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wiredwabbits
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
| ID: 73534 | 116 Words
wiredwabbits
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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. 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
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I don't believe in Fairies! Poof! |
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10-22-08 03:32 PM
iBOCK is Offline
| ID: 73577 | 21 Words
| 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 |
Vizzed Elite
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10-22-08 04:05 PM
wiredwabbits is Offline
| ID: 73586 | 10 Words
| ID: 73586 | 10 Words
wiredwabbits
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I got the graphics from friends. Thanks for the compliment. |
Vizzed Elite
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I don't believe in Fairies! Poof! |
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10-22-08 06:03 PM
iBOCK is Offline
| ID: 73592 | 7 Words
| ID: 73592 | 7 Words
iBOCK
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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
| ID: 73593 | 37 Words
wiredwabbits
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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. |
Vizzed Elite
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I don't believe in Fairies! Poof! |
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10-27-08 04:19 PM
Roy is Offline
| ID: 73691 | 11 Words
| ID: 73691 | 11 Words
Roy
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Looks rather awesome.
Be sure to post updates later on 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
| ID: 73726 | 4 Words
wiredwabbits
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I will post updates. |
Vizzed Elite
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I don't believe in Fairies! Poof! |
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10-29-08 06:54 PM
BennyMD4123 is Offline
| ID: 73727 | 12 Words
| ID: 73727 | 12 Words
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If you'd like, I could fix some of the graphics for ya. |
Vizzed Elite
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<i><font color= |
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10-29-08 07:26 PM
iBOCK is Offline
| ID: 73730 | 11 Words
| ID: 73730 | 11 Words
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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
| ID: 73750 | 131 Words
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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 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
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I don't believe in Fairies! Poof! |
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11-02-08 06:07 AM
anesthehero is Offline
| ID: 73757 | 6 Words
| ID: 73757 | 6 Words
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perhaps this could help :
http://www.mugenguild.com/forumx/index.php http://www.mugenguild.com/forumx/index.php |
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11-03-08 10:21 PM
wiredwabbits is Offline
| ID: 73771 | 12 Words
| ID: 73771 | 12 Words
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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
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I don't believe in Fairies! Poof! |
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11-04-08 02:23 PM
iBOCK is Offline
| ID: 73783 | 20 Words
| ID: 73783 | 20 Words
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Is it hard to make games like this? I'd definitely try to make a fighting game if I could |
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11-06-08 09:31 AM
anesthehero is Offline
| ID: 73820 | 17 Words
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Originally posted by wiredwabbits You're welcome Originally posted by wiredwabbits You're welcome |
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11-10-08 08:47 PM
wiredwabbits is Offline
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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. 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
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Registered: 10-19-08
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I don't believe in Fairies! Poof! |
Affected by 'Laziness Syndrome'
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(edited by wiredwabbits on 12-05-08 10:34 AM)
01-09-09 01:51 PM
benza is Offline
| ID: 77430 | 10 Words
| ID: 77430 | 10 Words
Edit by DM: He wants you to add a ninja. |
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Affected by 'Laziness Syndrome'
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(edited by Dragon master on 01-11-09 07:20 AM)
01-09-09 04:28 PM
Ziggy is Offline
| ID: 77472 | 15 Words
| ID: 77472 | 15 Words
Ziggy
Level: 128
POSTS: 1764/4617
POST EXP: 273240
LVL EXP: 24120569
CP: 60.5
VIZ: 46564
POSTS: 1764/4617
POST EXP: 273240
LVL EXP: 24120569
CP: 60.5
VIZ: 46564
Likes: 0 Dislikes: 0
ok, this is getting really annoying. you just reposted wiredwabbits' post. this is a problem. |
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Registered: 02-26-08
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affected by act like a newbie syndrome |
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01-10-09 12:34 AM
wiredwabbits is Offline
| ID: 77505 | 22 Words
| ID: 77505 | 22 Words
wiredwabbits
Level: 54
POSTS: 106/635
POST EXP: 43836
LVL EXP: 1205495
CP: 18.8
VIZ: 18778
POSTS: 106/635
POST EXP: 43836
LVL EXP: 1205495
CP: 18.8
VIZ: 18778
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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
Affected by 'Laziness Syndrome'
Registered: 10-19-08
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I don't believe in Fairies! Poof! |
Affected by 'Laziness Syndrome'
Registered: 10-19-08
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(edited by wiredwabbits on 01-10-09 12:36 AM)
01-10-09 06:57 PM
Ziggy is Offline
| ID: 77567 | 33 Words
| ID: 77567 | 33 Words
Ziggy
Level: 128
POSTS: 1780/4617
POST EXP: 273240
LVL EXP: 24120569
CP: 60.5
VIZ: 46564
POSTS: 1780/4617
POST EXP: 273240
LVL EXP: 24120569
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 |
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affected by act like a newbie syndrome |
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05-07-09 10:30 AM
wiredwabbits is Offline
| ID: 88892 | 57 Words
| ID: 88892 | 57 Words
wiredwabbits
Level: 54
POSTS: 365/635
POST EXP: 43836
LVL EXP: 1205495
CP: 18.8
VIZ: 18778
POSTS: 365/635
POST EXP: 43836
LVL EXP: 1205495
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. |
Vizzed Elite
Affected by 'Laziness Syndrome'
Registered: 10-19-08
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I don't believe in Fairies! Poof! |
Affected by 'Laziness Syndrome'
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Location: Pomeroy, Washington
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