Ikemen (short for Itsumademo Kanseishinai Eienni Mikansei ENgine) is a free and open-source fighting game engine designed to be compatible with M.U.G.E.N content, while also expanding on its feature set to allow for more flexible customization. The engine is notable for introducing stage zoom prior to the release of the M.U.G.E.N 1.1 beta, and for allowing netplay matches, a feature that is not supported in any official build of M.U.G.E.N. Unlike M.U.G.E.N, the engine is open source, which allows users to modify the engine outside of simple content additions, as well as the addition of new features, such as new state controllers and menus. Because of its open source nature, the engine has been split into multiple versions handled by different individuals; the original Ikemen was created by SuperSuehiro, which was later forked and extended into Ikemen Plus by K4thos, and later rewritten in the GO language as Ikemen GO by SuperSuehiro, which is currently maintained by multiple individuals.
Ikemen GO is a fighting game engine designed to support M.U.G.E.N content while offering enhanced features for customization and flexibility. Built using Google’s Go programming language, it provides a modern alternative to traditional fighting game engines.
Key Features:
Stage Zoom: Enables dynamic camera effects similar to those found in modern fighting games.
Netplay Support: Facilitates online multiplayer matches, a feature not supported in official M.U.G.E.N builds.
Open Source Customization: Allows users to modify the engine’s core functionality, enabling new features and state controllers.
Cross-Platform Compatibility: Runs on Windows, macOS, and Linux, with installable builds available via winget for easy setup.
README
Ikemen GO
IKEMEN Go is a remake of the IKEMEN (open source fighting games engine that supports M.U.G.E.N resources) in Google’s Programming Language “Go”.
Installing
Ready to use builds for Windows, MacOS and Linux can be found on the releases tab of the repo.
Running
On windows, execute Ikemen_GO.exe (Ikemen_GO_x86.exe on 32-bit OS)
On MacOS or Linux, double-click on Ikemen_GO.command
Developing
These instructions are for those interested in developing the Ikemen_GO engine. Instructions on contributing with custom stages, fonts, characters and other resources can be found in the community forum.
Cross-compiling binaries with docker (Linux/Windows/MacOS)
The easiest way to compile binaries for other platforms is with Docker.
You don't need the native development environment set to be able to build binaries if you decide to use Docker.
The image downloaded has all required tools to compile Ikemen_GO for all the three platforms.
Install docker for your platform.
For MacOS, you can install using homebrew (brew cask install docker).
Open a terminal, go to Ikemen build directory folder and then run the script build_docker.sh.
Look inside the script for details on how it works.
Preparing for release
Before generating the installation bundle, first make sure that the binaries for Ikemen_GO are properly generated.
Download and install InstallBuilder.
Once finished, open the program, then open the file releaseconf.xml.
Click in Build.
For other platforms, select the target platform then click in build.
Godot Engine is a feature-packed, cross-platform game engine to create 2D and 3D games from a unified interface.
It provides a comprehensive set of common tools, so that users can focus on making games without having to
reinvent the wheel. Games can be exported with one click to a number of platforms, including the major desktop
platforms (Linux, macOS, Windows), mobile platforms (Android, iOS), as well as Web-based platforms and consoles.
Unleash your creativity with Pixelorama, a powerful and accessible open-source pixel art multitool. Whether you want to create sprites, tiles, animations, or just express yourself in the language of pixel art, this software will realize your pixel-perfect dreams with a vast toolbox of features.
Kodu Game Lab is a 3D game development environment that is designed to teach kids basic programming principles. Kodu allows creators to build the world's terrain, populate it with characters and props, and then program their behaviors and games rules in a bespoke visual programming language.
Kodu originated as a project in Microsoft Research. The original target platform was the Xbox 360 using C#, XNA, and releasing via the Indie Games Channel. The choice of releasing on the Xbox informed much of the early UI development since everything needed to be done using a game controller. Since porting to the PC, support for keyboard, mouse, and touch have been added.
The goal for Kodu has always been to be as easy as possible for new users. Guided by this goal, we've tended to design new features so that they are simple and understandable rather than more complex and complete.
The heart of Kodu is the tile-based programming language. The language is high level in the sense that a lot can be accomplished in a very few lines of “kode” compared to traditional programming. The kode is continuously evaluated so that it immediately reacts to any changes in the state of the world. For instance, the sample below shows how to program a character to find and eat all the apples in the game world. Line 1 says that if the character sees an apple, it should move toward it. If there is more than one apple in the world, it automatically chooses the nearest to move toward. Line 2 says that when the character bumps into the apple, it should eat it. The bumped tile is Kodu’s way of telling when two characters are close to each other. Once the apple is eaten, it no longer exists in the world, so the character will then go after the next one and so on until no more apples remain.
Having the tiles represent real-world events, actions, and objects helps bridge the gap between a new user’s real-world experience and the often abstract nature of computer programming.
Godot Engine is a feature-packed, cross-platform game engine to create 2D and 3D games from a unified interface.
It provides a comprehensive set of common tools, so that users can focus on making games without having to
reinvent the wheel. Games can be exported with one click to a number of platforms, including the major desktop
platforms (Linux, macOS, Windows), mobile platforms (Android, iOS), as well as Web-based platforms and consoles.
Unleash your creativity with Pixelorama, a powerful and accessible open-source pixel art multitool. Whether you want to create sprites, tiles, animations, or just express yourself in the language of pixel art, this software will realize your pixel-perfect dreams with a vast toolbox of features.
Kodu Game Lab is a 3D game development environment that is designed to teach kids basic programming principles. Kodu allows creators to build the world's terrain, populate it with characters and props, and then program their behaviors and games rules in a bespoke visual programming language.
Kodu originated as a project in Microsoft Research. The original target platform was the Xbox 360 using C#, XNA, and releasing via the Indie Games Channel. The choice of releasing on the Xbox informed much of the early UI development since everything needed to be done using a game controller. Since porting to the PC, support for keyboard, mouse, and touch have been added.
The goal for Kodu has always been to be as easy as possible for new users. Guided by this goal, we've tended to design new features so that they are simple and understandable rather than more complex and complete.
The heart of Kodu is the tile-based programming language. The language is high level in the sense that a lot can be accomplished in a very few lines of “kode” compared to traditional programming. The kode is continuously evaluated so that it immediately reacts to any changes in the state of the world. For instance, the sample below shows how to program a character to find and eat all the apples in the game world. Line 1 says that if the character sees an apple, it should move toward it. If there is more than one apple in the world, it automatically chooses the nearest to move toward. Line 2 says that when the character bumps into the apple, it should eat it. The bumped tile is Kodu’s way of telling when two characters are close to each other. Once the apple is eaten, it no longer exists in the world, so the character will then go after the next one and so on until no more apples remain.
Having the tiles represent real-world events, actions, and objects helps bridge the gap between a new user’s real-world experience and the often abstract nature of computer programming.
Audience & Benefit:
Ideal for developers, modders, and enthusiasts looking to create or enhance fighting games beyond the limitations of M.U.G.E.N. Ikemen GO’s flexibility empowers users to design new game mechanics, stages, and characters while benefiting from a robust and active community-driven ecosystem.
You may edit releaseconf.xml or use the InstallBuilder wizard to customize the installer.
NOTE: InstallBuilder is free for opensource projects. But you need to get a license for it.
Do not include copyrighted dependencies in the bundle.
Features added since Mugen
Refer to the wiki article Details of new features to see new features added that are not available in Mugen 1.1 and bellow.
Tiled is a 2D level editor that helps you develop the content of your game.
Its primary feature is to edit tile maps of various forms, but it also supports free image placement as well as powerful ways to annotate your level with extra information used by the game.
Tiled is a 2D level editor that helps you develop the content of your game.
Its primary feature is to edit tile maps of various forms, but it also supports free image placement as well as powerful ways to annotate your level with extra information used by the game.
Tiled is a 2D level editor that helps you develop the content of your game.
Its primary feature is to edit tile maps of various forms, but it also supports free image placement as well as powerful ways to annotate your level with extra information used by the game.
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The OHRRPGCE is a free and open-source, cross-platform (Windows, Mac, GNU/Linux, Android), and easy-to-use utility with which you can create your own 2D RPG game in a style similar to the classic Final Fantasy games on the NES, SNES and GBA which have so shaped the RPG genre. No programming is required to create a game, though there is a scripting language for customising the engine which has been used to create many non-RPG games.
The OHRRPGCE is a free and open-source, cross-platform (Windows, Mac, GNU/Linux, Android), and easy-to-use utility with which you can create your own 2D RPG game in a style similar to the classic Final Fantasy games on the NES, SNES and GBA which have so shaped the RPG genre. No programming is required to create a game, though there is a scripting language for customising the engine which has been used to create many non-RPG games.