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Posts posted by abls1
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1280x720
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I'm editing a life bar and everything is going fine except the energy bar has gotten shorter even after I scaled up/made larger.
some other details
[FightFx]scale = 2;-----------------------------------------------------------[Lifebar];Player 1p1.pos = 320,240p1.bg0.anim = 10p1.bg1.spr = 300,0p1.bg2.spr = 307,0p1.bg2.layerno = 1p1.mid.spr = 303,0p1.front.spr = 301,0p1.range.x = -50,-245 -
so how do i add it to mugen 1.0 I'm confused
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I want to know how do i add new palettes to a character! there a lot sprite edits out there but ,nobody is saying how thy implement to a character.
Thanks for reading this.
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issue solved with background size solved
On the info I was missing " [ " so it was defaulting at 320x240
incorrect
Info]localcoord = 1024,768correct[info]localcoord = 1024,768I will post here my solution to issue i was having with the transparency once i can explain properly. -
ok thanks man.. I found how to configure it by looking into other screen packs. now i will just add simple animations
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Where do i place this animation in the system or fight files.. I thought you have also have to enable animation for rounds numbers?
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I want to be able to use animated rounds 1-9 by using artwork but i do not know where to add! also do i need to create a separate sff file? Also can i animate the regular font, like scrolling to left,right up or down?
Thanks
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I want to create something similar to this marvel intro
http://youtu.be/nGEuKkMCzdc
Can it be created with mugen title effects?Please suggest
Thanks
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Ok got it.. I see how to keep the background still for a couple of seconds! by adjusting the timing looks more realistic now
Thanks for your help
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found this code
500,0, 0,0, 3500,0, 10,0, 3500,0, 0,10, 3500,0, -10,0, 3But i need to be able to stop the loop for x.seconds then start over finish and pause I want to simulate a bomb dropped so i dont want it to loop to frequent. Please help me with this code.Thanks -
Does anyone knows how to make shake animations? i'm looking to shake the screen periodically or after a certain amount on seconds. This will be used for a screenpack
Thanks
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ok this scaling worked..Does scaling fonts also work for ttf? I'm not using .fnt
You say there is some hidden code in mugen can you post the ones you know about of for future reference?
Thanks
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Is there away to scale up/down the lifebar image.. I have not seen anywhere in the fight.def file
Thanks
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Borewood2013 and to all in this forum
Use the proelium screen pack at your own risk! We are not responsible for shock, lack of sleep, or gas coming from you while using this screen pack
You all been warned
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Number of slots is not final since i have not see how all of the small portraits look in the screen yet!
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I will fix that to keep Ryu's real name a secret...
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slots will be 160
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This screen pack is an edited version of Human's Proelium screen packhere is some screenshots & new wip videowinner screengameovertitleoptionsversus: Updated v2character selectloadingthis screen pack featuresmugen 1.11280x768orchestrated music & rock musicnew female announcersome animationportrait thread already started in anticipation see it in linkany updates will be posted on 1st post! I'm not an expert so i might need some help as i go.Thanks
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Ok... I did it! I broke the loading screen and nothing shows I will delete it and start over with a new sff and loading.def files, will post my config shortly after.
Good eye! my resolution for the loading screen is 320x240! I've tried using larger sizes but for loading screen and game over screen those get over scaled in mugen 1.1 so the look too big. too bad since i wanted to use some good artwork and scaling it down to 320x,240 to be scaled back up to my 1024,768 messed the artwork up
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The first image shows what's currently is happening so if i sent you another one its just the same, I will review my config and see if i can make the 2nd layer show up
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I cannot show you a screenshot of the error since now layer 2 do not show up but here is my messy loading screen configuration.
Info]localcoord = 1024,768[sceneDef]spr = loading.sffstartscene = 0;---------Blank Sceen[scene 0];clearcolor = 0,0,0end.time =3;---------Loading[scene 1]clearcolor = 0,0,0bg.name = Scene1bgfadeout.time = 9fadeout.col = 0,0,0end.time = 91000bgm = Pacific Rim- Main Theme (Sped Up).mp3bgm.loop = 25[scene1bgDef][scene1bg 0] ;loading background mainclearcolor = 0,0,0type = normalspriteno = 1,0layerno = 1width = 1024,768start = 0, 0;tile = 0,0trans=addmask=1;Scene1bg 1] ;loading backgroundclearcolor = 0,0,0type = normalspriteno = 1,1layerno = 1width = 2235,140start = 0, 0;tile = 1,0;trans=add;mask=1please check this code so i can learn to display two layer correctly then we move on to transparencies -
no i have not tried mve as a separate image! but why should it matter since the black is the part that should be transparent not the rest of the image
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lifebar problems
in [ MUGEN CODING HELP ]
Posted
sorry i do not understand the lingo!!! could you please point from the numbers I posted?