635 Posts Found by wiredwabbits
12-10-08 07:40 PM
| ID: 75110 | 26 Words
| ID: 75110 | 26 Words
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
Affected by 'Laziness Syndrome'
Registered: 10-19-08
Location: Pomeroy, Washington
Last Post: 3523 days
Last Active: 3523 days
| 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
| ID: 75109 | 36 Words
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
Affected by 'Laziness Syndrome'
Registered: 10-19-08
Location: Pomeroy, Washington
Last Post: 3523 days
Last Active: 3523 days
| 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
| ID: 75075 | 14 Words
This is their site.
http://www.opcoder.com/projects/chrono/ It looks like they were almost finished with it. http://www.opcoder.com/projects/chrono/ It looks like they were almost finished with it. |
Vizzed Elite
Affected by 'Laziness Syndrome'
Registered: 10-19-08
Location: Pomeroy, Washington
Last Post: 3523 days
Last Active: 3523 days
| 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
| ID: 75044 | 47 Words
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
Affected by 'Laziness Syndrome'
Registered: 10-19-08
Location: Pomeroy, Washington
Last Post: 3523 days
Last Active: 3523 days
| 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
| ID: 75003 | 5 Words
My question would be 8. |
Vizzed Elite
Affected by 'Laziness Syndrome'
Registered: 10-19-08
Location: Pomeroy, Washington
Last Post: 3523 days
Last Active: 3523 days
| 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
| ID: 74954 | 16 Words
I don't like Square Enix anymore because they closed a 3d Crono Trigger fan project.
http://www.petitiononline.com/chr1337/petition.html http://www.petitiononline.com/chr1337/petition.html |
Vizzed Elite
Affected by 'Laziness Syndrome'
Registered: 10-19-08
Location: Pomeroy, Washington
Last Post: 3523 days
Last Active: 3523 days
| 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
| ID: 74953 | 2 Words
I'll join. |
Vizzed Elite
Affected by 'Laziness Syndrome'
Registered: 10-19-08
Location: Pomeroy, Washington
Last Post: 3523 days
Last Active: 3523 days
| 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
| ID: 74906 | 23 Words
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
Affected by 'Laziness Syndrome'
Registered: 10-19-08
Location: Pomeroy, Washington
Last Post: 3523 days
Last Active: 3523 days
| 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 03:46 PM
| ID: 74844 | 30 Words
| ID: 74844 | 30 Words
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
Affected by 'Laziness Syndrome'
Registered: 10-19-08
Location: Pomeroy, Washington
Last Post: 3523 days
Last Active: 3523 days
| 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
| ID: 74834 | 30 Words
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 scr |
Vizzed Elite
Affected by 'Laziness Syndrome'
Registered: 10-19-08
Location: Pomeroy, Washington
Last Post: 3523 days
Last Active: 3523 days
| 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
| ID: 74833 | 26 Words
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 http://www.autopenhosting.org/unicode/type-Japanese.html |
Vizzed Elite
Affected by 'Laziness Syndrome'
Registered: 10-19-08
Location: Pomeroy, Washington
Last Post: 3523 days
Last Active: 3523 days
| 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
| ID: 74832 | 54 Words
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
Affected by 'Laziness Syndrome'
Registered: 10-19-08
Location: Pomeroy, Washington
Last Post: 3523 days
Last Active: 3523 days
| 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 07:52 PM
| ID: 73953 | 11 Words
| ID: 73953 | 11 Words
Did I read the site right? It said this costs $2000! |
Vizzed Elite
Affected by 'Laziness Syndrome'
Registered: 10-19-08
Location: Pomeroy, Washington
Last Post: 3523 days
Last Active: 3523 days
| 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
| ID: 73932 | 57 Words
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? *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
Affected by 'Laziness Syndrome'
Registered: 10-19-08
Location: Pomeroy, Washington
Last Post: 3523 days
Last Active: 3523 days
| 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
| ID: 73916 | 2893 Words
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. 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
Affected by 'Laziness Syndrome'
Registered: 10-19-08
Location: Pomeroy, Washington
Last Post: 3523 days
Last Active: 3523 days
| 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
| ID: 73772 | 27 Words
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
Affected by 'Laziness Syndrome'
Registered: 10-19-08
Location: Pomeroy, Washington
Last Post: 3523 days
Last Active: 3523 days
| 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
| ID: 73771 | 12 Words
Wow!
That site has a lot of stuff. Thanks for the help That site has a lot of stuff. Thanks for the help |
Vizzed Elite
Affected by 'Laziness Syndrome'
Registered: 10-19-08
Location: Pomeroy, Washington
Last Post: 3523 days
Last Active: 3523 days
| 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
| ID: 73750 | 131 Words
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 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
Affected by 'Laziness Syndrome'
Registered: 10-19-08
Location: Pomeroy, Washington
Last Post: 3523 days
Last Active: 3523 days
| 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
| ID: 73726 | 4 Words
I will post updates. |
Vizzed Elite
Affected by 'Laziness Syndrome'
Registered: 10-19-08
Location: Pomeroy, Washington
Last Post: 3523 days
Last Active: 3523 days
| 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
| ID: 73662 | 4 Words
Thanks for the help. |
Vizzed Elite
Affected by 'Laziness Syndrome'
Registered: 10-19-08
Location: Pomeroy, Washington
Last Post: 3523 days
Last Active: 3523 days
| 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
Page Comments
This page has no comments


User Notice 


