Friday, June 19, 2009

Create your select screen for mugen!

Before reading you should know how to put chars in your mugen!

Here you will learn to select their own screen for your mugen.
To begin you must open the file in the folder System.def mugen date of the notebook, where you look
writing "Character select definition" will be there you begin to modify:
Note: Remember to save the settings for each step reslizado!

-------------------------------------------------- -------------------------------------------------- ----------------

1 step-I put chars.

Look where it says:

[Select Info]
rows = 2
columns = 5
wrapping = 0, 1 let cursor to wrap around
pos = 90.170; Position to draw to
showemptyboxes = 0, 1 to show empty boxes
moveoveremptyboxes = 0, 1 to allow cursor to move over empty boxes
cell.size = 27.27, x, y size of each cell (in pixels)
cell.spacing = 2; Space between each cell
cell.bg.spr = 150.0; Note: Do not use animation for cells
cell.random.spr = 151.0; Icon for random select (do not use animation)
cell.random.switchtime = 4; Time to wait before changing to another random portrait

Change the lines:

rows = 2
columns = 5

To:

rows = X X = number of chars in each column
columns = Y Y = number of chars in each line

EX:

rows = 3
columns = 10

The mugen will multiply the 3 which is No. of chars in each column
for 10 which is the number of chars in each line. So will have a screen select 30 chars.
Then open the file in the folder also select.def date of mugen, find where you are writing
[Characters] and put down the maximum number that your screen will have to select "Kfm,"
(without quotation marks and the virgura)

EX: If your screenselect will have at most 40 chars you put 40 times
Kfm, but if you already have placed all the chars and put the Kfm,

Save the system.def and see how the game was running.

-------------------------------------------------- -------------------------------------------------- ----------------

2 step-size of the squares of the chars.

To correct the above error, open the file system.def and you should axar which is written:


random.move.snd.cancel = 0 * 2001.04.01 NEW * 1 to have random sound moves 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.offset = 0.0
portrait.scale = 1.1
title.offset = 159.13; title of Position (Arcade Mode, etc.)
title.font = 3,0,0; Font of title (-1 for none)


change the line:
portrait.scale = 1.1

to:

portrait.scale = X, XX = the size of the squares of the char has to be numerically equal
or point EX: .45 1.20

Save the system.def and see how the game was running.

-------------------------------------------------- -------------------------------------------------- ----------------

3-step adjusting the spaces between the squares.

This is simple enough you comesso back to the [Select Info] and find the line:

cell.size = 27.27 and change it to:

cell.size = X, YX = the space between the squares horizontally
Y = the space between the squares on the vertical

Save the system.def and see how the game was running.

-------------------------------------------------- -------------------------------------------------- ----------------

Step 4-What is the square of the chars.

Replace the [Select Info] and find the line pos = and change the numbers in front. EX:

This:

pos = 90.170

And change to:

pos = X, Y X = square horizontal
Y = vertical square

Save the system.def and see how the game was running.

-------------------------------------------------- -------------------------------------------------- ----------------

5-step picture of the char name and select the stage.

This is simple in the [Select Info] look where s writing:

; Stage select
stage.pos = 160.237
stage.active.font = 3,0,0
stage.active2.font = 3.2; Second font color for Blinking
stage.done.font = 3.0

E = line stage.pos change:

stage.pos = 160.237

to:

stage.pos = X, Y X = the horizontal Stageselect
Y = the vertical Stageselect

And the name and picture? look where it is written:

; Name
p1.name.offset = 10.162; position to put name
p1.name.font = 3,4,1; Set to -1 for the display
p2.name.offset = 309.162
p2.name.font = 3,1, -1

And where it says change:

p1.name.offset = 10.162
p2.name.offset = 309.162

to:

p1.name.offset = X, Y
p2.name.offset = X, Y

X = the name in the horizontal
Y = the name in vertical

NOTE: The Y must be equal in the 2

And for the photo, look where it is written:

, Big portraits
p1.face.offset = 18.13; position to put big portrait
p1.face.scale = 1.1
p1.face.facing = 1; * 2001.04.01 NEW *
p2.face.offset = 301.13
p2.face.scale = 1.1
p2.face.facing = -1

And change:

p1.face.offset = 18.13
p1.face.scale = 1.1
p2.face.offset = 301.13
p2.face.scale = 1.1

to:

p1.face.offset = X, Y
p1.face.scale = A, B
p2.face.offset = X, Y
p2.face.scale = A, B



X = the picture horizontally
Y = the picture vertically
A = Size of the picture horizontally
B = Size of the picture vertically

Note: the Y, B and A has to be equal in the 2

Save the system.def and see how the game was running.
-------------------------------------------------- -------------------------------------------------- ----------------

6 step-Removing the blue background and the square around the chars

Now look where it is written:

[SelectBG 1]; Dark box
type = normal
spriteno = 100.1
layerno = 0
start = 0, 166
delta = 0.0
tile = 1.0
trans = sub
window = 85.0, 235.239
velocity = -1, 0

and delete all save the system.def it there and see how the game was execultando.

And the square? look where s written in [Select Info]:

cell.bg.spr = 150.0

And replace the 150 by 130 and save the system.def and see how the game was running.

-------------------------------------------------- -------------------------------------------------- ----------------

Run the game and see how it was otherwise back steps to get your way!

1 comment:

  1. http://fgy299-freebiesforyouandme.blogspot.com/

    ReplyDelete