parameter: window
c2b1793
- add hitDef parameter: hitredlife, guardredlife
2ee7b03
- add hitDef parameter: hitsound.channel, guardsound.channel, inheritchannels
cf6635e
- add zoom parameter: camerabound
efc7c8d
- add zoom parameter: stagebound
99235c1
- add zoom parameter: time
e1725bb
- add targetLifeAdd parameter: dizzy
faa73bd
- add playSnd parameter: priority
890dce9
- add playBgm parameter: startPosition
09ff13d
- add changeAnim parameter: readPlayerID
ed89203
- add helper parameter: standby
ecf1733
- add stageVar parameters
8665fdd
- add trigger redirection: p2
5feab71
- add trigger redirection: player
8f65b92
- add trigger redirection: stateowner
d5334ea
- add 'switch' statement to ZSS
ac826fd
- add 'while' loop statement to ZSS
bb46453
- add 'for' loop statement to ZSS
dda53bd
- add 'break' and 'continue' statements to ZSS
9f7aefa
- add inline map assignation in CNS/ZSS
55567f0
- make ignorehitpause block affect its nested blocks in ZSS
d34d969
- add constant: Super.LifeToDizzyPointsMul
9e87dab
- add constant: Super.LifeToGuardPointsMul, Super.LifeToRedLifeMul
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
caf9810
- add stage roundpos properties
2cff034
- add stage stageCamera parameter: ytensionenable
d7aeaa8
- add debug flags: -windowed, -setport, -ip
a5a2006
- add final round music
2543aca
- add general paths search support to system.def file 'Module'
ceedd44
- add fadein.time delay to screenpack timers
168c21a
- add more Lua hooks
34723e4
- add a velocity property to storyboard text layers
26d2b26
- add cell skip feature
7f83118
- add const support for StateDef number parsing
f86abaf
- make all parameters in [Files] from chars .def optional
9eda67b
- add GetHitVar air, ground, fall animtype
319cc70
- pausing the game will also pause the music
bd5beba
- add support for CommonFx files
37fc4d0
- be able to load additional Fx files from lifebar def
7c0d405
- updated Common files to make use of CommonFx
d2af8b2
- update zss files to use new zss features
53bfde5
- unhardcoded KO velocity values
4bbf6ba
- default dizzy system tweaks
b90dcd0
- make command trigger work like selfcommand only (ikemenver > 0)
e002258
- make command trigger check both P1 and P2 commands (ikemenver > 0)
🛠 Breaking changes
324dfc9
- fix an old regression in rectangle filling transparency handling #536
e002258
- fix screenpack scale affecting spr/anim offset
eefe8d5
- renamed screenpack key para...
nightly
The nightly release, or more precisely, the latest development version, is generated after each commit and always represents the most up-to-date iteration of the source code. It features the newest development version of the engine and screenpack files, making it ready for testing straightaway. Using it can eliminate the need to compile the source code for the latest, cutting-edge updates. However, as a consequence, it may sometimes contain regressions that were not yet discovered and/or outpace the documentation that corresponds to stable releases with version numbers like v x.x.x.
v0.98.2
For info about new features not present in Mugen see:
https://github.com/K4thos/Ikemen_GO/wiki/
There is also modules from the Engine that add some new modes at:
https://github.com/ikemen-engine/modules
Zip files
- Ikemen_GO_CoreOnly.zip
Does not contains character, stage or motif files, contains only the files in the repo. Does not run as-is. - Ikemen_GO.zip
Contains all the file required to run out of the box. You usually want this one.
Prominent changes
- Enabled pause, frame step, debug view and collision box view for replays.
mulType
&onHit
parameters fordefMulSet
.- Added dialogue
p#.active
element
Active element is rendered on top, only when p# side is executing text.
Can be used e.g. to display arrow animation on active side and/or dim opposite player text box.
Animation is reset whenever active side changes. - Moved rank feature into external module.
- Added animated parallax. (missing Mugen 1.1 feature)
- Add
palFX
parameters toexplod
/modifyExplod
. - Added stage [PlayerInfo]
startY
,startZ
support. (missing Mugen feature) - Added stage BGDef bgclearcolor support. (missing mugen feature)
- Lifebar [Combo]
bg0
&top
parameters - Lua functions:
commonStatesInsert
,commonStatesDelete
. - @Eiton added perspective projection to
explod
Breaking changes
ikemenVersion
character .def parameter.
Needed for enabling newmodifyExplod
parameters and lifting the negative state limitation.- System motif
.font.height
parameters outside [Files] section have been removed.
It's now possible to adjust ttf font height directly in font declaration via optional 7th argument. timer.font.text
=>timer.text
- Changes related to improved compatibility with Mugen lifebars. (can be ignored if lifebar is working correctly on Mugen)
KO
,DKO
elements are automatically delayed beyondKO.time
by 75 frames andTO
element by 15 frames.over.wintime
no longer affectswin
,win2
,win3
,win4
and draw elements- Missing
.sndTime
parameters now defaults to.time
parameters of the same element instead of 0. - Stage
bgMusic.round#
functionality replacedbgMusic.alt
in stage DEF file and equivalentselect.def
/launchFight
parameters. (refer to updatedselect.def
and wiki) - Fixed system motif scale parameters (
font.scale
=>scale
)
K4thos: Incorrect naming convention. Based on my tests of every text parameter in mugen,.font.scale
is not used even once but some elements did react to just.scale
parameters (up to this point ikemen ignored them). Not all text elements in Mugen support scaling, so this commit also adds missing "Ikemen feature" labels for some of these parameters.
Other changes
- Expanded music customization from within
launchFight
- Shorter key labels for lua.
- It has been reported that centering window on dual monitor setup may cause unintended results, so this feature is now optional.
- Removed select.def parameter validity check so that new select.def parameters can be added via external modules.
- Option screen settings configurable from pause menu.
- Added comments for hook system and pause menu functions in lua files.
- More informative errors on failed sff/snd/bgdef loading.
- Added Frames counter to debug screen.
- Select screen timer improvements.
Selecting team mode and players resets timer, playing selection sounds when timer reaches 0, team mode reacting to timer. - Game FPS setting added to option screen (replaced Game Speed)
- Adjusted music interrupting.
When music is unassigned or on loading new track with the same name as previous one.
This implementation replicates previously hardcoded behaviour of earlier engine builds. - Versus mode for challenger fight based on arcade mode type.
- Now challenger match interruption stops music.
- Unified system.def state parameters.
- Now
glyphs.sff
is not required to start the engine. - Moved bossrush mode to external module.
TagSwitchCooldown
constant.- PlayBgm dynamic volume adjustment.
Bug fixes
Expand to view bug fixes
- Fixed possible crash when team modes are commented out.
- Fixed game mode based team mode selection parameter.
- Fixed order selection not working in quick match.
- Fixed hitScale heal.
- Fixed lifebar win counting for uneven teams.
- Fixed free slot lookup. (
teamDuplicates
setting) - Fixed lifebar top element switching in tag mode.
- Fixed redlife for AI guard. (not using back input)
- Tag defeated members becomes tagged out.
- Fixed pause menu not being able to render all option screen settings.
- Fixed missing volume sanity check.
- Fixed lifebar p#.face.layerno. (palette sharing)
- Fixed keymenu itemname disabling.
- Dixed stage positionLink not disabling delta.
- Fixed restoring saved cursors. (opposite order)
- Fixed lack of lifebar timers pausing.
- Fixed
roundstate == 4
conditions. - Fixed lifebar KO, DKO, TO timers.
- Fixed versus screen bgm continuing if stage bgm is missing
- Fixed powerbar and stunbar front layers.
- Fixed hidden char name rendering.
- Fixed playBgm loopend and interruption.
- Fixed var/fvar persistence between matches.
- Fixed bg type detection. #406
- Fixed palfx 1 frame delay. #407
- Fixed debug flood printed by nameX triggers.
- Fixed VS Screen match element being rendered in versus type modes.
- Fixed lifebar Win element team side variants.
- Fixed palfx sinadd. (negative period support)
- Fixed training noko and life recovery.
- Fixed Explod transparency problem. #414
- Fixed explod palfx handling.
- Fixed roundTimeSet sctrl affecting disabled timer.
- Fixed Helper and AttachedChar persistence.
- Fixed cornerpush.veloff during SuperPause.
- Fixed challenger/coop inputs remapping.
- Fixed playBgm sctrl persistence.
- Fixed roster resetting after challenger match.
- Fixed motif sounds not stopping before match start.
- Warning instead of error printed in case of missing select.def char param stage.
- Fixed shadows rendering.
- Fixed invalid pal.defaults handling.
- Fixed life recovery timing.
- Fixed order selection affecting default positioning.
- Do not register keyboard state for glfw.KeyUnknown.
- Fixed borderless fullscreen.
Contributors: @K4thos @Eiton @samhocevar @Windblade-GR01
v0.98.1
For info about new features not present in Mugen see:
https://github.com/K4thos/Ikemen_GO/wiki/
Zip files
- Ikemen_GO_CoreOnly.zip
Does not contain a screenpack, only the files in the repo. Does not run as-is. - Ikemen_GO.zip
Contains all the file required to run out of the box. You usually want this one.
Prominent changes
- This minor release fixes problems introduced in 0.98:
- Fixed cached data resetting on turns mode
- Fixed training mode manual blocking
- Fixed stage list "random" selection memorization
- Fixed portraits rendering order regression
- Removed BackgroundLoading setting because of glitches.
- Adds background portraits for select, versus, victory screens.
- Wintermourn(@ambonmibable) did add a lua hook feartue that allows to add lua modules that can be compatible with updates. 0f889dd
Repo commits
Summary
- 632a122 fixed lifebar win element team side variants anim/spr detection
- 6aabc60 fixed merge problem + cosmetic
- 0fe6a8e Merge branch 'master' of https://github.com/Windblade-GR01/Ikemen-GO into main
- bb6d362 removed ModifyExplod ownpal
- 40a0221 Merge https://github.com/ambonmibable/Ikemen_GO
- 77146df Merge branch 'background-portraits' of https://github.com/K4thos/Ikemen_GO
- c7541ed Merge https://github.com/K4thos/Ikemen_GO
- bfeced3 Update files for merge.
- 62eb6da added Hold Dir commands to common.cmd
- 4094b18 background portraits for select, versus, victory screens
- 951d075 Merge branch 'master' of https://github.com/Windblade-GR01/Ikemen-GO into main
- 3e4d5b4 removed BackgroundLoading setting (was glitchy)
- 3c65781 fixed portraits rendering order regression
- 27ede41 fixed stage list "random" selection memorization
- ca11c06 fixed training mode manual blocking
- 91e0b31 fixed cached data resetting on turns mode
- 27aad22 Revert "fixed memberX parameters (portraits rendering)"
- 509afeb fixed memberX parameters (portraits rendering)
- cd9c93a Whoops
- 394e06a Replace hooks with hook
- 0f889dd Lua Hook System + Additional Changes
Contributors: @Windblade-GR01 @K4thos @ambonmibable
This list of repository changes was auto generated.