Mugen how to add stages
Mugen how to add stages
A Brief Introduction To Backgrounds
M.U.G.E.N, Elecbyte (c)1999-2009
Updated 19 September 2009
Introduction
The most obvious use for backgrounds in M.U.G.E.N is for what you see behind characters during a fight (referred to as a «stage background»). In addition, backgrounds are used almost everywhere else in M.U.G.E.N, from what you see on the title screen, to the versus screen display, storyboard cutscenes and more. These are called «system backgrounds.»
Stage backgrounds are the backgrounds in stage data files, such as stages/kfm.def. System backgrounds are found in data/system.def. In this tutorial, we are going to cover how to make a stage background, and we will see how to apply the same procedure to making a system background.
What you need to know
This document assumes that you are already familiar with how to create SFF files. To make animated backgrounds, you need know about AIR files. You can go through the first couple of our character tutorials to pick up the basics.
What makes a background?
A background in M.U.G.E.N consists of the following elements:
Getting started
The first thing to decide is the coordinate space you want to use for the background. This affects the resolution of the sprites you need to make. Set the localcoord parameter in the [StageInfo] group to one of «320,240», «640,480», «1280,720» or «1920,1080».
The simplest kind of stage will simply have a single element in the background. An element is usually a sprite or animation. Here we’ll start by putting sprite into the stage. Suppose you have a single image file which you want to use as a background picture. Create a file named stage1.sff in the stages/ directory, with this image as sprite 0,0. Place the axis on the center of the bottom edge of the image. Now copy data/stage0.def to data/stage1.def and open stage1.def up in a text editor.
In the [Info] group, you can customize the name of the stage. Stage names should be enclosed in double quotes.
To get the stage up and running as quickly as possible, simply go to the [BGDef] group. Change the spr parameter to point to stage1.sff, and set debugbg to 1. Now go to the [BG 0] group. Make sure the type parameter is set to normal (since this is not a parallaxing background element). Make sure the spriteno parameter is set to 0,0. Set the layerno to 0 to prevent the background from being drawn in front of the characters. Finally, set the start parameter to the desired starting location of the background. The coordinates are measured from the center of the bottom edge of the screen. If you placed the axis for sprite 0,0 in the bottom center as suggested, then you can just set start = 0, 0.
There are other parameters that can be set for this BG element. The comments you see in stage1.def give a description of the parameters’ functions. Here are the ones you will commonly use:
delta = xdelta, ydelta
xdelta and ydelta are scaling factors: for each pixel the camera moves horizontally, the background element will move xdelta pixels, etc. If you only have a single background image, you will generally want to set delta to 1, 1. Using smaller deltas for the rear background elements can create the illusion of depth when you have multiple elements.
trans = none, add, add1 or sub
Controls the transparency of the background element.
mask = 0 or 1
If you have multiple elements, set mask = 1 on the foreground elements to prevent drawing color 0 for them. If masking is not necessary, then make sure to set mask = 0.
Unless you are using a small image which you want to tile to fill up the whole background, you should set tile to 0,0.
Your [BG 0] section will look similar to the following (shown without comments):
Finally, delete or comment out the [BG 1] block, since we don’t have any other background elements.
Setting up stage parameters
Try walking and jumping around. Depending on the dimensions of sprite 0,0, you may not be able to see all of the background, or you may end up scrolling past the edge of the background and seeing a solid magenta color (the result of setting debugbg = 1). To fix this problem, and to further customize the stage, you can adjust the parameters listed below.
You can leave the verticalfollow, floortension, and tension parameters alone for now. These are used to tweak camera behavior according to the comments in stage0.def.
The [PlayerInfo] and [Scaling] groups can also be left alone for now.
The [Bound] group contains the parameters screenleft and screenright, which control how much a character can protrude off the edge of the screen. These parameters are typically set to about 15.
The [StageInfo] group contains the zoffset, autoturn, and resetBG parameters. zoffset determines the ground level of the stage. It is measured in pixels from the top of the screen when the camera is in its starting position. You should adjust this value to make sure the players actually stand on the ground level of your image. The autoturn parameter makes players turn around to face each other if necessary, and should be left at 1. The resetBG parameter, if set to 1, resets stage animations and background controllers to their initial states. Since we won’t be using animations or background controllers in this example, you can leave resetBG alone.
The [Shadow] group determines how player shadows are displayed on the stage. Player shadows are just vertically scaled copies of the player sprites. The yscale parameter controls the scaling factor (where 1 means no scaling). The intensity parameter can be set like this: intensity = I where I is the darkness of the shadow (ranging between 0 and 256). The higher the number, the darker the shadow.
The [Reflection] group lets you control show shiny the floor looks. The intensity parameter is how visible the reflection is (ranging from 0 to 256). The higher the number, the greater the reflection.
Once your BG is working, be sure to turn debugbg back off.
Adding more elements
To add another background element, simply copy and paste the [BG 0] group, rename the group appropriately, then set up the parameters for the new element. Remember to keep in mind that elements are drawn from back to front in the order that they appear in the background file.
The following example has two elements, BG Sky and BG Floor. BG Sky is drawn behind BG Floor and has a smaller delta value to make it appear as if it is far away.
Animated elements
Animated background elements have a syntax similar to normal ones. The «type» parameter is «anim» instead of «normal», and you use the «actionno» parameter instead of the «spriteno» parameter. Animated BGs are always masked (meaning that color 0 of the sprites is the transparent color), and must have the animation action in the same file.
Parallax elements
A parallax BG elements can be used to create a 3-dimensional effect. The basic workings of a parallax element is similar to that of a normal (sprite) element, except that a parallax element has the added ability to skew horizontally as the camera moves.
To imagine how it works, we’ll take the example of a flat floor sprite. Imagine that as the camera moves left slowly, the top part of the floor scrolls right on the screen at the same pace (delta=1). Now let’s say the bottom part of the floor scrolls along at double the speed (delta=2), skewing the floor sprite as it moves. This creates a 3D-looking effect, using 2D sprites!
Here’s a clip out of stages/kfm.def (KFM’s sample stage in M.U.G.E.N)
There are two optional parameters: «yscalestart» and «yscaledelta». These create the vertical portion of the 3D illusion. yscalestart is a percentage that represents the starting vertical scale factor when the camera’s y-position (call it camera-y) is at ground-level. yscaledelta is the amount to add to the scale factor for every camera unit the camera moves up. In the example above, if the camera moves up by one unit, the scale factor will 101.2%, and if it moves up another unit, the scale will be 102.4% and so on. You can try various values of yscalestart and yscaledelta in kfm.def to see the effect.
When designing the sprite for a parallax element, you generally want to keep the perspective such that projected width at the top and bottom of the sprite correspond to the ratio of the two values in the «xscale» parameter. As an example, you can take a look at work/stages/kfm/floor0.pcx (all of KFM’s stage work files are in work/stages/kfm/).
System backgrounds
System backgrounds are simply stage backgrounds without any delta values (the camera is assumed to be in a fixed position). That’s all there is to it! data/system.def has several backgrounds that can be changed. It’s good to play with these to get familiar with how backgrounds work.
Where to go from here
Be sure to read up Background / Stage docs for the full documentation on backgrounds. There are many additional parameters you can use to make your stages and backgrounds look better. Learn to use background controllers to make more complex animations. What you learn about backgrounds can be applied to storyboards as well.
How to add stages
Adding stages to a mugen game is fairly simple and follows a two step process.
Contents
Stage Files
Each stage includes 3 files:
These first 2 files are kept in the stages folder while the third file is usually kept in the sound folder. The author of a stage can change these general parameters through the stagename.def.
Select.def
There are two ways to add stage files to your mugen game place.
Character Assigned Stages
A stage can be assigned to each character. For example the stage baxter.def below is assigned to the character Human Troch.
This stage will now show up as a selectable stage in versus modes. Additional code can also be used to determine the use of the stage and the arcaded order of the character.
Through the use of this additional code you can make the stage unselectbale in the versus game play screen.
Extra Stages
At the bottom of the select.def is a section labeled [ExtraStages] where stages not assigned to a specific character can be placed in order to be selected in the versus modes. These do not require a character name to precede the code so the code would look be as follows:
Often programmers will decide to make all the character stages set as includestage=0 so they can insert the stage again in the [ExtraStage] section of the file and arrange the order of apperance as prefered.
M.U.G.E.N Elecbyte
Hobbies & Interests
A group for all the Mugen fans, and 2D fighting game fans.
Tutorial in how to add music to your Mugen stages.
This is for Winmugen only.
Mugen 1.00 users, this tut provably will not for you guys.
Part 1:
Assigning the song
Place your song in the Mugen/Sound folder, and follow these steps.
Someone wrote: [Music]
bgmusic = sound/Rollin.mp3
bgvolume = 255
Notes:
Now that you have assigned a song to the stage, you can now proceed to assign them to the character.
Go to the select.def file, which is under the data folder.
Make sure it is the select.def you’re currently using, and not a backup, or one that you may be using for another screenpack.
Under the [characters] section and after the character name, add the following line, like so:
Character, stages/stagename.def
. and that’s it.
Another method that I sometimes find, that if you re-adjust the sound acceleration on your computer, sometimes solves the problem. So try that too.
Important:
One other thing you should check for is that if the music stops playing once it’s finished, and wont repeat, go to the stage.def and look for the line:
Set the resetBg to 1 so the song replays and never stops.
[Tutorial] Ultimate Mugen Beginner’s Guide (How To Add Characters, Stages, And More)
Mugen Archive HD 29:48
Описание
If you like this tutorial, share it with your newbie friends. 😀
More video tutorials — https://www.youtube.com/playlist?list=PLfXsvDj_GKwpYYn2Kf3aYxoP7dTtXUQ_w
Steps covered :
Download MUGEN
Install and configure MUGEN (this part is VERY IMPORTANT, do not skip)
How to add characters
How to add stages
How to install a screenpack
How to install a lifebar
Most recent channel videos:
More channel videos:
Video | Views | Date | |
---|---|---|---|
Shadow Diavolo (Amarimono) | 2 712 | 01.04.2019 | |
Shadow Diavolo by Amarimono Did you even ask for permission to use someone else’s characters? | |||
Mugen Crazy Characters : Cornflakes Sagat | 2 653 | 01.04.2019 | |
Cornflakes Sagat by Master Gouken | |||
Mugen Tenshinhan Z2 | 6 081 | 24.12.2018 | |
TenShinHan by Team Z2 |
Useful links from this video
Description | External Link |
---|---|
DL MUGEN v1.1 | https://mugenarchive.com/forums/downloads.php?do=file&id=5283—official-mugen-1-1-beta-1-elecbyte |
DL VSelect | https://mugenarchive.com/forums/downloads.php?do=file&id=6860-vselect-tunglashor |
FAQs & Guides | https://mugenarchive.com/forums/faq.php |
Поделиться с друзьями:
Добавить временную метку
Фото обложки и кадры из видео
[Tutorial] Ultimate Mugen Beginner’s Guide (How To Add Characters, Stages, And More), Mugen Archive
Аналитика просмотров видео на канале Mugen Archive
Гистограмма просмотров видео «[Tutorial] Ultimate Mugen Beginner’s Guide (How To Add Characters, Stages, And More)» в сравнении с последними загруженными видео.
Подписывайтесь на наш Telegram канал! @thewikihow открыть Мониторим видео тренды 24/7
M.U.G.E.N Elecbyte
Hobbies & Interests
A group for all the Mugen fans, and 2D fighting game fans.
Yu-Gi-Oh! Duelists of the roses cheats
I finally found the cheat codes for all decks to cost 1 DC in Yugs Duelists o’ Roses. These codes are for use with an Xploder V4 device.
yu-gi-oh! duelists of the roses cheats
How to add screenpacks to MUGEN 1.0
This is a tutorial on how to add screenpacks to MUGEN 1.0, a new version released by Elecbyte.
how to add screenpacks to mugen 1.0
How to add music for Game Over screen in Mugen
Tutorial in how to add music for the «game over» screen in Mugen.
how to add music for game over screen in mugen
How to fix the music stopping in WinMugen
Some characters make the music stop when they initiate the wining state (pose), and some stages also make the music stop or skip. I will show you how.
how to fix the music stopping in winmugen
How to add a Screenpack to WinMugen
This is the quickest, easiest way to add a Screenpack to Mugen.
how to add a screenpack to winmugen
How to add more character slots in your select screen of Mugen
I will show you how to add more character slots in the select screen. Note that this may not work on mugen 1.0 version.
how to add more character slots in your select screen of mugen
How to change the main menu/character select screen music in WinMugen
In this tutorial I will show you how to change the music in the main menu, character select screen and versus screen.
how to change the main menu/character select screen music in winmugen
How to add/change character’s colours (Palettes) for WinMugen
In this tutorial, I will show you how to add more colour palettes to your characters, or replacing existing ones.
how to add/change character’s colours (palettes) for winmugen
How to change on-screen fonts (Lettering) in WinMugen
In this tutorial, I will show you how to change fonts, such as character’s name, Combo meter, Fight anouncement, etc.
how to change on-screen fonts (lettering) in winmugen
How to make a stage for WinMugen
In this tutorial, I will show you the easiest way to make your own stages for Mugen
how to make a stage for winmugen
How to Remap in WinMugen
Easiest way to assign the same button layout on a gamepad for all your characters.
how to remap in winmugen
How to add characters to WinMugen
This is one of the simplest things to do, but takes quite a bit due to the amount of settings required.
how to add characters to winmugen
How to assign a song to a stage or character in WinMugen
Tutorial in how to add music to your Mugen stages.
how to assign a song to a stage or character in winmugen
How to assign a stage to a character in WinMugen
This is one of the easiest things to do in mugen. It’s easy as 1,2,3.
how to assign a stage to a character in winmugen
How to set character’s order of appearence in WinMugen
Quick and simplified way to set your character’s order of appearence in Mugen.
how to set character’s order of appearence in winmugen
How to add stages to WinMugen
A quick tutorial in how to add stages to Mugen, and assign them to characters. the easy way.
how to add stages to winmugen
No tutorials were found matching the criteria specified. We suggest you try the tutorial list with no filter applied, to browse all available. Post tutorial and help us achieve our mission of showcasing the best content from all developers. Join now to share your own content, we welcome creators and consumers alike and look forward to your comments.