Pagina 1 di 1
Mi chiedevo ........................... SI puo fare
#1
Inviato 09 August 2008 - 16:34
Salve volevo chiedervi se si potevano modificare le seguenti scritte:
( IO SO SOLO CAMBIARE IL NOME DELLE SCRITTE )
"ARCADE"
"VS MODE"
"TEAM ARCADE"
"TEAM VS"
"TEAM CO-OP"
"SURVIVAL"
"SURVIVAL CO-OP"
"TRAINING"
"WATCH"
"OPTIONS"
"EXIT"
in questo modo :
http://img247.imageshack.us/img247/434/nuo...nebitmaprf0.png
Grazie a tutti per la pazienza.
( IO SO SOLO CAMBIARE IL NOME DELLE SCRITTE )
"ARCADE"
"VS MODE"
"TEAM ARCADE"
"TEAM VS"
"TEAM CO-OP"
"SURVIVAL"
"SURVIVAL CO-OP"
"TRAINING"
"WATCH"
"OPTIONS"
"EXIT"
in questo modo :
http://img247.imageshack.us/img247/434/nuo...nebitmaprf0.png
Grazie a tutti per la pazienza.
#4
Inviato 09 August 2008 - 22:54
Credo dipenda dallo screenpack...non te lo posso assicurare xkè sn un programmatore in erba :rolleyes:
attendi le risposte d ki è + esperto!
attendi le risposte d ki è + esperto!
#5
Inviato 10 August 2008 - 07:49
Devi crearti un FONT apposito e, data la dimensione dello stesso, ridurre la visualizzazione della lista ad un elemento alla volta (tra l'altro visualizzando un elemento alla volta diventa meno indispensabile creare un font multicolore, che presenta più difficoltà rispetto ad un font monocolore).
#6
Inviato 10 August 2008 - 10:58
Come faccio è da poco che navigo in queste acque.
Grazie per la pazienza sono legermente Noob
Un altra cosa ho inserito un immagine che volevo uscisse nelle opzioni ma non solo esce lì ma anche nella scelta dei personaggi ed e in movimento.... come si fa a nn farla muovere e soprattutto come faccio a mettere 2 immagin differenti?
Grazie ancora
Grazie per la pazienza sono legermente Noob
Un altra cosa ho inserito un immagine che volevo uscisse nelle opzioni ma non solo esce lì ma anche nella scelta dei personaggi ed e in movimento.... come si fa a nn farla muovere e soprattutto come faccio a mettere 2 immagin differenti?
Grazie ancora
#7
Inviato 10 August 2008 - 14:41
Scusami, sarà forse perché comincio a diventare vecchio, ma non ho capito questa tua ultima richiesta. Potresti formulare la domanda in maniera più precisa?
Per quanto riguarda la creazione del font... lo capisco bene che quello che ti ho detto ti può sembrare oscuro, ma non posso ora mettermi a spiegare come si fanno i font. Per capire come si fanno i font devi:
1) leggere il contenuto di mtools.txt (cartella "data" del Mugen)
2) Guardarti il contenuti dei sorgenti dei font originali del Mugen... in uno di questi troverai altri due indicazioni a livello di commento... per il resto si va ad intuito. Forse un giorno scrivo un mini-tutorial sui font...
Per quanto riguarda la creazione del font... lo capisco bene che quello che ti ho detto ti può sembrare oscuro, ma non posso ora mettermi a spiegare come si fanno i font. Per capire come si fanno i font devi:
1) leggere il contenuto di mtools.txt (cartella "data" del Mugen)
2) Guardarti il contenuti dei sorgenti dei font originali del Mugen... in uno di questi troverai altri due indicazioni a livello di commento... per il resto si va ad intuito. Forse un giorno scrivo un mini-tutorial sui font...
#8
Inviato 10 August 2008 - 14:56
Ok grazie Nobun comunque la seconda richiesta e questa:
Sto facendo uno screenpack sono riuscito a mettere l'immagine del menu ora volevo mettere un'altra immagine nella schermata delle Opzioni ma esce l'immagine da me inserita in movimento e la stessa immagine con lo stesso movimento esce anche nella schermata della selezione dei personaggi e non voglio che sia così. Infatti voglio mettere due immagini completamente differenti e che non si muovano.
Spero di essere stato abbastanza chiaro.
Sto facendo uno screenpack sono riuscito a mettere l'immagine del menu ora volevo mettere un'altra immagine nella schermata delle Opzioni ma esce l'immagine da me inserita in movimento e la stessa immagine con lo stesso movimento esce anche nella schermata della selezione dei personaggi e non voglio che sia così. Infatti voglio mettere due immagini completamente differenti e che non si muovano.
Spero di essere stato abbastanza chiaro.
#9
Inviato 10 August 2008 - 15:01
Ora sì.
Se mi copi qui il codice del system.def provo ad individuarti il problema.
Se mi copi qui il codice del system.def provo ad individuarti il problema.
#10
Inviato 10 August 2008 - 15:08
; Definitions of system screens
; *** DO NOT MODIFY OR OVERWRITE THIS FILE ***
; To customize, make a copy of this file in a subdirectory of your
; motif's name. See readme.txt for details on motifs.
; *2001.11.14 NEW* symbolizes any new functionality added for the 2001.11.14
; version of M.U.G.E.N.
; Notes about fonts:
; - do not index fonts greater than 9 (crash)
; - fonts indexed here do not refer to the ones in fight.def
;----------------------------
[Info]
name = "Default" ;Name of motif
author = "Elecbyte" ;Motif author name
;----------------------------
;Directories are checked in this order:
;1. current directory system.def is in
;2. data/
;3. your MUGEN directory
;eg. If you write "spr = system.sff", and this system.def file
; is in ~/mugen/data/mymotif/, then Mugen will first look
; for ~/mugen/data/mymotif/system.sff. If it does not find
; it there, it looks for ~/mugen/data/system.sff (the default).
; Finally, if that is not found, it will look for
; ~/mugen/system.sff.
[Files]
spr = system.sff ;Filename of sprite data
snd = system.snd ;Filename of sound data
logo.storyboard = ;Logo storyboard definition (optional)
intro.storyboard = ;Intro storyboard definition (optional)
select = select.def ;Character and stage selection list
fight = fight.def ;Fight definition filename
font1 = font/f-4x6.fnt ;System fonts
font2 = font/f-6x9.fnt ;System fonts
font3 = font/jg.fnt ;System fonts
;----------------------------
[Music]
;Put a filename for a MOD, MP3 or MIDI here, or just leave it
;blank if you do not want music. If an invalid filename is
;given, then no music will play. To play CD audio, put
;the track number followed by ".da". For example, to play
;track 3 from a music CD at the title screen, use:
; title.bgm = 3.da
;To play mymusic.mp3 from the sound/ directory, put:
; title.bgm = sound/mymusic.mp3
;Music will continue to play between screens if the files names
;are the same, and both BGMs are specified to loop.
;Music to play at title screen.
title.bgm =
title.bgm.loop = 1 ;Set to 0 to prevent looping
;Music to play at char select screen.
select.bgm =
select.bgm.loop = 0
;Music to play at versus screen.
vs.bgm =
vs.bgm.loop = 1
;-------------------------------------------------------------------
;Title screen definition
[Title Info]
fadein.time = 10
fadeout.time = 10
menu.pos = 159,158
menu.item.font = 3,0,0
menu.item.active.font = 3,5,0
menu.item.spacing = 0, 13
; Names for each of the items in the menu. Names must be in quotes.
; Use "" to disable an item. If all are disabled, goes straight to demo mode
; (hold Esc to quit demos). *2001.11.14 NEW*
menu.itemname.arcade = "ARCADE"
menu.itemname.versus = "VS MODE"
menu.itemname.teamarcade = "TEAM ARCADE"
menu.itemname.teamversus = "TEAM VS"
menu.itemname.teamcoop = "TEAM CO-OP"
menu.itemname.survival = "SURVIVAL"
menu.itemname.survivalcoop = "SURVIVAL CO-OP"
menu.itemname.training = "TRAINING"
menu.itemname.watch = "WATCH"
menu.itemname.options = "OPTIONS"
menu.itemname.exit = "EXIT"
; These parameters define the window in which the items are visible
; in.
menu.window.margins.y = 12, 8
menu.window.visibleitems = 5
menu.boxcursor.visible = 1 ;Set to 0 to disable default cursor display
menu.boxcursor.coords = -58,-10,57,2
; These are the sounds for cursor movement
cursor.move.snd = 100,0
cursor.done.snd = 100,1
cancel.snd = 100,2
;----------------------------
;Title background definition
[TitleBGdef]
bgclearcolor = 0,0,0
[TitleBG 0]
type = parallax
spriteno = 5, 1
start = 0, 145
width = 400, 1200
yscalestart = 100
yscaledelta = 1
tile = 1,1
velocity = -1
[TitleBG 1]
type = normal
spriteno = 5, 2
start = -160, 145
trans = sub
[TitleBG 2]
type = normal
spriteno = 5,0
start = 0, 10
tile = 1,2
velocity = -1
mask = 0
[TitleBG 3]
type = normal
spriteno = 0,0
start = 0, 40
mask = 1
trans = add
;-------------------------------------------------------------------
;Character select definition
[Select Info]
fadein.time = 10
fadeout.time = 10
rows = 2
columns = 5
wrapping = 0 ;1 to let cursor 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: Don't use animation for cells
cell.random.spr = 151,0 ;Icon for random select (don't use animation)
cell.random.switchtime = 4;Time to wait before changing to another random portrait
p1.cursor.startcell = 0,0
p1.cursor.active.spr = 160,0
p1.cursor.done.spr = 161,0
p1.cursor.move.snd = 100,0
p1.cursor.done.snd = 100,1
p1.random.move.snd = 100,0
p2.cursor.startcell = 0,4
p2.cursor.active.spr = 170,0
p2.cursor.done.spr = 171,0
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.offset = 0,0
portrait.scale = 1,1
title.offset = 159,13 ;Position of title (Arcade Mode, etc)
title.font = 3,0,0 ;Font of title (-1 for none)
;Big portraits
p1.face.offset = 18,13 ;Position to put big portrait
p1.face.scale = 1,1
p1.face.facing = 1
p2.face.offset = 301,13
p2.face.scale = 1,1
p2.face.facing = -1
;Name
p1.name.offset = 10,162 ;Position to put name
p1.name.font = 3,4,1 ;Set to -1 for no display
p2.name.offset = 309,162
p2.name.font = 3,1,-1
;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
;Team menu
teammenu.move.wrapping = 1
p1.teammenu.pos = 20, 30
;p1.teammenu.bg.spr =
p1.teammenu.selftitle.font = 3,0, 1
p1.teammenu.selftitle.text = Select team mode
p1.teammenu.enemytitle.font = 3,0, 1
p1.teammenu.enemytitle.text = Opponent team mode
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 = 3,0, 1
p1.teammenu.item.active.font = 3,3, 1
p1.teammenu.item.active2.font = 3,0, 1 ;Second font color for blinking
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 = 299, 30
;p2.teammenu.bg.spr =
p2.teammenu.selftitle.font = 3,0, -1
p2.teammenu.selftitle.text = Select team mode
p2.teammenu.enemytitle.font = 3,0, -1
p2.teammenu.enemytitle.text = Opponent team mode
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 = 3,0, -1
p2.teammenu.item.active.font = 3,1, -1
p2.teammenu.item.active2.font = 3,0, -1 ;Second font color for blinking
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] ;Scrolling background
type = normal
spriteno = 100,0
layerno = 0
start = 0,0
tile = 1,1
velocity = -1, -1
[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
[SelectBG 2.A] ;Title background
type = normal
spriteno = 102,0
layerno = 0
start = 0, 2
delta = 0,0
tile = 1,0
trans = sub
velocity = -1, 0
[SelectBG 2.B] ;Title background B
type = normal
spriteno = 102,1
layerno = 0
start = 0, 2
delta = 0,0
tile = 1,0
trans = add
velocity = -3, 0
[SelectBG 2.C] ;Title background C
type = normal
spriteno = 102,2
layerno = 0
start = 0, 2
delta = 0,0
tile = 1,0
trans = add
velocity = -6, 0
;-------------------------------------------------------------------
[VS Screen]
time = 150 ;Time to show screen
fadein.time = 15
fadeout.time = 15
;Big portraits
p1.pos = 20,31
p1.facing = 1
p1.scale = 1,1
p2.pos = 299,31
p2.facing = -1
p2.scale = 1,1
;Names
p1.name.pos = 78,190
p1.name.font = 3,0,0
p2.name.pos = 241,190
p2.name.font = 3,0,0
;-----------------------
;VS Match up screen background
[VersusBGdef]
[VersusBG 1]
type = normal
spriteno = 100,0
start = 0,0
tile = 1,1
velocity = 0,1.5
[VersusBG 2] ;VS Screen
type = normal
spriteno = 100,1
start = 20,13
tile = 1,1
trans = sub
window = 19,30, 140,171
velocity = -2, 0
[VersusBG 3] ;VS Screen
type = normal
spriteno = 100,1
start = 20,13
tile = 1,1
trans = sub
window = 179,30, 300,171
velocity = 2, 0
[VersusBG 4] ;VS Logo
type = anim
actionno = 200
layerno = 1 ; Front
start = 0,95
[Begin Action 200]
200,4, 0,0, 1
200,3, 0,0, 2
200,2, 0,0, 3
200,1, 0,0, 4
200,0, 0,0, 8
200,5, 0,0, 3
200,6, 0,0, 3
200,7, 0,0, 3
200,8, 0,0, 3
200,0, 0,0, -1
;-------------------------------------------------------------------
;Demo mode definition
[Demo Mode]
enabled = 1 ;Set to 1 to enable demo mode, 0 to disable
select.enabled = 0 ;Set to 1 to display select screen, 0 to disable
vsscreen.enabled = 0 ;Set to 1 to display versus screen, 0 to disable
title.waittime = 600 ;Time to wait at title before starting demo mode
fight.endtime = 1500 ;Time to display the fight before returning to title
fight.playbgm = 0 ;Set to 1 to enable in-fight BGM, 0 to disable
fight.bars.display = 0 ;Set to 1 to display lifebar, 0 to disable
intro.waitcycles = 1 ;Cycles to wait before intro cutscene is played again
debuginfo = 0 ;Set to 0 to hide debugging info (debug mode only)
;-------------------------------------------------------------------
;Continue screen definition
[Continue Screen]
enabled = 1 ;Set to 1 to show continue screen, 0 to disable
;-------------------------------------------------------------------
;Game over screen definition
[Game Over Screen]
enabled = 0 ;Set to 1 to show game over screen, 0 to disable
storyboard = ;Game over storyboard filename
;-------------------------------------------------------------------
;Win screen definition
;This is the screen that is shown when you win in arcade mode.
;It will not be displayed if the winning character has an ending.
[Win Screen]
enabled = 1 ;Set to 1 to show win screen, 0 to disable
wintext.text = Congratulations!
wintext.font = 2,0,0
wintext.offset = 159,70
wintext.displaytime = -1
wintext.layerno = 2
fadein.time = 32
pose.time = 300
fadeout.time = 64
;-------------------------------------------------------------------
;Game ending screen definition
;This screen shows up after the Win Screen.
;It will not be displayed if the winning character has an ending.
[Default Ending]
enabled = 0 ;Set to 1 to show default ending, 0 to disable
storyboard = ;Default ending storyboard filename
;-------------------------------------------------------------------
;Ending credits screen definition
;This screen shows up after the Win Screen and Ending
[End Credits]
enabled = 0 ;Set to 1 to show credits, 0 to disable
storyboard = ;Credits storyboard filename
;-------------------------------------------------------------------
;Survival mode results screen definition
;This is the screen that is shown when you win in survival mode.
;It will not be displayed if the winning character has an ending.
;Whole group is *2001.11.14 NEW*
[Survival Results Screen]
enabled = 1
winstext.text = Rounds survived: %i ;Use %i for win counter
winstext.font = 3,0,0
winstext.offset = 159,70
winstext.displaytime = -1
winstext.layerno = 2
fadein.time = 32
show.time = 300
fadeout.time = 64
roundstowin = 5 ;Number of rounds to get win pose (lose pose otherwise)
;-------------------------------------------------------------------
;Options screen definition
[Option Info]
cursor.move.snd = 100,0
cursor.done.snd = 100,1
cancel.snd = 100,2
;-------------------
;Options screen background
[OptionBGdef]
[OptionBG 1]
type = normal
spriteno = 100,0
start = 0,0
tile = 1,1
velocity = -1, -1
; *** DO NOT MODIFY OR OVERWRITE THIS FILE ***
; To customize, make a copy of this file in a subdirectory of your
; motif's name. See readme.txt for details on motifs.
; *2001.11.14 NEW* symbolizes any new functionality added for the 2001.11.14
; version of M.U.G.E.N.
; Notes about fonts:
; - do not index fonts greater than 9 (crash)
; - fonts indexed here do not refer to the ones in fight.def
;----------------------------
[Info]
name = "Default" ;Name of motif
author = "Elecbyte" ;Motif author name
;----------------------------
;Directories are checked in this order:
;1. current directory system.def is in
;2. data/
;3. your MUGEN directory
;eg. If you write "spr = system.sff", and this system.def file
; is in ~/mugen/data/mymotif/, then Mugen will first look
; for ~/mugen/data/mymotif/system.sff. If it does not find
; it there, it looks for ~/mugen/data/system.sff (the default).
; Finally, if that is not found, it will look for
; ~/mugen/system.sff.
[Files]
spr = system.sff ;Filename of sprite data
snd = system.snd ;Filename of sound data
logo.storyboard = ;Logo storyboard definition (optional)
intro.storyboard = ;Intro storyboard definition (optional)
select = select.def ;Character and stage selection list
fight = fight.def ;Fight definition filename
font1 = font/f-4x6.fnt ;System fonts
font2 = font/f-6x9.fnt ;System fonts
font3 = font/jg.fnt ;System fonts
;----------------------------
[Music]
;Put a filename for a MOD, MP3 or MIDI here, or just leave it
;blank if you do not want music. If an invalid filename is
;given, then no music will play. To play CD audio, put
;the track number followed by ".da". For example, to play
;track 3 from a music CD at the title screen, use:
; title.bgm = 3.da
;To play mymusic.mp3 from the sound/ directory, put:
; title.bgm = sound/mymusic.mp3
;Music will continue to play between screens if the files names
;are the same, and both BGMs are specified to loop.
;Music to play at title screen.
title.bgm =
title.bgm.loop = 1 ;Set to 0 to prevent looping
;Music to play at char select screen.
select.bgm =
select.bgm.loop = 0
;Music to play at versus screen.
vs.bgm =
vs.bgm.loop = 1
;-------------------------------------------------------------------
;Title screen definition
[Title Info]
fadein.time = 10
fadeout.time = 10
menu.pos = 159,158
menu.item.font = 3,0,0
menu.item.active.font = 3,5,0
menu.item.spacing = 0, 13
; Names for each of the items in the menu. Names must be in quotes.
; Use "" to disable an item. If all are disabled, goes straight to demo mode
; (hold Esc to quit demos). *2001.11.14 NEW*
menu.itemname.arcade = "ARCADE"
menu.itemname.versus = "VS MODE"
menu.itemname.teamarcade = "TEAM ARCADE"
menu.itemname.teamversus = "TEAM VS"
menu.itemname.teamcoop = "TEAM CO-OP"
menu.itemname.survival = "SURVIVAL"
menu.itemname.survivalcoop = "SURVIVAL CO-OP"
menu.itemname.training = "TRAINING"
menu.itemname.watch = "WATCH"
menu.itemname.options = "OPTIONS"
menu.itemname.exit = "EXIT"
; These parameters define the window in which the items are visible
; in.
menu.window.margins.y = 12, 8
menu.window.visibleitems = 5
menu.boxcursor.visible = 1 ;Set to 0 to disable default cursor display
menu.boxcursor.coords = -58,-10,57,2
; These are the sounds for cursor movement
cursor.move.snd = 100,0
cursor.done.snd = 100,1
cancel.snd = 100,2
;----------------------------
;Title background definition
[TitleBGdef]
bgclearcolor = 0,0,0
[TitleBG 0]
type = parallax
spriteno = 5, 1
start = 0, 145
width = 400, 1200
yscalestart = 100
yscaledelta = 1
tile = 1,1
velocity = -1
[TitleBG 1]
type = normal
spriteno = 5, 2
start = -160, 145
trans = sub
[TitleBG 2]
type = normal
spriteno = 5,0
start = 0, 10
tile = 1,2
velocity = -1
mask = 0
[TitleBG 3]
type = normal
spriteno = 0,0
start = 0, 40
mask = 1
trans = add
;-------------------------------------------------------------------
;Character select definition
[Select Info]
fadein.time = 10
fadeout.time = 10
rows = 2
columns = 5
wrapping = 0 ;1 to let cursor 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: Don't use animation for cells
cell.random.spr = 151,0 ;Icon for random select (don't use animation)
cell.random.switchtime = 4;Time to wait before changing to another random portrait
p1.cursor.startcell = 0,0
p1.cursor.active.spr = 160,0
p1.cursor.done.spr = 161,0
p1.cursor.move.snd = 100,0
p1.cursor.done.snd = 100,1
p1.random.move.snd = 100,0
p2.cursor.startcell = 0,4
p2.cursor.active.spr = 170,0
p2.cursor.done.spr = 171,0
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.offset = 0,0
portrait.scale = 1,1
title.offset = 159,13 ;Position of title (Arcade Mode, etc)
title.font = 3,0,0 ;Font of title (-1 for none)
;Big portraits
p1.face.offset = 18,13 ;Position to put big portrait
p1.face.scale = 1,1
p1.face.facing = 1
p2.face.offset = 301,13
p2.face.scale = 1,1
p2.face.facing = -1
;Name
p1.name.offset = 10,162 ;Position to put name
p1.name.font = 3,4,1 ;Set to -1 for no display
p2.name.offset = 309,162
p2.name.font = 3,1,-1
;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
;Team menu
teammenu.move.wrapping = 1
p1.teammenu.pos = 20, 30
;p1.teammenu.bg.spr =
p1.teammenu.selftitle.font = 3,0, 1
p1.teammenu.selftitle.text = Select team mode
p1.teammenu.enemytitle.font = 3,0, 1
p1.teammenu.enemytitle.text = Opponent team mode
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 = 3,0, 1
p1.teammenu.item.active.font = 3,3, 1
p1.teammenu.item.active2.font = 3,0, 1 ;Second font color for blinking
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 = 299, 30
;p2.teammenu.bg.spr =
p2.teammenu.selftitle.font = 3,0, -1
p2.teammenu.selftitle.text = Select team mode
p2.teammenu.enemytitle.font = 3,0, -1
p2.teammenu.enemytitle.text = Opponent team mode
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 = 3,0, -1
p2.teammenu.item.active.font = 3,1, -1
p2.teammenu.item.active2.font = 3,0, -1 ;Second font color for blinking
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] ;Scrolling background
type = normal
spriteno = 100,0
layerno = 0
start = 0,0
tile = 1,1
velocity = -1, -1
[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
[SelectBG 2.A] ;Title background
type = normal
spriteno = 102,0
layerno = 0
start = 0, 2
delta = 0,0
tile = 1,0
trans = sub
velocity = -1, 0
[SelectBG 2.B] ;Title background B
type = normal
spriteno = 102,1
layerno = 0
start = 0, 2
delta = 0,0
tile = 1,0
trans = add
velocity = -3, 0
[SelectBG 2.C] ;Title background C
type = normal
spriteno = 102,2
layerno = 0
start = 0, 2
delta = 0,0
tile = 1,0
trans = add
velocity = -6, 0
;-------------------------------------------------------------------
[VS Screen]
time = 150 ;Time to show screen
fadein.time = 15
fadeout.time = 15
;Big portraits
p1.pos = 20,31
p1.facing = 1
p1.scale = 1,1
p2.pos = 299,31
p2.facing = -1
p2.scale = 1,1
;Names
p1.name.pos = 78,190
p1.name.font = 3,0,0
p2.name.pos = 241,190
p2.name.font = 3,0,0
;-----------------------
;VS Match up screen background
[VersusBGdef]
[VersusBG 1]
type = normal
spriteno = 100,0
start = 0,0
tile = 1,1
velocity = 0,1.5
[VersusBG 2] ;VS Screen
type = normal
spriteno = 100,1
start = 20,13
tile = 1,1
trans = sub
window = 19,30, 140,171
velocity = -2, 0
[VersusBG 3] ;VS Screen
type = normal
spriteno = 100,1
start = 20,13
tile = 1,1
trans = sub
window = 179,30, 300,171
velocity = 2, 0
[VersusBG 4] ;VS Logo
type = anim
actionno = 200
layerno = 1 ; Front
start = 0,95
[Begin Action 200]
200,4, 0,0, 1
200,3, 0,0, 2
200,2, 0,0, 3
200,1, 0,0, 4
200,0, 0,0, 8
200,5, 0,0, 3
200,6, 0,0, 3
200,7, 0,0, 3
200,8, 0,0, 3
200,0, 0,0, -1
;-------------------------------------------------------------------
;Demo mode definition
[Demo Mode]
enabled = 1 ;Set to 1 to enable demo mode, 0 to disable
select.enabled = 0 ;Set to 1 to display select screen, 0 to disable
vsscreen.enabled = 0 ;Set to 1 to display versus screen, 0 to disable
title.waittime = 600 ;Time to wait at title before starting demo mode
fight.endtime = 1500 ;Time to display the fight before returning to title
fight.playbgm = 0 ;Set to 1 to enable in-fight BGM, 0 to disable
fight.bars.display = 0 ;Set to 1 to display lifebar, 0 to disable
intro.waitcycles = 1 ;Cycles to wait before intro cutscene is played again
debuginfo = 0 ;Set to 0 to hide debugging info (debug mode only)
;-------------------------------------------------------------------
;Continue screen definition
[Continue Screen]
enabled = 1 ;Set to 1 to show continue screen, 0 to disable
;-------------------------------------------------------------------
;Game over screen definition
[Game Over Screen]
enabled = 0 ;Set to 1 to show game over screen, 0 to disable
storyboard = ;Game over storyboard filename
;-------------------------------------------------------------------
;Win screen definition
;This is the screen that is shown when you win in arcade mode.
;It will not be displayed if the winning character has an ending.
[Win Screen]
enabled = 1 ;Set to 1 to show win screen, 0 to disable
wintext.text = Congratulations!
wintext.font = 2,0,0
wintext.offset = 159,70
wintext.displaytime = -1
wintext.layerno = 2
fadein.time = 32
pose.time = 300
fadeout.time = 64
;-------------------------------------------------------------------
;Game ending screen definition
;This screen shows up after the Win Screen.
;It will not be displayed if the winning character has an ending.
[Default Ending]
enabled = 0 ;Set to 1 to show default ending, 0 to disable
storyboard = ;Default ending storyboard filename
;-------------------------------------------------------------------
;Ending credits screen definition
;This screen shows up after the Win Screen and Ending
[End Credits]
enabled = 0 ;Set to 1 to show credits, 0 to disable
storyboard = ;Credits storyboard filename
;-------------------------------------------------------------------
;Survival mode results screen definition
;This is the screen that is shown when you win in survival mode.
;It will not be displayed if the winning character has an ending.
;Whole group is *2001.11.14 NEW*
[Survival Results Screen]
enabled = 1
winstext.text = Rounds survived: %i ;Use %i for win counter
winstext.font = 3,0,0
winstext.offset = 159,70
winstext.displaytime = -1
winstext.layerno = 2
fadein.time = 32
show.time = 300
fadeout.time = 64
roundstowin = 5 ;Number of rounds to get win pose (lose pose otherwise)
;-------------------------------------------------------------------
;Options screen definition
[Option Info]
cursor.move.snd = 100,0
cursor.done.snd = 100,1
cancel.snd = 100,2
;-------------------
;Options screen background
[OptionBGdef]
[OptionBG 1]
type = normal
spriteno = 100,0
start = 0,0
tile = 1,1
velocity = -1, -1
#11
Inviato 10 August 2008 - 15:15
Se noti, nei vari layer di [VersusBG] e di [OptionBG] trovi, tra gli altri parametri,
tile = 1,1
velocity = -1,-1 ;o altro valore.
Il valore velocity imposta la velocità di scorrimento (se vuoi "fermare" l'immagine deve essere a 0,0 oppure va rimosso - che equivale ad impostarlo a 0,0).
Il valore tile 1,1 (per gli sprite fissi, nelle animazioni funziona in maniera diversa) fa s' che, nello scorrimento, l'immagini sembri un continuo infinito (terminato lo scorrimento viene disegnata l'immagine di nuovo "attaccata" alla prima formando una sorta di unicum).
-------
immagini diverse...
basta specificare immagini diverse in Versus e in Option.
In questo caso hai inserito l'immagine 100,0 sia in Versus che in Option, quindi compare in entrambi i posti.
tile = 1,1
velocity = -1,-1 ;o altro valore.
Il valore velocity imposta la velocità di scorrimento (se vuoi "fermare" l'immagine deve essere a 0,0 oppure va rimosso - che equivale ad impostarlo a 0,0).
Il valore tile 1,1 (per gli sprite fissi, nelle animazioni funziona in maniera diversa) fa s' che, nello scorrimento, l'immagini sembri un continuo infinito (terminato lo scorrimento viene disegnata l'immagine di nuovo "attaccata" alla prima formando una sorta di unicum).
-------
immagini diverse...
basta specificare immagini diverse in Versus e in Option.
In questo caso hai inserito l'immagine 100,0 sia in Versus che in Option, quindi compare in entrambi i posti.
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