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 I really need your help. How can I animate Mugen Stage fade into darker?

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Mr.Welldone



Posts : 188
Join date : 2014-09-13
Age : 33
Location : Canada

PostSubject: I really need your help. How can I animate Mugen Stage fade into darker?   April 14th 2017, 9:50 am

I have darkened the image into darker on gimp: I faded the image and saved into plenty of them right into pcx. I've used fighter factory to add pictures right beside Central Park I made I made for the darkened colors: Fade to the evening reservoirs, Evening time reservoir and Fade to the night reservoirs, Night time reservoir. And then I  saved it into Central Park Perfection. And I opened up Mugen for a test, but the stage is not fading into darker. I want to do it same thing as Marvel VS Capcom Rockdune. Like this, watch this:



And I will show you my statement:


[Info]
;Name of the stage.
name = "Central Park Perfection"
displayname = "MVSSNK Central Park 1" ;Name to display
versiondate = 04,08,2017    ;Version date of stage (MM,DD,YYYY or X.XX)
mugenversion = 1.0          
author = "Mr.Welldone"         ;Stage author name

;--------------------------------------------------------
[Camera]
startx = 0
starty = 0
boundleft = -97
boundright = 82
boundhigh = -22
boundlow = 0
verticalfollow = 1
floortension = 80
tension = 60
overdrawhigh = 0
overdrawlow = 0
cuthigh = 35
cutlow = 25

;--------------------------------------------------------
[PlayerInfo]

p1startx = -70          ;Starting x coordinates
p1starty = 0            ;Starting y coordinates
p1facing = 1            ;Direction player faces: 1=right, -1=left

;--- Player 2 ---
p2startx = 70
p2starty = 0
p2facing = -1

;--- Common ---
;Don't change these values.
leftbound  = -1000 ;Left bound (x-movement)
rightbound =  1000 ;Right bound

;--------------------------------------------------------
[Bound]
;Distance from left/right edge of screen that player can move to
;Typically 15
screenleft = 15    ;Dist from left of screen that player can move to
screenright = 15   ;Right edge

;--------------------------------------------------------
[StageInfo]
zoffset = 225
autoturn = 1
resetBG = 1
;localcoord = 320, 240
xscale = 1
yscale = 1

;--------------------------------------------------------
[Shadow]
intensity = 64
color = 0,0,0
yscale = -.1
fade.range = -400,-100

;--------------------------------------------------------
[Reflection]
intensity = 0

;--------------------------------------------------------
[Music]
bgmusic = sound/War Machine Stage Music Skit.mp3
bgmvolume = 100

;========================================================
;--------------------------------------------------------
; Background definition
; ***
;-------------------------------------
; [BG x]
; type = ?       "Normal"/"Parallax"  (def: "normal")
; spriteno = ?, ? Sprite group and number: groupno, imgno  (req'd)
; start = ?, ?   Starting location (integer)  (def: 0, 0)
; delta = ?, ?   Change in location per camera unit moved (float)  (def: 1,1)
; trans = ?      Transparency settings: "none"/"add"/"add1"/"sub"/"addalpha" (def: "none")
; alpha = ?, ?   (only for trans=addalpha) Source,dest alpha (def: 256,0)
; mask = ?       Masking (int): 0 - off, 1 - on  (def: 0)
; velocity = ?, ? Velocity: x, y (float): speed background moves (def: 0, 0)
; tile = ?, ?    Tiling: xtile, ytile (int): 0 - off, 1 - infinite,
;                        >1 - tile that number of times  (def: 0, 0) - only for Normal BG
; tilespacing = ?, ? Tiling: x, y (int) : space between tiles (def: 0, 0)
;  Parallax-only:
; xscale = ?, ?    Top xscale, bottom xscale (float)
; width = ?, ?     Top width, bottom width (int)  (use either this or above, but not both)
; yscalestart = ?  Starting y-scale (float, in percent)  (def: 100)
; yscaledelta = ?  Change in y-scale per unit (float, in percent)  (def: 0)
;-------------------------------------

;-------------------------------------
; Main background definition
[BGdef]
;Filename of sprite data
spr = Central Park.sff
debugbg = 0

[BG 0]; Central Park Reservoir (Sky & City)
type  = normal
spriteno = 0, 0
start = 0, 226
mask = 1
tile = 1,1

[BG 0]; Tree
type  = normal
spriteno = 0, 1
start = 0, 239
mask = 1
tile = 1,1

;----------
;[BG Floor]
;type  = parallax
;spriteno = 10,0
;start = 0, 181
;delta = .78, .75
;xscale = 1, 1.75
;yscalestart = 100
;yscaledelta = 1.2

But, I really need your help. how can I animate Mugen Stage fade into darker?

(No Rude Answers)
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LESSARD

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Posts : 1006
Join date : 2016-06-19
Age : 38
Location : In your wildest mugen Dreams

PostSubject: Re: I really need your help. How can I animate Mugen Stage fade into darker?   April 14th 2017, 4:42 pm

Im not good at bgctrls. But i made something like you want in the last stage I release. You can study the *sff and the *def codes. Take care.
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Navana

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Posts : 1784
Join date : 2014-06-17
Age : 23
Location : Ohio

PostSubject: Re: I really need your help. How can I animate Mugen Stage fade into darker?   April 14th 2017, 4:46 pm

Good luck with this. It would be interesting to learn this.
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THE ERIX

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Posts : 88
Join date : 2016-06-19

PostSubject: Re: I really need your help. How can I animate Mugen Stage fade into darker?   April 14th 2017, 5:25 pm

I'm not completely able to translate your problem, but I think I've understood your issue and my advice is this: if you have all the sprites, that is the biggest part of the work, you can do that but not with a bg set to normal, you have to use animated.
so, go to the line of [BG 0]; Central Park Reservoir (Sky & City), that i suppose is the one you want to darken, otherwise go to the BG you want to animate, change the type from 'normal' to 'animated',

remove   spriteno        = 0,0

and add
actionno = 1

then go to the bottom of the doc and add
;----------------------
[Begin Action 1]

then, just under it, add
0,0, 0,0, 60
0,1, 0,0, 60
0,2, 0,0, 60
and so on
where the first number is the group of the sprite in FF, the second is the number of each image with the different  shades, and the last one is the time.
so, write all this lines with the numbers of the images you have.
this will basically be the list of all the images to appear whit their order and duration
i suggest you to call them 0,1 0,2 0,3 or sililar in FF for a quicker writing.

once the .def is writeen and saved you can open it in FF and in the animation menu modify and try the time effect. there you can also set the transparency for a better transition effect.


Last edited by THE 天 ERIX on April 14th 2017, 5:37 pm; edited 2 times in total
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THE ERIX

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Posts : 88
Join date : 2016-06-19

PostSubject: Re: I really need your help. How can I animate Mugen Stage fade into darker?   April 14th 2017, 5:27 pm

hope i helped you.
if this is what you were looking for, trust me is easier to do it than to explain, just try it a couple of time and you will learn it, and maybe look at some easy stages code to see it written properly.
if this is not you solution, nevermind, i misunderstood

otherwise Pm me your def and sff and i'll give them a look.
bye
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