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Page Staff: tgags123,
10-26-25 09:16 PM

635 Posts Found by wiredwabbits

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12-10-08 07:40 PM
| ID: 75110 | 26 Words

wiredwabbits
Level: 55


POSTS: 53/635
POST EXP: 43836
LVL EXP: 1261609
CP: 18.8
VIZ: 18778

I wish I could help with this project but have no idea what TripleTriad is. Can you explain it or is that too much to ask?
I wish I could help with this project but have no idea what TripleTriad is. Can you explain it or is that too much to ask?
Vizzed Elite
I don't believe in Fairies! Poof!


Affected by 'Laziness Syndrome'

Registered: 10-19-08
Location: Pomeroy, Washington
Last Post: 3523 days
Last Active: 3523 days

12-10-08 07:36 PM
| ID: 75109 | 36 Words

wiredwabbits
Level: 55


POSTS: 52/635
POST EXP: 43836
LVL EXP: 1261609
CP: 18.8
VIZ: 18778

Why didn't I think of that? I want to learn to use the program Blender for 3D modeling some day to make a a 3D Earthbound or some other awesome game that needs remade in 3D.
Why didn't I think of that? I want to learn to use the program Blender for 3D modeling some day to make a a 3D Earthbound or some other awesome game that needs remade in 3D.
Vizzed Elite
I don't believe in Fairies! Poof!


Affected by 'Laziness Syndrome'

Registered: 10-19-08
Location: Pomeroy, Washington
Last Post: 3523 days
Last Active: 3523 days

12-10-08 12:10 PM
| ID: 75075 | 14 Words

wiredwabbits
Level: 55


POSTS: 51/635
POST EXP: 43836
LVL EXP: 1261609
CP: 18.8
VIZ: 18778

This is their site.
http://www.opcoder.com/projects/chrono/
It looks like they were almost finished with it.
This is their site.
http://www.opcoder.com/projects/chrono/
It looks like they were almost finished with it.
Vizzed Elite
I don't believe in Fairies! Poof!


Affected by 'Laziness Syndrome'

Registered: 10-19-08
Location: Pomeroy, Washington
Last Post: 3523 days
Last Active: 3523 days

12-09-08 09:31 PM
| ID: 75044 | 47 Words

wiredwabbits
Level: 55


POSTS: 50/635
POST EXP: 43836
LVL EXP: 1261609
CP: 18.8
VIZ: 18778

They don't work for Square Enix but this would promote Square Enix so they should either allow it or should make a 3d Chrono Trigger. These people did a lot of work. This is amazing graphics for a fan game. I am signing this petition.


They don't work for Square Enix but this would promote Square Enix so they should either allow it or should make a 3d Chrono Trigger. These people did a lot of work. This is amazing graphics for a fan game. I am signing this petition.


Vizzed Elite
I don't believe in Fairies! Poof!


Affected by 'Laziness Syndrome'

Registered: 10-19-08
Location: Pomeroy, Washington
Last Post: 3523 days
Last Active: 3523 days

12-08-08 10:48 PM
| ID: 75003 | 5 Words

wiredwabbits
Level: 55


POSTS: 49/635
POST EXP: 43836
LVL EXP: 1261609
CP: 18.8
VIZ: 18778

My question would be 8.
My question would be 8.
Vizzed Elite
I don't believe in Fairies! Poof!


Affected by 'Laziness Syndrome'

Registered: 10-19-08
Location: Pomeroy, Washington
Last Post: 3523 days
Last Active: 3523 days

12-08-08 10:12 AM
| ID: 74954 | 16 Words

wiredwabbits
Level: 55


POSTS: 48/635
POST EXP: 43836
LVL EXP: 1261609
CP: 18.8
VIZ: 18778

I don't like Square Enix anymore because they closed a 3d Crono Trigger fan project.
http://www.petitiononline.com/chr1337/petition.html
I don't like Square Enix anymore because they closed a 3d Crono Trigger fan project.
http://www.petitiononline.com/chr1337/petition.html
Vizzed Elite
I don't believe in Fairies! Poof!


Affected by 'Laziness Syndrome'

Registered: 10-19-08
Location: Pomeroy, Washington
Last Post: 3523 days
Last Active: 3523 days

12-08-08 10:04 AM
| ID: 74953 | 2 Words

wiredwabbits
Level: 55


POSTS: 47/635
POST EXP: 43836
LVL EXP: 1261609
CP: 18.8
VIZ: 18778

I'll join.
I'll join.
Vizzed Elite
I don't believe in Fairies! Poof!


Affected by 'Laziness Syndrome'

Registered: 10-19-08
Location: Pomeroy, Washington
Last Post: 3523 days
Last Active: 3523 days

12-07-08 11:04 AM
| ID: 74906 | 23 Words

wiredwabbits
Level: 55


POSTS: 46/635
POST EXP: 43836
LVL EXP: 1261609
CP: 18.8
VIZ: 18778

Red, Switchfoot, Pillar, Thousand Foot Krutch, Super Chick, Toby Mac, Life House, and Skillet. I like way too many Christian bands to name.
Red, Switchfoot, Pillar, Thousand Foot Krutch, Super Chick, Toby Mac, Life House, and Skillet. I like way too many Christian bands to name.
Vizzed Elite
I don't believe in Fairies! Poof!


Affected by 'Laziness Syndrome'

Registered: 10-19-08
Location: Pomeroy, Washington
Last Post: 3523 days
Last Active: 3523 days
wiredwabbits
Level: 55


POSTS: 45/635
POST EXP: 43836
LVL EXP: 1261609
CP: 18.8
VIZ: 18778

Sorry about not replying for so long. I can rip music and sprites easily and am kind of learning to sprite characters so it kinda depends on what is needed.
Sorry about not replying for so long. I can rip music and sprites easily and am kind of learning to sprite characters so it kinda depends on what is needed.
Vizzed Elite
I don't believe in Fairies! Poof!


Affected by 'Laziness Syndrome'

Registered: 10-19-08
Location: Pomeroy, Washington
Last Post: 3523 days
Last Active: 3523 days

12-05-08 10:23 AM
| ID: 74834 | 30 Words

wiredwabbits
Level: 55


POSTS: 44/635
POST EXP: 43836
LVL EXP: 1261609
CP: 18.8
VIZ: 18778

I vote RPG Maker 95. That is by far the best of them all. You can pass the limit of hp and level with rpg maker XP's and VX's scripting.
I vote RPG Maker 95. That is by far the best of them all. You can pass the limit of hp and level with rpg maker XP's and VX's scripting.
Vizzed Elite
I don't believe in Fairies! Poof!


Affected by 'Laziness Syndrome'

Registered: 10-19-08
Location: Pomeroy, Washington
Last Post: 3523 days
Last Active: 3523 days

12-05-08 10:15 AM
| ID: 74833 | 26 Words

wiredwabbits
Level: 55


POSTS: 43/635
POST EXP: 43836
LVL EXP: 1261609
CP: 18.8
VIZ: 18778

I don't know but maybe if you change your computers typing font to japanese. I have not tried that but you should be able to.
http://www.autopenhosting.org/unicode/type-Japanese.html
I don't know but maybe if you change your computers typing font to japanese. I have not tried that but you should be able to.
http://www.autopenhosting.org/unicode/type-Japanese.html
Vizzed Elite
I don't believe in Fairies! Poof!


Affected by 'Laziness Syndrome'

Registered: 10-19-08
Location: Pomeroy, Washington
Last Post: 3523 days
Last Active: 3523 days

12-05-08 10:04 AM
| ID: 74832 | 54 Words

wiredwabbits
Level: 55


POSTS: 42/635
POST EXP: 43836
LVL EXP: 1261609
CP: 18.8
VIZ: 18778

Go to SYS folder then put them in bmp with the name UNIT_000 and the 0 is the number the character is like if you have 43 sprites the last one is 043. Do the same for faces except make it FACE_000 and the 0 is it's number. Hope that helped. I was in a hurry.
Go to SYS folder then put them in bmp with the name UNIT_000 and the 0 is the number the character is like if you have 43 sprites the last one is 043. Do the same for faces except make it FACE_000 and the 0 is it's number. Hope that helped. I was in a hurry.
Vizzed Elite
I don't believe in Fairies! Poof!


Affected by 'Laziness Syndrome'

Registered: 10-19-08
Location: Pomeroy, Washington
Last Post: 3523 days
Last Active: 3523 days
wiredwabbits
Level: 55


POSTS: 41/635
POST EXP: 43836
LVL EXP: 1261609
CP: 18.8
VIZ: 18778

Did I read the site right? It said this costs $2000!
Did I read the site right? It said this costs $2000!
Vizzed Elite
I don't believe in Fairies! Poof!


Affected by 'Laziness Syndrome'

Registered: 10-19-08
Location: Pomeroy, Washington
Last Post: 3523 days
Last Active: 3523 days

11-12-08 09:34 AM
| ID: 73932 | 57 Words

wiredwabbits
Level: 55


POSTS: 40/635
POST EXP: 43836
LVL EXP: 1261609
CP: 18.8
VIZ: 18778

These songs are boring. Here is my song.

*singing off tune* I'm singing a song about a song I'm supposed to sing about a song thats about a song so I'm singing a song and this is my song for you.

That is the best song yet. Beat that song people. How much money did you pay?
These songs are boring. Here is my song.

*singing off tune* I'm singing a song about a song I'm supposed to sing about a song thats about a song so I'm singing a song and this is my song for you.

That is the best song yet. Beat that song people. How much money did you pay?
Vizzed Elite
I don't believe in Fairies! Poof!


Affected by 'Laziness Syndrome'

Registered: 10-19-08
Location: Pomeroy, Washington
Last Post: 3523 days
Last Active: 3523 days

11-10-08 08:47 PM
| ID: 73916 | 2893 Words

wiredwabbits
Level: 55


POSTS: 39/635
POST EXP: 43836
LVL EXP: 1261609
CP: 18.8
VIZ: 18778

It is hard to do the coding for the characters and stuff so yeah it's hard. It's actually easy to make the main screens like title and select.
This is the code for a M.U.G.E.N menu

; Definitions of system screens

; *2000.07.31 NEW* symbolizes any new parameters added for the 2000.07.31
; version of M.U.G.E.N.

; Notes about fonts:
; - do not index fonts greater than 9 (crash)
; - fonts in system.def currently ignore the alignment argument
; (the 3rd one, which is 0 for center, 1 for left-align and -1
; for right-align). This may be fixed later.
; - fonts indexed here do not refer to the ones in fight.def

;----------------------------
;Whole group is *2001.04.01 NEW*
[Info]
name = "WW2k085b" ;Name of motif
author = "Elecbyte + Drachir" ;Motif author name

;----------------------------
;Directories are checked in this order:
;1. current directory system.def is in
;2. data/
;3. your MUGEN directory
;eg. If you write "spr = system.sff", and this system.def file
; is in ~/mugen/data/mysys/, then Mugen will first look
; for ~/mugen/data/mysys/system.sff. If it does not find
; it there, it looks for ~/mugen/data/system.sff (the default).
; Finally, if that is not found, it will look for
; ~/mugen/system.sff.

[Files]
spr = system.sff ;Filename of sprite data
snd = system.snd ;Filename of sound data
logo.storyboard = loading.def ;Logo storyboard definition (optional) *2001.04.01 NEW*
intro.storyboard = ;Intro storyboard definition (optional) *2001.04.01 NEW*
fight = mvc_lifebars.def ;Fight definition filename
select = select.def ;Character and stage selection list
font1 = font/f-4x6.fnt ;System fonts
font2 = font/f-6x9.fnt ;System fonts
font3 = font/jg.fnt ;System fonts ;System fonts
font4 = qoh_big.fnt
font5 = qoh_sm~1.fnt



;----------------------------
[Music]
title.bgm =
title.bgm.loop =

select.bgm =

vs.bgm =
vs.bgm.loop =

;-------------------------------------------------------------------
;Title screen definition
[Title Info]
;cursor.move.snd = 100,0
;cursor.done.snd = 100,1
;cancel.snd = 100,2
cursor.move.snd = 100,0
cursor.done.snd = 100,1
cancel.snd = 100,2
menu.pos = 160,168
menu.item.font = 5,0,0
menu.item.active.font = 4,0,0
menu.item.spacing = 0, 11
; Names for each of the items in the menu. Names must be in quotes.
menu.itemname.arcade = "TOURNAMENT"
menu.itemname.versus = "VERSUS"
menu.itemname.teamarcade = "TEAM MODE"
menu.itemname.teamcoop = "TEAM EXTREME"
menu.itemname.teamversus = "TEAM VERSUS"
menu.itemname.training = "PRACTICE"
menu.itemname.watch = "DEMO"
menu.itemname.options = "OPTIONS"
menu.itemname.exit = "QUIT"


;----------------------------
;Title background definition
[TitleBGdef]
bgclearcolor = 0,0,0

;================= Background Image ==================

[TitleBG 0.selec_bg]
Type = normal
spriteno = 0, 1
layerno = 0
start = -160,0
tile = 0,1

;=========== Pallete Subtract ===========

[xTitleBG Subtract blue]; Blank
type = normal
layerno = 0
spriteno = 517,0
start = 128,120
tile = 1,1
trans = sub


;================ logo ==============

[TitleBG logo_glow]
type = normal
spriteno = 0, 9
start = 1, 84
mask = 1
trans = add

[TitleBG logo_sub]
type = normal
spriteno = 0, 10
start = 7, 83
mask = 1
trans = sub

[TitleBG logo]
type = normal
spriteno = 0, 0
start = 0, 80
mask = 1


;============== Screen Transitions ================


[TitleBG 1.b1];fader
type = normal
layerno = 0
spriteno = 900,0
start = 0,0
velocity = 0,-12
trans = add
tile = 1,0

[TitleBG 1.b1];fader
type = normal
layerno = 1
spriteno = 900,0
start = 0,120
velocity = 0,-15
trans = add
tile = 1,0


;-------------------------------------------------------------------
;Character select definition
[Select Info]
rows = 25
columns = 22
wrapping = 1 ;1 to let cursor wrap around
pos = -6,-4;18,4 ;Position to draw to
showemptyboxes = 0 ;*2000.07.31 NEW*
moveoveremptyboxes = 0 ;*2000.07.31 NEW*
cell.size = 27,27 ;x,y size of each cell (in pixels)
cell.spacing = 1; ;space between each cell
cell.bg.anim = 150 ;Note: Don't use animation for cells
cell.random.spr = 180,0 ;*2000.07.31 NEW* Icon for random select (don't use animation)
cell.random.switchtime = 5 ;*2000.07.31 NEW* Time to wait before changing to another random portrait

;-------- P1 Cursor Data ----------
p1.cursor.startcell = 3,4
p1.cursor.active.anim = 160,0
p1.cursor.done.anim = 161,0
p1.cursor.move.snd = 100,0
p1.cursor.done.snd = 100,1
p1.random.move.snd = 100,0;*2001.04.01 NEW*

;-------- P2 Cursor Data ----------
p2.cursor.startcell = 3,7
p2.cursor.active.anim = 170,0
p2.cursor.done.anim = 171,0
p2.cursor.blink = 1 ;1 to blink p2's cursor if overlapping p1's
p2.cursor.move.snd = 100,0
p2.cursor.done.snd = 100,1
p2.random.move.snd = 100,0;*2001.04.01 NEW*

;-------- Misc Cursor Sounds ---------
random.move.snd.cancel = 0;*2001.04.01 NEW* 1 to have random move sound cancel itself when played repeatedly
stage.move.snd = 100,0 ;*2001.04.01 NEW*
stage.done.snd = 100,1 ;*2001.04.01 NEW*
cancel.snd = 100,2

;---------- Portrait Data ------------
portrait.offset = 0,0
portrait.scale = 1,1
title.offset = -500,-500 ;Position of title (Arcade Mode, etc)
title.font = -1;3,0,0 ;Font of title (-1 for none)

;Portrait
p1.face.offset = -15,41 ;Position to put big portrait
p1.face.facing = 1 ;*2001.04.01 NEW*
p1.face.scale = 1,1
p2.face.offset = 335,41
p2.face.scale = 1,1
p2.face.facing = -1 ;*2001.04.01 NEW*

;Name
;p1.name.offset = 5,190 ;Position to put name
;p1.name.font = 4,0,1 ;Set to -1 for no display
;p2.name.offset = 315,190
;p2.name.font = 4,0,-1
p1.name.offset = 101,195;86
p1.name.font = 4,0,-1;format [font index, colourbank, alignment]
p2.name.offset = 219,195
p2.name.font = 4,0, 1



;Stage select
stage.pos = 158,235
stage.active.font = 5,0,0
stage.active2.font = 5,0,0 ;Second font color for blinking
stage.done.font = 5,0,0
;Sounds

;~~~~~~~~~~~ Team Menu ~~~~~~~~~~~~

teammenu.move.wrapping = 1

;------------ P1 Data --------------
p1.teammenu.pos = 20, 80
;p1.teammenu.bg.spr =

p1.teammenu.selftitle.font = 4,0, 1
p1.teammenu.selftitle.text = Team mode
p1.teammenu.enemytitle.font = 4,0, 1
p1.teammenu.enemytitle.text = CPU Team

p1.teammenu.move.snd = 100,0
p1.teammenu.value.snd = 100,0
p1.teammenu.done.snd = 100,1

p1.teammenu.item.offset = 0,20
p1.teammenu.item.spacing = 0,12
p1.teammenu.item.font = 5,0, 1
p1.teammenu.item.active.font = 5,0,1 ;3,3,1
p1.teammenu.item.active2.font = 5,0,1 ;Second font color for blinking
p1.teammenu.item.cursor.offset = -10, 0
p1.teammenu.item.cursor.anim = 183

p1.teammenu.value.icon.offset = 60,1
p1.teammenu.value.icon.spr = 181,0
p1.teammenu.value.empty.icon.offset = 60,1
p1.teammenu.value.empty.icon.spr = 182,0
p1.teammenu.value.spacing = 6,0

;------------ P2 Data --------------

p2.teammenu.pos = 299, 80
;p2.teammenu.bg.spr =

p2.teammenu.selftitle.font = 4,0, -1
p2.teammenu.selftitle.text = Team Mode
p2.teammenu.enemytitle.font = 4,0, -1
p2.teammenu.enemytitle.text = CPU Team

p2.teammenu.move.snd = 100,0
p2.teammenu.value.snd = 100,0
p2.teammenu.done.snd = 100,1

p2.teammenu.item.offset = 0,20
p2.teammenu.item.spacing = 0,12
p2.teammenu.item.font = 5,0, -1
p2.teammenu.item.active.font = 5,0, -1 ;3,1, -1
p2.teammenu.item.active2.font = 5,0, -1 ;Second font color for blinking
p2.teammenu.item.cursor.offset = 10, 0
p2.teammenu.item.cursor.anim = 184

p2.teammenu.value.icon.offset = -60,1
p2.teammenu.value.icon.spr = 181,0
p2.teammenu.value.empty.icon.offset = -60,1
p2.teammenu.value.empty.icon.spr = 182,0
p2.teammenu.value.spacing = 6,0

[begin action 170]
160,0,0,0,1, ,A
160,0,0,0,1, ,A
646,0,0,0,1, ,A

[begin action 171]
171,0,0,0,1, ,A

[begin action 160]
170,0,0,0,1, ,A
170,0,0,0,1, ,A
646,0,0,0,1, ,A

[begin action 161]
161,0,0,0,1, ,A

[begin action 183]
183,0,0,0,1, ,A
183,0,0,0,1, ,A
183,1,0,0,1, ,
183,1,0,0,1, ,

[begin action 184]
184,0,0,0,1, ,
184,0,0,0,1, ,
184,1,0,0,1, ,A
184,1,0,0,1, ,A

[begin action 150]
150,0,0,0,2, ,S

;-----------------------
;Character select screen background
[SelectBGdef]
;spr = graphics/selectbg.sff ;Filename of sprite data



;============== Background Image =================


[SelectBG 1.a1]; Background
type = normal
layerno = 0
spriteno = 500,0
start = 0,120
;velocity = 0,-9
tile = 1,1

;=========== Pallete Subtract ===========

[xSelectBG Subtract blue]; Blank
type = normal
layerno = 0
spriteno = 517,0
start = 128,120
tile = 1,1
trans = sub



;=========== Marquees ===================

;p1 side

[SelectBG Select Marquee - left]; Blank
type = normal
layerno = 0
spriteno = 518,0
start = -141,120
velocity = 0,0.65
tile = 0,1
trans = sub;add

[SelectBG Select Marquee - left]; Blank
type = normal
layerno = 0
spriteno = 518,2
start = -121,120
velocity = 0,0.35
tile = 0,1
trans = sub;add

[SelectBG Select Marquee - left]; Blank
type = normal
layerno = 0
spriteno = 518,4
start = -66,120
velocity = 0,0.2
tile = 0,1
trans = sub;add


[SelectBG Select Marquee - left]; Blank
type = normal
layerno = 0
spriteno = 510,0
start = -148,120
velocity = 0,0.85
tile = 0,1
trans = add

[SelectBG Select Marquee - left]; Blank
type = normal
layerno = 0
spriteno = 510,2
start = -128,120
velocity = 0,0.5
tile = 0,1
trans = add



;p2 side
[SelectBG Select Marquee - left]; Blank
type = normal
layerno = 0
spriteno = 518,1
start = 141,120
velocity = 0,-0.65
tile = 0,1
trans = sub;add

[SelectBG Select Marquee - left]; Blank
type = normal
layerno = 0
spriteno = 518,3
start = 121,120
velocity = 0,-0.35
tile = 0,1
trans = sub;add

[SelectBG Select Marquee - left]; Blank
type = normal
layerno = 0
spriteno = 518,4
start = 65,120
velocity = 0,-0.2
tile = 0,1
trans = sub;add



[SelectBG Select Marquee - left]; Blank
type = normal
layerno = 0
spriteno = 510,1
start = 148,120
velocity = 0,-0.85
tile = 0,1
trans = add

[SelectBG Select Marquee - left]; Blank
type = normal
layerno = 0
spriteno = 510,3
start = 128,120
velocity = 0,-0.5
tile = 0,1
trans = add

;=========== Portraits ===========

;p1 side

[SelectBG Static left]
type = anim
actionno = 515
layerno = 0
start = -115,40

[SelectBG Scan left]
type = normal
spriteno = 516,0
start = -115,40
layerno = 1
trans = sub
[SelectBG Scan left]
type = normal
spriteno = 516,0
start = -115,40
layerno = 1
trans = sub

[SelectBG Frame left]
type = normal
spriteno = 516,1
start = -115,40
layerno = 1
trans = add


;p2 side

[SelectBG Static right]
type = anim
actionno = 515
layerno = 0
start = 116,40

[SelectBG Scan right]
type = normal
spriteno = 516,0
start = 116,40
layerno = 1
trans = sub
[SelectBG Scan right]
type = normal
spriteno = 516,0
start = 116,40
layerno = 1
trans = sub

[SelectBG Frame right]
type = normal
spriteno = 516,1
start = 116,40
layerno = 1
trans = add


;============== Screen Transitions ================


[SelectBG 1.b1];fader
type = normal
layerno = 0
spriteno = 900,0
start = 0,0
velocity = 0,-12
trans = add
tile = 1,0

[SelectBG 1.b1];fader
type = normal
layerno = 1
spriteno = 900,0
start = 0,0
velocity = 0,-30
trans = add
tile = 1,0

[begin action 321]
321,1,0,0,2, ,A
321,2,0,0,2, ,A
321,3,0,0,2, ,A
321,4,0,0,2, ,A
321,5,0,0,2, ,A
321,1,0,0,2, ,A
321,2,0,0,2, ,A
321,3,0,0,2, ,A
321,4,0,0,2, ,A
321,5,0,0,2, ,A

[begin action 322]
322,1,0,0,2, ,A
322,2,0,0,2, ,A
322,3,0,0,2, ,A
322,4,0,0,2, ,A
322,5,0,0,2, ,A
322,1,0,0,2, ,A
322,2,0,0,2, ,A
322,3,0,0,2, ,A
322,4,0,0,2, ,A
322,5,0,0,2, ,A

[begin action 515]
515,0,0,0,2, ,A
515,1,0,0,2, ,A
515,2,0,0,2, ,A
515,3,0,0,2, ,A
515,4,0,0,2, ,A
515,5,0,0,2, ,A

[begin action 520]
515,3,0,0,4, ,A
515,5,0,0,1, ,A
515,2,0,0,2, ,A
515,1,0,0,3, ,A
515,0,0,0,2, ,A
515,4,0,0,1, ,A



;100,0,0,0,1, ,A;blink

;-------------------------------------------------------------------
[VS Screen]
time = 360 ;Time to show screen
p1.pos = 4,42
p2.pos = 316,42
;p1.name.pos = 7,193;86
;p1.name.font = 5,0,1;format [font index, colourbank, alignment]
;p2.name.pos = 312,193
;p2.name.font = 5,0,-1
p1.name.pos = 111,195;86
p1.name.font = 4,0,-1;format [font index, colourbank, alignment]
p2.name.pos = 207,195
p2.name.font = 4,0, 1


;-----------------------
;VS Match up screen background
[VersusBGdef]

;============== Background Image ==================

[VersusBG 1.a1]; Background
type = normal
layerno = 0
spriteno = 500,0
start = 0,120
;velocity = 0,-9
tile = 1,1

;=========== Pallete Subtract ===========

[xVersusBG Subtract blue]; Blank
type = normal
layerno = 0
spriteno = 517,0
start = 128,120
tile = 1,1
trans = sub


;=========== Marquees ===================

;p1 side

[VersusBG Select Marquee - left]; Blank
type = normal
layerno = 0
spriteno = 518,0
start = -141,120
velocity = 0,0.65
tile = 0,1
trans = sub;add
[VersusBG Select Marquee - left]; Blank
type = normal
layerno = 0
spriteno = 518,2
start = -121,120
velocity = 0,0.35
tile = 0,1
trans = sub;add
[VersusBG Select Marquee - left]; Blank
type = normal
layerno = 0
spriteno = 518,5
start = -45,120
velocity = 0,0.2
tile = 0,1
trans = sub;add
[VersusBG Select Marquee - left]; Blank
type = normal
layerno = 0
spriteno = 518,5
start = -55,130
velocity = 0,0.4
tile = 0,1
trans = sub;add


[VersusBG Select Marquee - left]; Blank
type = normal
layerno = 0
spriteno = 511,0
start = -148,120
velocity = 0,0.85
tile = 0,1
trans = add
[VersusBG Select Marquee - left]; Blank
type = normal
layerno = 0
spriteno = 510,2
start = -128,120
velocity = 0,0.5
tile = 0,1
trans = add



;p2 side
[VersusBG Select Marquee - left]; Blank
type = normal
layerno = 0
spriteno = 518,1
start = 141,120
velocity = 0,-0.65
tile = 0,1
trans = sub;add
[VersusBG Select Marquee - left]; Blank
type = normal
layerno = 0
spriteno = 518,3
start = 121,120
velocity = 0,-0.35
tile = 0,1
trans = sub;add
[VersusBG Select Marquee - left]; Blank
type = normal
layerno = 0
spriteno = 518,5
start = 43,120
velocity = 0,-0.2
tile = 0,1
trans = sub;add
[VersusBG Select Marquee - left]; Blank
type = normal
layerno = 0
spriteno = 518,5
start = 53,130
velocity = 0,-0.4
tile = 0,1
trans = sub;add


[VersusBG Select Marquee - left]; Blank
type = normal
layerno = 0
spriteno = 511,1
start = 148,120
velocity = 0,-0.85
tile = 0,1
trans = add
[VersusBG Select Marquee - left]; Blank
type = normal
layerno = 0
spriteno = 510,3
start = 128,120
velocity = 0,-0.5
tile = 0,1
trans = add


;=========== Portraits ===========

;p1 side

[VersusBG Static left]
type = anim
actionno = 515
layerno = 0
start = -96,40
[VersusBG Scan left]
type = normal
spriteno = 516,0
start = -96,40
layerno = 1
trans = sub
[VersusBG Scan left]
type = normal
spriteno = 516,0
start = -96,40
layerno = 1
trans = sub
[VersusBG Frame left]
type = normal
spriteno = 516,1
start = -96,40
layerno = 1
trans = add


;p2 side

[VersusBG Static right]
type = anim
actionno = 515
layerno = 0
start = 95,40
[VersusBG Scan right]
type = normal
spriteno = 516,0
start = 95,40
layerno = 1
trans = sub
[VersusBG Scan right]
type = normal
spriteno = 516,0
start = 95,40
layerno = 1
trans = sub
[VersusBG Frame right]
type = normal
spriteno = 516,1
start = 95,40
layerno = 1
trans = add

;---------- Versus Sign -----------
[VersusBG static sprite]
type = normal
spriteno = 390, 7
layerno = 0
start = -35,0
velocity = 0, -1000
tile = 0,1
;mask = 1
trans = add
[VersusBG static sprite]
type = normal
spriteno = 390, 7
layerno = 0
start = -35,0
velocity = 0, -500
tile = 0,1
;mask = 1
trans = add
[VersusBG static sprite]
type = normal
spriteno = 390, 7
layerno = 0
start = -35,0
velocity = 0, 1000
tile = 0,1
;mask = 1
trans = add
[VersusBG static sprite]
type = normal
spriteno = 390, 7
layerno = 0
start = -35,0
velocity = 0, -1000
tile = 0,1
;mask = 1
trans = add

[VersusBG static sprite]
type = anim;normal
actionno = 390;spriteno = 390, 0
layerno = 0
start = -35,0
;velocity = 0, 1
;mask = 1
;trans = add

[VersusBG logo]; Logo
type = anim
actionno = 380
layerno = 0
start = -35,0
mask = 1



;============== Screen Transitions ================


[VersusBG 1.b1];fader
type = normal
layerno = 0
spriteno = 900,0
start = 0,0
velocity = 0,-12
trans = add
tile = 1,0

[VersusBG 1.b1];fader
type = normal
layerno = 1
spriteno = 900,0
start = 0,0
velocity = 0,-15
trans = add
tile = 1,0

;=============== animations ==============
[Begin Action 390];VS Sign Static
390,0,0,0,3, ,A
390,1,0,0,3, ,A
390,2,0,0,3, ,A
390,3,0,0,3, ,A
390,4,0,0,3, ,A
390,5,0,0,3, ,A
390,6,0,0,3, ,A


[Begin Action 380]; Versus Sign
380,8,0,0,20, ,S
380,7,0,0,5, ,S
380,6,0,0,4, ,S
380,5,0,0,3, ,S
380,4,0,0,2, ,S
380,3,0,0,1, ,S
380,2,0,0,1, ,S
380,1,0,0,1, ,S
380,0,0,0,1, ,S
380,1,0,0,1, ,S
380,2,0,0,1, ,S
380,3,0,0,1, ,S
380,4,0,0,1, ,S
380,5,0,0,1, ,S
380,6,0,0,1, ,S
380,0,0,0,2, ,A
380,8,0,0,1, ,S
380,6,0,0,1, ,S
380,4,0,0,1, ,S
380,2,0,0,1, ,S
loopstart
380,0,0,0,90, ,S

;-------------------------------------------------------------------
;Demo mode definition
;Whole group is *2001.04.01 NEW*
[Demo Mode]
enabled = 1 ;Set to 1 to enable demo mode, 0 to disable
select.enabled = 0 ;Set to 1 to display select screen, 0 to disable
vsscreen.enabled = 0 ;Set to 1 to display versus screen, 0 to disable
title.waittime = 900 ;Time to wait at title before starting demo mode
fight.endtime = 900 ;Time to display the fight before returning to title
fight.playbgm = 0 ;Set to 1 to enable in-fight BGM, 0 to disable
fight.bars.display = 0 ;Set to 1 to display lifebar, 0 to disable
intro.waitcycles = 1 ;Cycles to wait before intro cutscene is played again
debuginfo = 0 ;Set to 0 to hide debugging info (debug mode only)

;-------------------------------------------------------------------
;Continue screen definition
;Whole group is *2001.04.01 NEW*
[Continue Screen]
enabled = 1 ;Set to 1 to show continue screen, 0 to disable

;-------------------------------------------------------------------
;Game over screen definition
;Whole group is *2001.04.01 NEW*
[Game Over Screen]
enabled = 0 ;Set to 1 to show game over screen, 0 to disable
storyboard = ;Game over storyboard filename

;-------------------------------------------------------------------
;Win screen definition
;This is the screen that is shown when you win in arcade mode.
;It will not be displayed if the winning character has an ending.
[Win Screen]
enabled = 1 ;Set to 1 to show win screen, 0 to disable *2001.04.01 NEW*
wintext.text = "you won the tournament!"
wintext.font = 2,0,0
wintext.offset = 159,70
wintext.displaytime = -1
wintext.layerno = 2
fadein.time = 32
pose.time = 300
fadeout.time = 64

;-------------------------------------------------------------------
;Options screen definition
[Option Info]
cursor.move.snd = 100,0
cursor.done.snd = 100,1
cancel.snd = 100,2

;-------------------
;Options screen background
[OptionBGdef]
bgclearcolor = 0,0,0


;============== Background Image =================


[OptionBG 1.a1]; Background
type = normal
layerno = 0
spriteno = 500,0
start = 0,120
;velocity = 0,-9
tile = 1,1

;=========== Pallete Subtract ===========

[xOptionBG Subtract blue]; Blank
type = normal
layerno = 0
spriteno = 517,0
start = 128,120
tile = 1,1
trans = sub


;============== Screen Transitions ================


[OptionBg 1.b1];fader
type = normal
layerno = 0
spriteno = 900,0
start = 0,0
velocity = 0,-12
trans = add
tile = 1,0

[OptionBg 1.b1];fader
type = normal
layerno = 1
spriteno = 900,0
start = 0,0
velocity = 0,-30
trans = add
tile = 1,0

This is what it looks like. This is the easiest part of making a M.U.G.E.N game.



If you ever want help making a game with M.U.G.E.N I can probably help. I can help with most other game makers too since I have almost everyone imaginable.
It is hard to do the coding for the characters and stuff so yeah it's hard. It's actually easy to make the main screens like title and select.
This is the code for a M.U.G.E.N menu

; Definitions of system screens

; *2000.07.31 NEW* symbolizes any new parameters added for the 2000.07.31
; version of M.U.G.E.N.

; Notes about fonts:
; - do not index fonts greater than 9 (crash)
; - fonts in system.def currently ignore the alignment argument
; (the 3rd one, which is 0 for center, 1 for left-align and -1
; for right-align). This may be fixed later.
; - fonts indexed here do not refer to the ones in fight.def

;----------------------------
;Whole group is *2001.04.01 NEW*
[Info]
name = "WW2k085b" ;Name of motif
author = "Elecbyte + Drachir" ;Motif author name

;----------------------------
;Directories are checked in this order:
;1. current directory system.def is in
;2. data/
;3. your MUGEN directory
;eg. If you write "spr = system.sff", and this system.def file
; is in ~/mugen/data/mysys/, then Mugen will first look
; for ~/mugen/data/mysys/system.sff. If it does not find
; it there, it looks for ~/mugen/data/system.sff (the default).
; Finally, if that is not found, it will look for
; ~/mugen/system.sff.

[Files]
spr = system.sff ;Filename of sprite data
snd = system.snd ;Filename of sound data
logo.storyboard = loading.def ;Logo storyboard definition (optional) *2001.04.01 NEW*
intro.storyboard = ;Intro storyboard definition (optional) *2001.04.01 NEW*
fight = mvc_lifebars.def ;Fight definition filename
select = select.def ;Character and stage selection list
font1 = font/f-4x6.fnt ;System fonts
font2 = font/f-6x9.fnt ;System fonts
font3 = font/jg.fnt ;System fonts ;System fonts
font4 = qoh_big.fnt
font5 = qoh_sm~1.fnt



;----------------------------
[Music]
title.bgm =
title.bgm.loop =

select.bgm =

vs.bgm =
vs.bgm.loop =

;-------------------------------------------------------------------
;Title screen definition
[Title Info]
;cursor.move.snd = 100,0
;cursor.done.snd = 100,1
;cancel.snd = 100,2
cursor.move.snd = 100,0
cursor.done.snd = 100,1
cancel.snd = 100,2
menu.pos = 160,168
menu.item.font = 5,0,0
menu.item.active.font = 4,0,0
menu.item.spacing = 0, 11
; Names for each of the items in the menu. Names must be in quotes.
menu.itemname.arcade = "TOURNAMENT"
menu.itemname.versus = "VERSUS"
menu.itemname.teamarcade = "TEAM MODE"
menu.itemname.teamcoop = "TEAM EXTREME"
menu.itemname.teamversus = "TEAM VERSUS"
menu.itemname.training = "PRACTICE"
menu.itemname.watch = "DEMO"
menu.itemname.options = "OPTIONS"
menu.itemname.exit = "QUIT"


;----------------------------
;Title background definition
[TitleBGdef]
bgclearcolor = 0,0,0

;================= Background Image ==================

[TitleBG 0.selec_bg]
Type = normal
spriteno = 0, 1
layerno = 0
start = -160,0
tile = 0,1

;=========== Pallete Subtract ===========

[xTitleBG Subtract blue]; Blank
type = normal
layerno = 0
spriteno = 517,0
start = 128,120
tile = 1,1
trans = sub


;================ logo ==============

[TitleBG logo_glow]
type = normal
spriteno = 0, 9
start = 1, 84
mask = 1
trans = add

[TitleBG logo_sub]
type = normal
spriteno = 0, 10
start = 7, 83
mask = 1
trans = sub

[TitleBG logo]
type = normal
spriteno = 0, 0
start = 0, 80
mask = 1


;============== Screen Transitions ================


[TitleBG 1.b1];fader
type = normal
layerno = 0
spriteno = 900,0
start = 0,0
velocity = 0,-12
trans = add
tile = 1,0

[TitleBG 1.b1];fader
type = normal
layerno = 1
spriteno = 900,0
start = 0,120
velocity = 0,-15
trans = add
tile = 1,0


;-------------------------------------------------------------------
;Character select definition
[Select Info]
rows = 25
columns = 22
wrapping = 1 ;1 to let cursor wrap around
pos = -6,-4;18,4 ;Position to draw to
showemptyboxes = 0 ;*2000.07.31 NEW*
moveoveremptyboxes = 0 ;*2000.07.31 NEW*
cell.size = 27,27 ;x,y size of each cell (in pixels)
cell.spacing = 1; ;space between each cell
cell.bg.anim = 150 ;Note: Don't use animation for cells
cell.random.spr = 180,0 ;*2000.07.31 NEW* Icon for random select (don't use animation)
cell.random.switchtime = 5 ;*2000.07.31 NEW* Time to wait before changing to another random portrait

;-------- P1 Cursor Data ----------
p1.cursor.startcell = 3,4
p1.cursor.active.anim = 160,0
p1.cursor.done.anim = 161,0
p1.cursor.move.snd = 100,0
p1.cursor.done.snd = 100,1
p1.random.move.snd = 100,0;*2001.04.01 NEW*

;-------- P2 Cursor Data ----------
p2.cursor.startcell = 3,7
p2.cursor.active.anim = 170,0
p2.cursor.done.anim = 171,0
p2.cursor.blink = 1 ;1 to blink p2's cursor if overlapping p1's
p2.cursor.move.snd = 100,0
p2.cursor.done.snd = 100,1
p2.random.move.snd = 100,0;*2001.04.01 NEW*

;-------- Misc Cursor Sounds ---------
random.move.snd.cancel = 0;*2001.04.01 NEW* 1 to have random move sound cancel itself when played repeatedly
stage.move.snd = 100,0 ;*2001.04.01 NEW*
stage.done.snd = 100,1 ;*2001.04.01 NEW*
cancel.snd = 100,2

;---------- Portrait Data ------------
portrait.offset = 0,0
portrait.scale = 1,1
title.offset = -500,-500 ;Position of title (Arcade Mode, etc)
title.font = -1;3,0,0 ;Font of title (-1 for none)

;Portrait
p1.face.offset = -15,41 ;Position to put big portrait
p1.face.facing = 1 ;*2001.04.01 NEW*
p1.face.scale = 1,1
p2.face.offset = 335,41
p2.face.scale = 1,1
p2.face.facing = -1 ;*2001.04.01 NEW*

;Name
;p1.name.offset = 5,190 ;Position to put name
;p1.name.font = 4,0,1 ;Set to -1 for no display
;p2.name.offset = 315,190
;p2.name.font = 4,0,-1
p1.name.offset = 101,195;86
p1.name.font = 4,0,-1;format [font index, colourbank, alignment]
p2.name.offset = 219,195
p2.name.font = 4,0, 1



;Stage select
stage.pos = 158,235
stage.active.font = 5,0,0
stage.active2.font = 5,0,0 ;Second font color for blinking
stage.done.font = 5,0,0
;Sounds

;~~~~~~~~~~~ Team Menu ~~~~~~~~~~~~

teammenu.move.wrapping = 1

;------------ P1 Data --------------
p1.teammenu.pos = 20, 80
;p1.teammenu.bg.spr =

p1.teammenu.selftitle.font = 4,0, 1
p1.teammenu.selftitle.text = Team mode
p1.teammenu.enemytitle.font = 4,0, 1
p1.teammenu.enemytitle.text = CPU Team

p1.teammenu.move.snd = 100,0
p1.teammenu.value.snd = 100,0
p1.teammenu.done.snd = 100,1

p1.teammenu.item.offset = 0,20
p1.teammenu.item.spacing = 0,12
p1.teammenu.item.font = 5,0, 1
p1.teammenu.item.active.font = 5,0,1 ;3,3,1
p1.teammenu.item.active2.font = 5,0,1 ;Second font color for blinking
p1.teammenu.item.cursor.offset = -10, 0
p1.teammenu.item.cursor.anim = 183

p1.teammenu.value.icon.offset = 60,1
p1.teammenu.value.icon.spr = 181,0
p1.teammenu.value.empty.icon.offset = 60,1
p1.teammenu.value.empty.icon.spr = 182,0
p1.teammenu.value.spacing = 6,0

;------------ P2 Data --------------

p2.teammenu.pos = 299, 80
;p2.teammenu.bg.spr =

p2.teammenu.selftitle.font = 4,0, -1
p2.teammenu.selftitle.text = Team Mode
p2.teammenu.enemytitle.font = 4,0, -1
p2.teammenu.enemytitle.text = CPU Team

p2.teammenu.move.snd = 100,0
p2.teammenu.value.snd = 100,0
p2.teammenu.done.snd = 100,1

p2.teammenu.item.offset = 0,20
p2.teammenu.item.spacing = 0,12
p2.teammenu.item.font = 5,0, -1
p2.teammenu.item.active.font = 5,0, -1 ;3,1, -1
p2.teammenu.item.active2.font = 5,0, -1 ;Second font color for blinking
p2.teammenu.item.cursor.offset = 10, 0
p2.teammenu.item.cursor.anim = 184

p2.teammenu.value.icon.offset = -60,1
p2.teammenu.value.icon.spr = 181,0
p2.teammenu.value.empty.icon.offset = -60,1
p2.teammenu.value.empty.icon.spr = 182,0
p2.teammenu.value.spacing = 6,0

[begin action 170]
160,0,0,0,1, ,A
160,0,0,0,1, ,A
646,0,0,0,1, ,A

[begin action 171]
171,0,0,0,1, ,A

[begin action 160]
170,0,0,0,1, ,A
170,0,0,0,1, ,A
646,0,0,0,1, ,A

[begin action 161]
161,0,0,0,1, ,A

[begin action 183]
183,0,0,0,1, ,A
183,0,0,0,1, ,A
183,1,0,0,1, ,
183,1,0,0,1, ,

[begin action 184]
184,0,0,0,1, ,
184,0,0,0,1, ,
184,1,0,0,1, ,A
184,1,0,0,1, ,A

[begin action 150]
150,0,0,0,2, ,S

;-----------------------
;Character select screen background
[SelectBGdef]
;spr = graphics/selectbg.sff ;Filename of sprite data



;============== Background Image =================


[SelectBG 1.a1]; Background
type = normal
layerno = 0
spriteno = 500,0
start = 0,120
;velocity = 0,-9
tile = 1,1

;=========== Pallete Subtract ===========

[xSelectBG Subtract blue]; Blank
type = normal
layerno = 0
spriteno = 517,0
start = 128,120
tile = 1,1
trans = sub



;=========== Marquees ===================

;p1 side

[SelectBG Select Marquee - left]; Blank
type = normal
layerno = 0
spriteno = 518,0
start = -141,120
velocity = 0,0.65
tile = 0,1
trans = sub;add

[SelectBG Select Marquee - left]; Blank
type = normal
layerno = 0
spriteno = 518,2
start = -121,120
velocity = 0,0.35
tile = 0,1
trans = sub;add

[SelectBG Select Marquee - left]; Blank
type = normal
layerno = 0
spriteno = 518,4
start = -66,120
velocity = 0,0.2
tile = 0,1
trans = sub;add


[SelectBG Select Marquee - left]; Blank
type = normal
layerno = 0
spriteno = 510,0
start = -148,120
velocity = 0,0.85
tile = 0,1
trans = add

[SelectBG Select Marquee - left]; Blank
type = normal
layerno = 0
spriteno = 510,2
start = -128,120
velocity = 0,0.5
tile = 0,1
trans = add



;p2 side
[SelectBG Select Marquee - left]; Blank
type = normal
layerno = 0
spriteno = 518,1
start = 141,120
velocity = 0,-0.65
tile = 0,1
trans = sub;add

[SelectBG Select Marquee - left]; Blank
type = normal
layerno = 0
spriteno = 518,3
start = 121,120
velocity = 0,-0.35
tile = 0,1
trans = sub;add

[SelectBG Select Marquee - left]; Blank
type = normal
layerno = 0
spriteno = 518,4
start = 65,120
velocity = 0,-0.2
tile = 0,1
trans = sub;add



[SelectBG Select Marquee - left]; Blank
type = normal
layerno = 0
spriteno = 510,1
start = 148,120
velocity = 0,-0.85
tile = 0,1
trans = add

[SelectBG Select Marquee - left]; Blank
type = normal
layerno = 0
spriteno = 510,3
start = 128,120
velocity = 0,-0.5
tile = 0,1
trans = add

;=========== Portraits ===========

;p1 side

[SelectBG Static left]
type = anim
actionno = 515
layerno = 0
start = -115,40

[SelectBG Scan left]
type = normal
spriteno = 516,0
start = -115,40
layerno = 1
trans = sub
[SelectBG Scan left]
type = normal
spriteno = 516,0
start = -115,40
layerno = 1
trans = sub

[SelectBG Frame left]
type = normal
spriteno = 516,1
start = -115,40
layerno = 1
trans = add


;p2 side

[SelectBG Static right]
type = anim
actionno = 515
layerno = 0
start = 116,40

[SelectBG Scan right]
type = normal
spriteno = 516,0
start = 116,40
layerno = 1
trans = sub
[SelectBG Scan right]
type = normal
spriteno = 516,0
start = 116,40
layerno = 1
trans = sub

[SelectBG Frame right]
type = normal
spriteno = 516,1
start = 116,40
layerno = 1
trans = add


;============== Screen Transitions ================


[SelectBG 1.b1];fader
type = normal
layerno = 0
spriteno = 900,0
start = 0,0
velocity = 0,-12
trans = add
tile = 1,0

[SelectBG 1.b1];fader
type = normal
layerno = 1
spriteno = 900,0
start = 0,0
velocity = 0,-30
trans = add
tile = 1,0

[begin action 321]
321,1,0,0,2, ,A
321,2,0,0,2, ,A
321,3,0,0,2, ,A
321,4,0,0,2, ,A
321,5,0,0,2, ,A
321,1,0,0,2, ,A
321,2,0,0,2, ,A
321,3,0,0,2, ,A
321,4,0,0,2, ,A
321,5,0,0,2, ,A

[begin action 322]
322,1,0,0,2, ,A
322,2,0,0,2, ,A
322,3,0,0,2, ,A
322,4,0,0,2, ,A
322,5,0,0,2, ,A
322,1,0,0,2, ,A
322,2,0,0,2, ,A
322,3,0,0,2, ,A
322,4,0,0,2, ,A
322,5,0,0,2, ,A

[begin action 515]
515,0,0,0,2, ,A
515,1,0,0,2, ,A
515,2,0,0,2, ,A
515,3,0,0,2, ,A
515,4,0,0,2, ,A
515,5,0,0,2, ,A

[begin action 520]
515,3,0,0,4, ,A
515,5,0,0,1, ,A
515,2,0,0,2, ,A
515,1,0,0,3, ,A
515,0,0,0,2, ,A
515,4,0,0,1, ,A



;100,0,0,0,1, ,A;blink

;-------------------------------------------------------------------
[VS Screen]
time = 360 ;Time to show screen
p1.pos = 4,42
p2.pos = 316,42
;p1.name.pos = 7,193;86
;p1.name.font = 5,0,1;format [font index, colourbank, alignment]
;p2.name.pos = 312,193
;p2.name.font = 5,0,-1
p1.name.pos = 111,195;86
p1.name.font = 4,0,-1;format [font index, colourbank, alignment]
p2.name.pos = 207,195
p2.name.font = 4,0, 1


;-----------------------
;VS Match up screen background
[VersusBGdef]

;============== Background Image ==================

[VersusBG 1.a1]; Background
type = normal
layerno = 0
spriteno = 500,0
start = 0,120
;velocity = 0,-9
tile = 1,1

;=========== Pallete Subtract ===========

[xVersusBG Subtract blue]; Blank
type = normal
layerno = 0
spriteno = 517,0
start = 128,120
tile = 1,1
trans = sub


;=========== Marquees ===================

;p1 side

[VersusBG Select Marquee - left]; Blank
type = normal
layerno = 0
spriteno = 518,0
start = -141,120
velocity = 0,0.65
tile = 0,1
trans = sub;add
[VersusBG Select Marquee - left]; Blank
type = normal
layerno = 0
spriteno = 518,2
start = -121,120
velocity = 0,0.35
tile = 0,1
trans = sub;add
[VersusBG Select Marquee - left]; Blank
type = normal
layerno = 0
spriteno = 518,5
start = -45,120
velocity = 0,0.2
tile = 0,1
trans = sub;add
[VersusBG Select Marquee - left]; Blank
type = normal
layerno = 0
spriteno = 518,5
start = -55,130
velocity = 0,0.4
tile = 0,1
trans = sub;add


[VersusBG Select Marquee - left]; Blank
type = normal
layerno = 0
spriteno = 511,0
start = -148,120
velocity = 0,0.85
tile = 0,1
trans = add
[VersusBG Select Marquee - left]; Blank
type = normal
layerno = 0
spriteno = 510,2
start = -128,120
velocity = 0,0.5
tile = 0,1
trans = add



;p2 side
[VersusBG Select Marquee - left]; Blank
type = normal
layerno = 0
spriteno = 518,1
start = 141,120
velocity = 0,-0.65
tile = 0,1
trans = sub;add
[VersusBG Select Marquee - left]; Blank
type = normal
layerno = 0
spriteno = 518,3
start = 121,120
velocity = 0,-0.35
tile = 0,1
trans = sub;add
[VersusBG Select Marquee - left]; Blank
type = normal
layerno = 0
spriteno = 518,5
start = 43,120
velocity = 0,-0.2
tile = 0,1
trans = sub;add
[VersusBG Select Marquee - left]; Blank
type = normal
layerno = 0
spriteno = 518,5
start = 53,130
velocity = 0,-0.4
tile = 0,1
trans = sub;add


[VersusBG Select Marquee - left]; Blank
type = normal
layerno = 0
spriteno = 511,1
start = 148,120
velocity = 0,-0.85
tile = 0,1
trans = add
[VersusBG Select Marquee - left]; Blank
type = normal
layerno = 0
spriteno = 510,3
start = 128,120
velocity = 0,-0.5
tile = 0,1
trans = add


;=========== Portraits ===========

;p1 side

[VersusBG Static left]
type = anim
actionno = 515
layerno = 0
start = -96,40
[VersusBG Scan left]
type = normal
spriteno = 516,0
start = -96,40
layerno = 1
trans = sub
[VersusBG Scan left]
type = normal
spriteno = 516,0
start = -96,40
layerno = 1
trans = sub
[VersusBG Frame left]
type = normal
spriteno = 516,1
start = -96,40
layerno = 1
trans = add


;p2 side

[VersusBG Static right]
type = anim
actionno = 515
layerno = 0
start = 95,40
[VersusBG Scan right]
type = normal
spriteno = 516,0
start = 95,40
layerno = 1
trans = sub
[VersusBG Scan right]
type = normal
spriteno = 516,0
start = 95,40
layerno = 1
trans = sub
[VersusBG Frame right]
type = normal
spriteno = 516,1
start = 95,40
layerno = 1
trans = add

;---------- Versus Sign -----------
[VersusBG static sprite]
type = normal
spriteno = 390, 7
layerno = 0
start = -35,0
velocity = 0, -1000
tile = 0,1
;mask = 1
trans = add
[VersusBG static sprite]
type = normal
spriteno = 390, 7
layerno = 0
start = -35,0
velocity = 0, -500
tile = 0,1
;mask = 1
trans = add
[VersusBG static sprite]
type = normal
spriteno = 390, 7
layerno = 0
start = -35,0
velocity = 0, 1000
tile = 0,1
;mask = 1
trans = add
[VersusBG static sprite]
type = normal
spriteno = 390, 7
layerno = 0
start = -35,0
velocity = 0, -1000
tile = 0,1
;mask = 1
trans = add

[VersusBG static sprite]
type = anim;normal
actionno = 390;spriteno = 390, 0
layerno = 0
start = -35,0
;velocity = 0, 1
;mask = 1
;trans = add

[VersusBG logo]; Logo
type = anim
actionno = 380
layerno = 0
start = -35,0
mask = 1



;============== Screen Transitions ================


[VersusBG 1.b1];fader
type = normal
layerno = 0
spriteno = 900,0
start = 0,0
velocity = 0,-12
trans = add
tile = 1,0

[VersusBG 1.b1];fader
type = normal
layerno = 1
spriteno = 900,0
start = 0,0
velocity = 0,-15
trans = add
tile = 1,0

;=============== animations ==============
[Begin Action 390];VS Sign Static
390,0,0,0,3, ,A
390,1,0,0,3, ,A
390,2,0,0,3, ,A
390,3,0,0,3, ,A
390,4,0,0,3, ,A
390,5,0,0,3, ,A
390,6,0,0,3, ,A


[Begin Action 380]; Versus Sign
380,8,0,0,20, ,S
380,7,0,0,5, ,S
380,6,0,0,4, ,S
380,5,0,0,3, ,S
380,4,0,0,2, ,S
380,3,0,0,1, ,S
380,2,0,0,1, ,S
380,1,0,0,1, ,S
380,0,0,0,1, ,S
380,1,0,0,1, ,S
380,2,0,0,1, ,S
380,3,0,0,1, ,S
380,4,0,0,1, ,S
380,5,0,0,1, ,S
380,6,0,0,1, ,S
380,0,0,0,2, ,A
380,8,0,0,1, ,S
380,6,0,0,1, ,S
380,4,0,0,1, ,S
380,2,0,0,1, ,S
loopstart
380,0,0,0,90, ,S

;-------------------------------------------------------------------
;Demo mode definition
;Whole group is *2001.04.01 NEW*
[Demo Mode]
enabled = 1 ;Set to 1 to enable demo mode, 0 to disable
select.enabled = 0 ;Set to 1 to display select screen, 0 to disable
vsscreen.enabled = 0 ;Set to 1 to display versus screen, 0 to disable
title.waittime = 900 ;Time to wait at title before starting demo mode
fight.endtime = 900 ;Time to display the fight before returning to title
fight.playbgm = 0 ;Set to 1 to enable in-fight BGM, 0 to disable
fight.bars.display = 0 ;Set to 1 to display lifebar, 0 to disable
intro.waitcycles = 1 ;Cycles to wait before intro cutscene is played again
debuginfo = 0 ;Set to 0 to hide debugging info (debug mode only)

;-------------------------------------------------------------------
;Continue screen definition
;Whole group is *2001.04.01 NEW*
[Continue Screen]
enabled = 1 ;Set to 1 to show continue screen, 0 to disable

;-------------------------------------------------------------------
;Game over screen definition
;Whole group is *2001.04.01 NEW*
[Game Over Screen]
enabled = 0 ;Set to 1 to show game over screen, 0 to disable
storyboard = ;Game over storyboard filename

;-------------------------------------------------------------------
;Win screen definition
;This is the screen that is shown when you win in arcade mode.
;It will not be displayed if the winning character has an ending.
[Win Screen]
enabled = 1 ;Set to 1 to show win screen, 0 to disable *2001.04.01 NEW*
wintext.text = "you won the tournament!"
wintext.font = 2,0,0
wintext.offset = 159,70
wintext.displaytime = -1
wintext.layerno = 2
fadein.time = 32
pose.time = 300
fadeout.time = 64

;-------------------------------------------------------------------
;Options screen definition
[Option Info]
cursor.move.snd = 100,0
cursor.done.snd = 100,1
cancel.snd = 100,2

;-------------------
;Options screen background
[OptionBGdef]
bgclearcolor = 0,0,0


;============== Background Image =================


[OptionBG 1.a1]; Background
type = normal
layerno = 0
spriteno = 500,0
start = 0,120
;velocity = 0,-9
tile = 1,1

;=========== Pallete Subtract ===========

[xOptionBG Subtract blue]; Blank
type = normal
layerno = 0
spriteno = 517,0
start = 128,120
tile = 1,1
trans = sub


;============== Screen Transitions ================


[OptionBg 1.b1];fader
type = normal
layerno = 0
spriteno = 900,0
start = 0,0
velocity = 0,-12
trans = add
tile = 1,0

[OptionBg 1.b1];fader
type = normal
layerno = 1
spriteno = 900,0
start = 0,0
velocity = 0,-30
trans = add
tile = 1,0

This is what it looks like. This is the easiest part of making a M.U.G.E.N game.



If you ever want help making a game with M.U.G.E.N I can probably help. I can help with most other game makers too since I have almost everyone imaginable.
Vizzed Elite
I don't believe in Fairies! Poof!


Affected by 'Laziness Syndrome'

Registered: 10-19-08
Location: Pomeroy, Washington
Last Post: 3523 days
Last Active: 3523 days

11-03-08 10:37 PM
| ID: 73772 | 27 Words

wiredwabbits
Level: 55


POSTS: 38/635
POST EXP: 43836
LVL EXP: 1261609
CP: 18.8
VIZ: 18778

I heard about Ergheiz and tried to get a rom but there were not any so I bought it. It was cool I really want dissidia though.
I heard about Ergheiz and tried to get a rom but there were not any so I bought it. It was cool I really want dissidia though.
Vizzed Elite
I don't believe in Fairies! Poof!


Affected by 'Laziness Syndrome'

Registered: 10-19-08
Location: Pomeroy, Washington
Last Post: 3523 days
Last Active: 3523 days

11-03-08 10:21 PM
| ID: 73771 | 12 Words

wiredwabbits
Level: 55


POSTS: 37/635
POST EXP: 43836
LVL EXP: 1261609
CP: 18.8
VIZ: 18778

Wow!
That site has a lot of stuff.
Thanks for the help
Wow!
That site has a lot of stuff.
Thanks for the help
Vizzed Elite
I don't believe in Fairies! Poof!


Affected by 'Laziness Syndrome'

Registered: 10-19-08
Location: Pomeroy, Washington
Last Post: 3523 days
Last Active: 3523 days

11-01-08 11:29 AM
| ID: 73750 | 131 Words

wiredwabbits
Level: 55


POSTS: 36/635
POST EXP: 43836
LVL EXP: 1261609
CP: 18.8
VIZ: 18778

I'm doing terrible using flash for this so I'm moving the game to the fighter maker called mugen. The only problem is I'm having trouble with platforms have any of u used mugen and know how to make platforms. I know how to add modes too it and stuff but am having trouble with platforms.
This is a mugen website so you can read about it. Online play wont be too hard.
http://www.mugenfury.com/?lang=en
This is meant for fighters like smash bros so it will be way easier. I dont really like flash and am more likely to use it for flash videos and not games. I hope this does not make people think it will suck. It would be cool if you could fix some of the graphics for me bennymd4123
I'm doing terrible using flash for this so I'm moving the game to the fighter maker called mugen. The only problem is I'm having trouble with platforms have any of u used mugen and know how to make platforms. I know how to add modes too it and stuff but am having trouble with platforms.
This is a mugen website so you can read about it. Online play wont be too hard.
http://www.mugenfury.com/?lang=en
This is meant for fighters like smash bros so it will be way easier. I dont really like flash and am more likely to use it for flash videos and not games. I hope this does not make people think it will suck. It would be cool if you could fix some of the graphics for me bennymd4123
Vizzed Elite
I don't believe in Fairies! Poof!


Affected by 'Laziness Syndrome'

Registered: 10-19-08
Location: Pomeroy, Washington
Last Post: 3523 days
Last Active: 3523 days

10-29-08 06:13 PM
| ID: 73726 | 4 Words

wiredwabbits
Level: 55


POSTS: 35/635
POST EXP: 43836
LVL EXP: 1261609
CP: 18.8
VIZ: 18778

I will post updates.
I will post updates.
Vizzed Elite
I don't believe in Fairies! Poof!


Affected by 'Laziness Syndrome'

Registered: 10-19-08
Location: Pomeroy, Washington
Last Post: 3523 days
Last Active: 3523 days

10-24-08 05:09 PM
| ID: 73662 | 4 Words

wiredwabbits
Level: 55


POSTS: 34/635
POST EXP: 43836
LVL EXP: 1261609
CP: 18.8
VIZ: 18778

Thanks for the help.
Thanks for the help.
Vizzed Elite
I don't believe in Fairies! Poof!


Affected by 'Laziness Syndrome'

Registered: 10-19-08
Location: Pomeroy, Washington
Last Post: 3523 days
Last Active: 3523 days

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