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10-21-08 11:25 PM
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Super Smash Bros Brawl Max

 

10-21-08 11:25 PM
wiredwabbits is Offline
| ID: 73534 | 116 Words

wiredwabbits
Level: 54


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This is a game I'm making.









The finished game will have some anime characters and other characters not from Nintendo.
The stages are
Hyrule
Yoshi's Island 4
ZX Highway
underworld
dream land
kongo
smb mushroom kingdom
classic kingdom
hyrule
Starfox
corneria
b f f s d m blood c
DJ VAN Hyrule Castle
battlefield
battlefield 2
metal battle
metal battle 2
mute city
Triforce Room
cvs 2 stadium
super mario
sub con
The game modes are
1p smash
versus smash
team arcade
team versus
team 2p
survival
survival 2p
practice
demo
Online mode may be added and the ability to create custom characters. A friend suggested that.
This is a game I'm making.









The finished game will have some anime characters and other characters not from Nintendo.
The stages are
Hyrule
Yoshi's Island 4
ZX Highway
underworld
dream land
kongo
smb mushroom kingdom
classic kingdom
hyrule
Starfox
corneria
b f f s d m blood c
DJ VAN Hyrule Castle
battlefield
battlefield 2
metal battle
metal battle 2
mute city
Triforce Room
cvs 2 stadium
super mario
sub con
The game modes are
1p smash
versus smash
team arcade
team versus
team 2p
survival
survival 2p
practice
demo
Online mode may be added and the ability to create custom characters. A friend suggested that.
Vizzed Elite
I don't believe in Fairies! Poof!


Affected by 'Laziness Syndrome'

Registered: 10-19-08
Location: Pomeroy, Washington
Last Post: 2973 days
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10-22-08 03:32 PM
iBOCK is Offline
| ID: 73577 | 21 Words

iBOCK
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Sweet mother of GOD. Where did you get the spectacular graphics? And wow, there are like 3 Brawl flash games
Sweet mother of GOD. Where did you get the spectacular graphics? And wow, there are like 3 Brawl flash games
Vizzed Elite

Affected by 'Laziness Syndrome'

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10-22-08 04:05 PM
wiredwabbits is Offline
| ID: 73586 | 10 Words

wiredwabbits
Level: 54


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I got the graphics from friends. Thanks for the compliment.
I got the graphics from friends. Thanks for the compliment.
Vizzed Elite
I don't believe in Fairies! Poof!


Affected by 'Laziness Syndrome'

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10-22-08 06:03 PM
iBOCK is Offline
| ID: 73592 | 7 Words

iBOCK
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The graphics and sprites fit nicely
The graphics and sprites fit nicely
Vizzed Elite

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10-22-08 06:09 PM
wiredwabbits is Offline
| ID: 73593 | 37 Words

wiredwabbits
Level: 54


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I didn't do as well on the starfox stage because I ripped that graphic from super smash bros and edited it. It kinda looks 3d. I thought the rest were good though. My friends had some too.
I didn't do as well on the starfox stage because I ripped that graphic from super smash bros and edited it. It kinda looks 3d. I thought the rest were good though. My friends had some too.
Vizzed Elite
I don't believe in Fairies! Poof!


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10-27-08 04:19 PM
Roy is Offline
| ID: 73691 | 11 Words

Roy
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Looks rather awesome.
Be sure to post updates later on
Looks rather awesome.
Be sure to post updates later on
Vizzed Elite

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

wiredwabbits
Level: 54


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


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10-29-08 06:54 PM
BennyMD4123 is Offline
| ID: 73727 | 12 Words

BennyMD4123
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If you'd like, I could fix some of the graphics for ya.
If you'd like, I could fix some of the graphics for ya.
Vizzed Elite
<i><font color=


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10-29-08 07:26 PM
iBOCK is Offline
| ID: 73730 | 11 Words

iBOCK
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I hope this gets out soon looks very, very fun.
I hope this gets out soon looks very, very fun.
Vizzed Elite

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

wiredwabbits
Level: 54


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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!


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11-02-08 06:07 AM
anesthehero is Offline
| ID: 73757 | 6 Words

anesthehero
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Member

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

wiredwabbits
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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'

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11-04-08 02:23 PM
iBOCK is Offline
| ID: 73783 | 20 Words

iBOCK
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Is it hard to make games like this? I'd definitely try to make a fighting game if I could
Is it hard to make games like this? I'd definitely try to make a fighting game if I could
Vizzed Elite

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11-06-08 09:31 AM
anesthehero is Offline
| ID: 73820 | 17 Words

anesthehero
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Originally posted by wiredwabbits
Wow!
That site has a lot of stuff.
Thanks for the help


You're welcome
Originally posted by wiredwabbits
Wow!
That site has a lot of stuff.
Thanks for the help


You're welcome
Member

Affected by 'Laziness Syndrome'

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

wiredwabbits
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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: 2973 days
Last Active: 2973 days

(edited by wiredwabbits on 12-05-08 10:34 AM)    

01-09-09 01:51 PM
benza is Offline
| ID: 77430 | 10 Words

benza
Level: 25


POSTS: 3/110
POST EXP: 3779
LVL EXP: 86723
CP: 3.0
VIZ: 2594

Likes: 0  Dislikes: 0
Edit by DM: He wants you to add a ninja.
Edit by DM: He wants you to add a ninja.
Member

Affected by 'Laziness Syndrome'

Registered: 11-04-08
Location: virginia
Last Post: 5054 days
Last Active: 4658 days

(edited by Dragon master on 01-11-09 07:20 AM)    

01-09-09 04:28 PM
Ziggy is Offline
| ID: 77472 | 15 Words

Ziggy
Level: 128

POSTS: 1764/4617
POST EXP: 273240
LVL EXP: 24102095
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Likes: 0  Dislikes: 0
ok, this is getting really annoying. you just reposted wiredwabbits' post. this is a problem.
ok, this is getting really annoying. you just reposted wiredwabbits' post. this is a problem.
Trusted Member
affected by act like a newbie syndrome


Affected by 'Laziness Syndrome'

Registered: 02-26-08
Location: PA
Last Post: 5359 days
Last Active: 5359 days

01-10-09 12:34 AM
wiredwabbits is Offline
| ID: 77505 | 22 Words

wiredwabbits
Level: 54


POSTS: 106/635
POST EXP: 43836
LVL EXP: 1204533
CP: 18.8
VIZ: 18778

Likes: 0  Dislikes: 0
He just posted that he wanted me to put a ninja character or stage or something in the game. I don't understand???
He just posted that he wanted me to put a ninja character or stage or something in the game. I don't understand???
Vizzed Elite
I don't believe in Fairies! Poof!


Affected by 'Laziness Syndrome'

Registered: 10-19-08
Location: Pomeroy, Washington
Last Post: 2973 days
Last Active: 2973 days

(edited by wiredwabbits on 01-10-09 12:36 AM)    

01-10-09 06:57 PM
Ziggy is Offline
| ID: 77567 | 33 Words

Ziggy
Level: 128

POSTS: 1780/4617
POST EXP: 273240
LVL EXP: 24102095
CP: 60.5
VIZ: 46564

Likes: 0  Dislikes: 0
there was no reason to literally repost your post, though. all he did was waste space and not even post anything outside the quote so we don't even know what his point was
there was no reason to literally repost your post, though. all he did was waste space and not even post anything outside the quote so we don't even know what his point was
Trusted Member
affected by act like a newbie syndrome


Affected by 'Laziness Syndrome'

Registered: 02-26-08
Location: PA
Last Post: 5359 days
Last Active: 5359 days

05-07-09 10:30 AM
wiredwabbits is Offline
| ID: 88892 | 57 Words

wiredwabbits
Level: 54


POSTS: 365/635
POST EXP: 43836
LVL EXP: 1204533
CP: 18.8
VIZ: 18778

Likes: 0  Dislikes: 0
Hello everyone! I'm gonna start working on this game again and would love some suggestions for stages or characters. I'm also trying to figure out what I should use to make the game. I thought about the Action game maker coming out from the creators of RPG Maker but any suggestions for that would be nice to.
Hello everyone! I'm gonna start working on this game again and would love some suggestions for stages or characters. I'm also trying to figure out what I should use to make the game. I thought about the Action game maker coming out from the creators of RPG Maker but any suggestions for that would be nice to.
Vizzed Elite
I don't believe in Fairies! Poof!


Affected by 'Laziness Syndrome'

Registered: 10-19-08
Location: Pomeroy, Washington
Last Post: 2973 days
Last Active: 2973 days

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