This repo reskins the Ikemen-GO fighting engine with Greptile mascot art.
This file is auto-loaded by Codex on clone, so any teammate's Codex starts
with the right context. Read docs/asset-pipeline.md for the full PNG→SFF
how-to; this is the orientation.
- A runnable build of Ikemen-GO (
extracted/) plus our custom assets. - A converter,
build_assets.py, that packs the designer's PNG sprite sheets into the.sfffiles the engine loads. - This is NOT the engine source. The engine source lives elsewhere
(
Ikemen-GO, read-only reference); never edit engine internals here.
Ikemen loads sprites only from .sff files, never loose PNGs. To change any
character action wiring, edit the variant map in
assets/characters/<variant>/action-map.json, then run the packer. The default
matchup is greptile (lizard art) vs bug (bug art).
# one-time: Homebrew Python blocks global pip, so use a venv
python3 -m venv .venv && .venv/bin/pip install -r requirements.txt
.venv/bin/python build_assets.py all # lizard + bug + stage + HUD
.venv/bin/python build_assets.py char lizard # greptile character
.venv/bin/python build_assets.py char bug # bug characterOutputs extracted/chars/greptile/greptile.sff, patches
extracted/chars/greptile/greptile.air, outputs
extracted/chars/bug/bug.sff, patches extracted/chars/bug/bug.air, and builds
extracted/stages/greptile_city.sff. Full
details, including the lifebar art spec and how the KFM-repack trick works, are in
docs/asset-pipeline.md.
cd extracted
./I.K.E.M.E.N-Go.app/Contents/MacOS/Ikemen_GO_MacOSARM \
-p1 greptile -p2 bug -p1.ai 5 -p2.ai 5 \
-s stages/greptile_city.def -rounds 2 -time -1 -nomusicRenders at 1280×720. macOS blocks CLI screencapture (Screen Recording
permission) — watch live or use the engine's built-in screenshot.
| Path | What |
|---|---|
greptile-game-images/lizard/ |
Complete lizard character source sheets (24x24 RGBA strips) |
greptile-game-images/bug/ |
Complete bug character source sheets (24x24 RGBA strips) |
assets/characters/<variant>/action-map.json |
Sprite sheet → Ikemen action map |
build_assets.py |
PNG sheets → SFF v2 converter + AIR patcher |
extracted/ |
Runnable game + packed assets |
extracted/data/select.def |
Registers the greptile and bug chars + greptile_city stage |
extracted/data/fight.def / fight.sff |
Lifebar / HUD definition + sprites |
docs/asset-pipeline.md |
Full asset pipeline + lifebar art spec |
- Character sprites are PNG32/RGBA (SFF format 12) — no palettes needed.
greptile.sffandbug.sffeach keep all KFM sprites and append their skin frames; each AIR should reference only that character's skin groups for visual actions.- License: base char is KFM (Elecbyte, CC BY-NC → non-commercial only);
engine is MIT. Keep
extracted/LICENSES.txt. - Don't commit the
.venv/or__pycache__/.