Hi Margatroid
Thank you for that.
I am currently away from my design desk atm but i will be home in a few hours and will pm you the access password shortly.
thank you for your patience.
Once sent, please playthrough and run a few tests to see if all works fine on your end.
Hi slayer
The layering options of ikemen are a great addition but realistically don't serve any real function from a digital design industry perspective for jobs like this.
Layering assets and animation timings are all managed externally prior to the final sff import via external design toolkits and compositions, however its nice that they implemented such a feature. I believe similar is easily also achievable in mugen via mugenhook exploits of the c++ which some other members here have been experimenting with. hopefully ikemen becomes 100% backwards compatible oneday and all the missing mugen features are implemented
Thank you for that.
I am currently away from my design desk atm but i will be home in a few hours and will pm you the access password shortly.
thank you for your patience.
Once sent, please playthrough and run a few tests to see if all works fine on your end.
Slayer wrote:Looking really nice. I wonder how much the sff weighs with those animations and the limitation of only 1 layer of MUGEN.
- Spoiler:
IKEMEN GO has multiple layers for round animations.
Hi slayer
The layering options of ikemen are a great addition but realistically don't serve any real function from a digital design industry perspective for jobs like this.
Layering assets and animation timings are all managed externally prior to the final sff import via external design toolkits and compositions, however its nice that they implemented such a feature. I believe similar is easily also achievable in mugen via mugenhook exploits of the c++ which some other members here have been experimenting with. hopefully ikemen becomes 100% backwards compatible oneday and all the missing mugen features are implemented