While I kept the core simplistic design of the original, I wanted to correct what I considered to be some egregious errors as well as create all new health bars that look a lot more polished than the original, and take advantage of a lot of IKEMEN Go's additional features. This is a remaster of my MUGEN Generations screenpack, but for IKEMEN. I said I'd do it 4 months ago and I finally got around to it. If you have any problems just post here, or send me a PM if you want to keep your screenpack a secret until its release.Warning: This Screenpack only works with IKEMEN Go version 0.98.2 (possibly higher) set up with a 16:9 resolution! This is not designed to work on MUGEN. ![]() Using these 2 tutorials you should be able to create a new title screen for mugen. Just add trans = sub, trans = add or trans = add1 and check the results. By adding this you can decide if the whole sprite will be transparent or not. There is also a line you can add called trans. Mask.īy putting the line mask = 1 in the coding for each layer the colour you chose as your transparent colour when you added your sprite will not be shown. Width = 400, 1200 This section I don't have a firm understanding of yet, but increasing the numbers makes it move faster.Īs this is the bottom layer there is no need for one of the most important lines of coding in it. Start = 0, 145 The sprites start position. sff we had a quick look at in the last lesson. Spriteno = 5, 1 The sprite number in the. Type = parallax Parallax means the sprite will scroll across the screen, normal will mean a static, non moving sprite. Lets have a look at the most complicated layer here, It doesn't matter what they are called after the TitleBG bit but they need that at the start or it wont work properly. And I'm going to teach you as well.Įach of the sections is a separate layer. If you have ever made more than a very basic 1 layer stage then this section should make absolute sense to you. You should think about that because its the next section we will cover. See how easy that was? Mess about with the numbers, find something you like while thinking about how you want your background images to look. I will deal with sound in another part of the tutorial. You can delete this line if you don't want a box.Ĭ = 100,0 The sounds that will be made when changing your selection. = 1 Change to 0 if you don't want a box around your current selection. If you are using the default mugen fonts I suggest changing it to 12, 5. = 12, 8 This deals with how big the selection window is. For instance say you wanted Arcade mode to be called Hero mode you would change "ARCADE" to "HERO". = "ARCADE" Changing the words in the " " will change the names of the modes. The first number is the x axis (left and right), the second, the y axis (up and down) = 0, 13 How far apart the selections will appear. In this case it is a simple colour change. ![]() = 3,5,0 The font used when the menu selection is selected. You can change your fonts as I've shown in a previous tutorial. ![]() = 3,0,0 This tells mugen which font to use for the menu. Change the numbers to see the affects it has. Menu.pos = 159,158 This is where your menu will appear. So lets have a closer look at each section. It might look quite complicated at this point but there are only 2 different things that are possible to play with here, and neither has to be difficult. These are the sounds for cursor movement = 1 Set to 0 to disable default cursor display These parameters define the window in which the items are visible ![]() I have copy pasted the entire thing so you can see what it looks like. This part of the tutorial will be covering the coding in the f file concerning the title screen.
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