sтαя∂υsт cяυsα∂εя Posted September 6, 2025 Posted September 6, 2025 Its my great pleasure to finally release this along with edited modules to fit these lifebars. All of the animations were created and animated one by one using Photoshop with a minimalistic look in mind. The lifebars come with a clean Nightly IKEMEN-GO folder with chars, screenpack, sound & stages. The basic inspiration for these bars were a mix of Tokon: Fighting Souls, 2XKO & some Indie games. Like my previous 2 lifebars, these will use the standard character portraits, no custom portraits for now. ;-------------------------------------------------------------- The included Modules : 1. Edited Action.zss Module (configurable / can be turned on/off) This module will enable : - First Attack, Counter Hit, Super KO & Hyper KO effects - RPG Elements (ATK, DEF, AGI) - Life Value (FULL, OK, DANGER) - Win Effects when a match ends - The Fighting Grounds Ink Hit Sparks - Dust Effects - Smash Impact (get damaged when getting a hard knockdown) - Round Effects - Inspired by SF6 (grayout effects) & BBTAG (character potrtaits) - Critical Hit System, chance to do 50% more damage on attacks - Match Results (Remaining Health, Max Combo, Max Damage Dealt in one combo, Critical Hits & Counters) - Achievement Badges (9 badges to be awarded, give it a trya nd see if you can get all of 'em) - Dramatic Dodge, time a block perfectly to dodge the attack followed up by a counter move. This can become a small mini game where both character can dodge each other until one mistimes its block (the time frame becomes shorter as more Dodges happen in one session) 2. Edited PotS' ActiveTag.zss Made some slight aesthetic & technical edits such as adding pauses when tagging, edited further to include Tokon-esque effects. Added a stunned state that works like a forced tag out. 3. Edited PotS' CVS2 Commentator (configurable / can be turned on/off) Added a Heavy Damage effect which triggers if 33% of total health was done in one single combo 4. Edited PotS' Dash Cancel Module (configurable / can be turned on/off) Heavily edited this module to include my own version of Dash Cancelling which I renamed Rush Cancel, it starts with 5 bars which refill slowly and this gauge gives access to several mechanics : A. Rush Cancel, divided into 3 types : - Regular Rush Cancel (Green) : Can be done from any standing or crouching attack or supermove, costs 250 energy - Rush Cancel EX (Gold) : Can be done from a standing or crouching hypermove, costs 500 energy - Rush Counter (Blue) : Can be done from a block & gives invincibility frames, costs 500 energy B. Rush Burnout State : If any of the Rush Gauge skills has been used while the gauge is nearly depleted, then player will enter Rush Burnout with extra chip damage from blocks & a defence down debuff C. Edited PotS' Shadow Assist Module - Echo Strike : I renamed this to Echo Strike as you call an echo fighter to do a supermove before disappearing. D. Combo Breakers : Inspired by Killer Instinct, press any button while getting hit by a combo string of 5 or more to recover and send the enemy flying 5. PotS' Clashing Module Edits Made a small change where if the clash happens if both are standing or crouching, the characters do a small backdash. This was to counter some instances where char's AI kept clashing until one AI started ding something else 6. Ink Effect & Aura Glow Edit I edited this module to include a glow if a character is at powermax or an ink effect inspired by Borderlands. 7. Reactive Portraits Something simple Ive created where portraits shake when characters get hit 8. Heat Drive / Pseudo X-Factor Inspired by UMVC3 it gives a speed boost which drains Rush Gauge, if the gauge has been depleted it will start draining life but with an additional damage boost. This is a risk & reward mechanic and cant be turned off manually, once a player raeches 25% health it will be automatically deactivated. 9. Custom Training Stage An experimental training stage which comes with a ZSS file to create small copies of the characters which will imitate their movements on a small screen in the stage 10. Wall Break A KO effect which gives the impression of the KOed opponent flying out of bounds, if a certain constant is given the camera will track the losing player out of bounds. 11. Custom Edited Stages by V-Nix I included Devil Kazuya's Stage by GLB to showcase the reflection effects from a ZSS side, and the default Mugen training stage to showcase out fo bounds effect on a KOed character. 12. Other Modules were unedited or just slightly edited to fit the lifebars ;-------------------------------------------------------------- Hope the lifebars will be to a lot of people's taste in terms of aesthetics and hope you enjoy using this creation of mine. Good luck & Happy IKEMEN-ing. ;---------------------------------------------------------------------- Important Notes ;---------------------------------------------------------------------- Lifebars only supported for the Nightly build included in the folder. This is a 640x480 res lifebars, which supports Single, Tag (3v3) & Teams as the lifebars will not work for Simul. All testings were done with the Nightly version in mind, they are/wil be untested for newer versions so keep in mind that IKEMEN-GO is still being developed as we speak. ;------------------------------------------------------------------------ ;------------------------------------------------------------------------ ; To implement this lifebar to your IKEMEN ;------------------------------------------------------------------------ 1. Add the VPFG_2.0 folder into the data folder 2. Replace config.ini in the save folder with the one which comes with the lifebars (make sure to backup your original config.ini just in case) 3. Open config.ini and look for the [Config] section and edit the "Motif" parameter to your screenpacks system.def 4. Open your screenpacks's system.def and chnage the "fight" parameter into "VPFG_2.0/VP_Fight.def" ;---------------------------------------- - open your config.ini in the save folder if you need to further edit things for your screenpack (or use the config.ini that comes with the lifebars as reference on what to add) - Start IKEMEN_GO.exe Hope the lifebars will be to a lot of people's taste in terms of aesthetics and hope you enjoy using this creation of mine. Download Link : https://www.mediafire.com/file/9enkokqp41jp246/VPFG_2.2.rar/file Preview Video : Good luck & Happy IKEMEN-ing. 8-BitBird, Valgallah and Gaulbetti 2 1 V-Nix Grafix & CGs || My 1.1 HD Lifebars
LOL_CXP Posted September 6, 2025 Posted September 6, 2025 What a great Mugen! I enjoyed the video sтαя∂υsт cяυsα∂εя 1
sтαя∂υsт cяυsα∂εя Posted October 3, 2025 Author Posted October 3, 2025 Updated with some new stuff V-Nix Grafix & CGs || My 1.1 HD Lifebars
sтαя∂υsт cяυsα∂εя Posted November 15, 2025 Author Posted November 15, 2025 First post updated with new stuff V-Nix Grafix & CGs || My 1.1 HD Lifebars
PuppyAngel127 Posted November 29, 2025 Posted November 29, 2025 Do you plan on making this work with simul battles? No pressure, of course. It is up to you and I understand if you don't want to. Other than that, great Lifebars!
lhadias Posted March 16 Posted March 16 the Simul mode is broken, The health bars don't appear anywhere
lhadias Posted March 16 Posted March 16 oh yeah this thing happens too, during a round 2 of Single vs turns, the outline and my character gets separated and i cant attack the opponent, The outline gets stuck on my opponent
lhadias Posted March 20 Posted March 20 i Fixed the Simul healthbar (kinda) https://www.mediafire.com/file/ury977tv7rx4mql/VP_Fight.rar/file
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