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BlueMugen 640x480 for Mugen 1.1 and 1.0

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11.0/older HR SP BlueMugen 640x480 for Mugen 1.1 and 1.0 on Thu Jul 07, 2016 8:32 am

OldGamer






Download
http://www.mediafire.com/download/alvk4v76ixdn5c4/BlueMugen+1.0+%26+1.1.rar

Update for 7/3/2016
Bluemugen is now complete with everything
its have intros
its have game over
its have a logo
its have its own life bars
and its own ending credits all in one package the screen pack come with 153,204, and 419 slots
enjoy the awesome package deal

Also Blue Mugen is Open sources
Open Resources Blue Mugen How to Edit your own BlueMugen Roster with Vselect :D

Open Resources Blue Mugen Folder Located here
http://www.mediafire.com/download/45r9a6b4div8rig/Bluemugen+sp+sprite+open+souces.rar


Start making your own roster with all the resources you need and show them to your friend and share with the mugen community very simple not very hard just bit of adjustment and editing the way you wanted by using gimp and normal Microsoft paint and Fighter Factory for your computer :)

after you are done editing your own roster. You can Start to share the setting and your edit stuff here to everyone :)

The Tools you need
VSelect
http://tunglashor.webnode.com/products/vselect/

Fighter Factory 3.0.2 x64 64 bit version
http://www.mediafire.com/download/v2zocbkp6jhme0w/ff3x64.rar

Fighter Factory 3.0.2 x86 32 bit version
http://www.mediafire.com/download/9ulms5lqs8njxp2/ff3x86.rar

Mugen Builds
Mugen 1.0 stable version
http://www.mediafire.com/download/po6379wkm3960l4/mugen100.zip

Mugen 1.1b
http://www.mediafire.com/download/zzqzfd3m4msfv1r/mugen-1_1b1.zip

Gimp Download
https://www.gimp.org/downloads/

here a exsample code if you want to show off your edit
well that the general idea on how you want to share and show everyone your edit to everyone. Just be sure to resize the blue mugen cursor animation sprite and also the random box sprite for your edit blue mugen :D
Spoiler:

shadow grid 153


sprite grid 153


Setting Code for 153
Code:

[Select Info]
cursor.move.snd = 100,0
cursor.done.snd = 100,1
cancel.snd = 100,2
fadein.time = 10
fadeout.time = 10
; *** NOTICE ***
; Are you trying to add more rows or columns?
; As of MUGEN 1.0, the default motif is defined in data/mugen1/system.def.
; You can also edit mugen.cfg to select the "big" motif.
rows = 12
columns = 19
wrapping = 1            ;1 to let cursor wrap around
pos = 18,51  ;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 = 5  ;Space between each cell
cell.bg.spr =      ;Note: Don't use animation for cells
cell.random.spr = 506,0 ;Icon for random select (don't use animation)
cell.random.switchtime = 4;Time to wait before changing to another random portrait
p1.cursor.startcell = 0,4
p1.cursor.active.anim = 505
p1.cursor.done.anim = 508
p1.cursor.move.snd = 100,0
p1.cursor.done.snd = 100,1
p1.random.move.snd = 100,0
p2.cursor.startcell = 0,14
p2.cursor.active.anim = 507
p2.cursor.done.anim = 509
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
random.move.snd.cancel = 0;1 to have random move sound cancel itself when played repeatedly
stage.move.snd = 100,0
stage.done.snd = 100,1
cancel.snd = 100,2
portrait.spr = 9000,0    ;Do not change from 9000,0
portrait.offset = 0,0
portrait.scale = .53,.53
title.offset = 320,247 ;Position of title (Arcade Mode, etc)
title.font = 4,0,0, 0,150,255      ;Font of title (-1 for none)
;Big portraits
p1.face.spr = 9000,1      ;Do not change from 9000,1
p1.face.offset = 7,44  ;Position to put big portrait
p1.face.scale = .5,.5
p1.face.facing = 1
p2.face.spr = 9000,1
p2.face.offset = 632,44
p2.face.scale = .5,.5
p2.face.facing = -1
;Name
p1.name.offset = 10,202 ;Position to put name
p1.name.font = 3,0,1, 0,150,255    ;Set to -1 for no display
p2.name.offset = 517,202
p2.name.font = 3,0,1, 0,150,255
;Stage select
stage.pos = 320,471
stage.active.font = 4,0,0, 140,140,255
stage.active2.font = 4,0,0, 0,140,255  ;Second font color for blinking
stage.done.font = 4,0,0, 160,160,255
;Team menu
teammenu.move.wrapping = 1
p1.teammenu.pos = 20, 80
p1.teammenu.bg.spr = 193,0
p1.teammenu.selftitle.font = 6,0,1, 0,210,255
p1.teammenu.selftitle.text = TeamMode
p1.teammenu.enemytitle.font = 6,0,1, 0,210,255
p1.teammenu.enemytitle.text = TeamMode
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 = 0,15
p1.teammenu.item.font = 6,0, 1
p1.teammenu.item.active.font = 6,0,1, 0,210,255
p1.teammenu.item.active2.font = 6,0,1, 0,210,255
p1.teammenu.item.cursor.offset = -10, 0
p1.teammenu.item.cursor.anim = 180
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 team
p2.teammenu.pos = 620, 80
p2.teammenu.bg.spr = 194,0
p2.teammenu.selftitle.font =  6,0,-1, 128,0,255
p2.teammenu.selftitle.text = TeamMode
p2.teammenu.enemytitle.font =  6,0,-1, 128,0,255
p2.teammenu.enemytitle.text = TeamMode
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 = 0,15
p2.teammenu.item.font = 6,0, -1
p2.teammenu.item.active.font =  6,0,-1, 128,0,255
p2.teammenu.item.active2.font =  6,0,-1, 128,0,255
p2.teammenu.item.cursor.offset = 10, 0
p2.teammenu.item.cursor.anim = 190
p2.teammenu.value.icon.offset = -60,1
p2.teammenu.value.icon.spr = 191,0
p2.teammenu.value.empty.icon.offset = -60,1
p2.teammenu.value.empty.icon.spr = 192,0
p2.teammenu.value.spacing = -6,0

;-----------------------
;Character select screen background
[SelectBGdef]
;spr = graphics/selectbg.sff  ;Filename of sprite data

[SelectBG 0]
type  = anime
actionno = 501
layerno = 0
start = 0,0
mask=1

[SelectBG 0]
type  = normal
spriteno = 502,0
layerno = 0
start = 0,0
mask = 1

[Begin Action 501]
501,0, 0,0, 1, , S

shadow grid 204


Sprite grid 204


Setting code for 204
Code:
;Character select definition
[Select Info]
cursor.move.snd = 100,0
cursor.done.snd = 100,1
cancel.snd = 100,2
fadein.time = 10
fadeout.time = 10
; *** NOTICE ***
; Are you trying to add more rows or columns?
; As of MUGEN 1.0, the default motif is defined in data/mugen1/system.def.
; You can also edit mugen.cfg to select the "big" motif.
rows = 13
columns = 20
wrapping = 1            ;1 to let cursor wrap around
pos = 23,48  ;Position to draw to
showemptyboxes = 0        ;1 to show empty boxes
moveoveremptyboxes = 0    ;1 to allow cursor to move over empty boxes
cell.size = 25,25        ;x,y size of each cell (in pixels)
cell.spacing = 5    ;Space between each cell
cell.bg.spr =      ;Note: Don't use animation for cells
cell.random.spr = 150,0  ;Icon for random select (don't use animation)
cell.random.switchtime = 4;Time to wait before changing to another random portrait
p1.cursor.startcell = 0,4
p1.cursor.active.anim = 160
p1.cursor.done.anim = 161
p1.cursor.move.snd = 100,0
p1.cursor.done.snd = 100,1
p1.random.move.snd = 100,0
p2.cursor.startcell = 0,15
p2.cursor.active.anim = 170
p2.cursor.done.anim = 171
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
random.move.snd.cancel = 0;1 to have random move sound cancel itself when played repeatedly
stage.move.snd = 100,0
stage.done.snd = 100,1
cancel.snd = 100,2
portrait.spr = 9000,0    ;Do not change from 9000,0
portrait.offset = 0,0
portrait.scale = .5,.5
title.offset = 320,232  ;Position of title (Arcade Mode, etc)
title.font = 4,0,0, 0,150,255      ;Font of title (-1 for none)
;Big portraits
p1.face.spr = 9000,1      ;Do not change from 9000,1
p1.face.offset = 7,44  ;Position to put big portrait
p1.face.scale = .5,.5
p1.face.facing = 1
p2.face.spr = 9000,1
p2.face.offset = 632,44
p2.face.scale = .5,.5
p2.face.facing = -1
;Name
p1.name.offset = 10,202 ;Position to put name
p1.name.font = 3,0,1, 0,150,255    ;Set to -1 for no display
p2.name.offset = 517,202
p2.name.font = 3,0,1, 0,150,255 
;Stage select
stage.pos = 320,466
stage.active.font = 4,0,0, 140,140,255
stage.active2.font = 4,0,0, 0,140,255  ;Second font color for blinking
stage.done.font = 4,0,0, 160,160,255
;Team menu
teammenu.move.wrapping = 1
p1.teammenu.pos = 20, 80
p1.teammenu.bg.spr = 193,0
p1.teammenu.selftitle.font = 6,0,1, 0,210,255
p1.teammenu.selftitle.text = TeamMode
p1.teammenu.enemytitle.font = 6,0,1, 0,210,255
p1.teammenu.enemytitle.text = TeamMode
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 = 0,15
p1.teammenu.item.font = 6,0, 1
p1.teammenu.item.active.font = 6,0,1, 0,210,255
p1.teammenu.item.active2.font = 6,0,1, 0,210,255
p1.teammenu.item.cursor.offset = -10, 0
p1.teammenu.item.cursor.anim = 180
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 team
p2.teammenu.pos = 620, 80
p2.teammenu.bg.spr = 194,0
p2.teammenu.selftitle.font =  6,0,-1, 128,0,255
p2.teammenu.selftitle.text = TeamMode
p2.teammenu.enemytitle.font =  6,0,-1, 128,0,255
p2.teammenu.enemytitle.text = TeamMode
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 = 0,15
p2.teammenu.item.font = 6,0, -1
p2.teammenu.item.active.font =  6,0,-1, 128,0,255
p2.teammenu.item.active2.font =  6,0,-1, 128,0,255
p2.teammenu.item.cursor.offset = 10, 0
p2.teammenu.item.cursor.anim = 190
p2.teammenu.value.icon.offset = -60,1
p2.teammenu.value.icon.spr = 191,0
p2.teammenu.value.empty.icon.offset = -60,1
p2.teammenu.value.empty.icon.spr = 192,0
p2.teammenu.value.spacing = -6,0
;Sounds

;-----------------------
;Character select screen background
[SelectBGdef]
;spr = graphics/selectbg.sff  ;Filename of sprite data

[SelectBG 0]
type  = anime
actionno = 400
layerno = 0
start = 0,0
mask=1

[SelectBG 0]
type  = normal
spriteno = 401,0
layerno = 0
start = 0,0
mask = 1

[Begin Action 400]
400,1, 0,0, 1, , S


21.0/older HR SP Re: BlueMugen 640x480 for Mugen 1.1 and 1.0 on Sat Jul 09, 2016 11:13 am

Phant0mD

avatar


original design, mugen 1.1 compatibility, sleek sex graphics, and even tutorials on how to use for beginners! this is exactly what newagemugen is all about!! Fantastic work oldgamer, another great piece of mugen goodness from a great creator. Keep up the good work!


________________________________________________________________________________________________________________________________________________________________________
http://www.negative-edge.net

31.0/older HR SP Re: BlueMugen 640x480 for Mugen 1.1 and 1.0 on Sat Jul 23, 2016 7:41 pm

OldGamer




@Phant0mD wrote:original design, mugen 1.1 compatibility, sleek sex graphics, and even tutorials on how to use for beginners! this is exactly what newagemugen is all about!! Fantastic work oldgamer, another great piece of mugen goodness from a great creator. Keep up the good work!
thank you so mush for your kind words Phant0mD that means a lot to me and I will keep on working hard and make thing easy for everyone when come to making screen pack and stage :D

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