Welcome!

By registering with us, you'll be able to discuss, share and private message with other members of our community.

SignUp Now!
  • 🎉 WE ARE BACK ONLINE! 🎉

    After few days of alot of maintenance and work. We are back online again.

    So you might be wondering what happened?

    After the moving with the servers its been good past few weeks until the day I woke up a week ago the server has been freezing/timing out

    So I ask a Server provider what's happening they were quick to respond and told me one of the SSD have BAD sectors and needs replacing.

    I have been waiting for the past 1 -3 days as they tried to get into the live cd to let me back up all my things but not working, had to do some maintance again to do a memory tests it took a long time, booting into the system I backed up everything and then the next few days was a nightmare fixing and gathering the things I needed and now its back up and running again.

    Thank you to everyone for your support and waiting patiently to get it up and running. Sorry for the inconvenience

    - DoomJoshuaBoy

Screenpacks Ikemen GO: Selection Grid & Stage Mechanics Questions

oscarstg1

Members
Lvl 1
Joined
May 10, 2026
Messages
1
Greetings,
First of all, I would like to say that I love your work and everything you do for the community. I’m writing to you because there are two specific things in the recent versions of Ikemen that I’m having trouble configuring.
1. Character Selection Screen Layout
I’ve downloaded the latest Nightly version and noticed the default selection grid is tilted (oblique) and limited to about 80 slots.
  • Grid Expansion: I would like to expand the grid to around 400 slots without the "zoom" effect, keeping the classic look where all slots are clearly visible. Currently, the top slots look too small for my preference.
  • Scrolling/Rotating Methods: I’ve seen some builds where the selection grid rotates or uses a "page-turning" system to navigate through a large roster. This seems like the most efficient method, but I’m not sure how to implement it. Could you provide some guidance on how to set this up?
2. Interactive Stages and Mechanics
I really miss stages with destructible objects. Do you know if there are any new ones available or where I could find updated assets that support this?
Postscript / Feature Idea:
I’m not sure if this is within the current engine's scope, but I think a "Dimensional Portal" stage would be amazing (Thanos style). The idea is to have portals on each side of the screen: walking through one transports you to a second level (higher floor), and vice versa.
To add more action, it would be incredible if the second level had a fixed "CPU Stage Hazard" (an enemy character) that attacks both players.
Thank you for your time and for the amazing engine!
 
Greetings,
First of all, I would like to say that I love your work and everything you do for the community. I’m writing to you because there are two specific things in the recent versions of Ikemen that I’m having trouble configuring.
1. Character Selection Screen Layout
I’ve downloaded the latest Nightly version and noticed the default selection grid is tilted (oblique) and limited to about 80 slots.
  • Grid Expansion: I would like to expand the grid to around 400 slots without the "zoom" effect, keeping the classic look where all slots are clearly visible. Currently, the top slots look too small for my preference.
  • Scrolling/Rotating Methods: I’ve seen some builds where the selection grid rotates or uses a "page-turning" system to navigate through a large roster. This seems like the most efficient method, but I’m not sure how to implement it. Could you provide some guidance on how to set this up?
2. Interactive Stages and Mechanics
I really miss stages with destructible objects. Do you know if there are any new ones available or where I could find updated assets that support this?
Postscript / Feature Idea:
I’m not sure if this is within the current engine's scope, but I think a "Dimensional Portal" stage would be amazing (Thanos style). The idea is to have portals on each side of the screen: walking through one transports you to a second level (higher floor), and vice versa.
To add more action, it would be incredible if the second level had a fixed "CPU Stage Hazard" (an enemy character) that attacks both players.
Thank you for your time and for the amazing engine!
Thank you for the kind words and for the detailed feedback it's super appreciated. I'll address your two main points and the cool feature idea.

1. Character Selection Screen Layout​


The default grid in recent IKEMEN Go Nightly builds is indeed more modern/tilted by default, and it's intentionally limited in visible slots to keep performance and readability good on big rosters. However, you have a lot of control here:

  • Expanding the grid (to 400+ slots):
  • Edit your select.def (usually in data/ or your screenpack folder). Increase rows and columns under [Select Info]. You can go quite high (e.g., 20 rows × 20+ columns).To avoid the "zoom" effect and keep a classic flat look:
    • Set cell.size appropriately (bigger values = less zoom).
    • Adjust pos, spacing, and scale values.
    • Disable any camera/following zoom if your screenpack has it enabled in Lua or system.def.
  • Top slots looking too small: This is usually caused by perspective/tilt or scaling. Try setting the grid to a more orthographic (flat) layout or reduce the perspective / tilt parameters if your screenpack supports it.
  • Scrolling / Rotating / Page-turning systems:This is very doable and popular for huge rosters.
    • Some community screenpacks use category-based navigation (up/down for categories, left/right for chars) — like the IKEMEN Generations screenpack.
    • There are also carousel-style rotating selects available as community modules (check Orange-Dolphin's work on GitHub).
    • For true page-turning, you can implement it via Lua in the select screen logic.

Recommendation: Download a popular HD screenpack (like Generations or MBTL-style ones) made for IKEMEN Go and study their select.def + Lua files. The Nightly builds give you the most flexibility. or, check out my video here where you can use the copy and paste method:


2. Interactive Stages & Destructible Objects​


Good news - IKEMEN Go has excellent support for interactive and destructible stages since version 0.99 and especially in Nightlies!

  • Destructible objects, breakable floors, stage hazards, attached characters (for enemies/NPCs), physics interactions, etc., are all possible.
  • Look up Lasombra's Interactive Stage Tutorial Series on YouTube, it's the best resource. He covers breakable objects, items, hazards, and more using AttachedChar and stage Lua.
  • Many updated interactive stages are shared on MugenFreeForAll and the official IKEMEN Discord https://discord.gg/EzGwsXzHwQ

Feature Idea: "Dimensional Portal" Stage (Thanos/Marvel style)​


This is an awesome idea and 100% feasible in current IKEMEN Go!
  • Portals on left/right sides that teleport characters to a second "layer/floor" → Use stage triggers + changestate or position warping via Lua.
  • Second level with a fixed CPU hazard/enemy that attacks both players → Perfect use of AttachedChar (an invisible helper character that spawns the hazard and controls its AI).

It would feel very dynamic and cinematic. If you (or anyone) starts working on it, the community would love to see it!
 

Users who are viewing this thread

Back
Top