- BG transitions. By this I mean triggers for "when the timer is _ amount of seconds", "when health to one or more players is _" "when the round number is _", "when the number of player wins is _", "when the current player is _" "when player is sent into _ position of the screen by _ move", "when player is put into _ state at _ position of the screen" or "player is hit by _ move".
- Improved sprite layer priority for foreground layers (priority over players, but not lifebars).
- Randomizer for BG controls: There's a BG effect I wanted to do that's currently not possible to do in MUGEN (without coding it into and adding the sprites to characters): what sprite is chosen, what direction the sprite rotates, how fast the sprite rotates, and how fast the sprite falls from the top of the screen are all randomly chosen.
- Custom lighting/color controls and custom scaling/rotation/distortion (is that possible?) effects for the entire stage and individual BG objects. Would it be possible to apply some kind of filtering to the rescaled object? I'd be cool with it just rescaling things internally, have it look ok, and not having to mess with it too much if the rescaled stage looks off.
- Localcoord and x/y scale auto-adjusting your stage's xpos/ypos and deltas (so you don't have to redo too much of the stage to get it to fit 4:3/16:9).
- Animated parallax. In MUGEN, you can set the type to anim or parallax, but not both.
- Some way to link BG objects together so that you can position/reposition multiple things by modding one BG controller? It'd be something like how tilespacing works, but affecting everything with a certain ID number in the order they're set up in the .sff or .def. The suggestion's mostly for stages that use linescrolling effects (mostly because of MUGEN's rules for animated tilespacing).
- Easier tilespacing. Currently, animated tiles have certain conditions you have to meet for them to work correctly, especially if they use velocity or posadd.
- Controls for camera bounds and stage bounds so you can do invisible walls/ceilings on the edge of stages and not have it glitch fireballs or characters with moves like Rugal's Godpress (maybe that'd fall under interactive elements).
- The option to have players fall off the edge of the screen and/or ring out. Or have the outer area of the stage be a hazard zone.
- Mask/transparency colors to objects using alpha transparency not becoming visible on bgpalfx if the color's not black (maybe that one's not so doable?).
- Non-bugged subtractive transparency (in MUGEN, sections of the screen turn black on bgpalfx when you use it).
- BG objects that change when you move to certain positions of the screen (Shang Tsung, SFA2 Dictator's soldiers). This is currently done in MUGEN with by having all of the frames use different deltas. I guess that could be done through something that reads the position of either the screen, players, or other BG objects.
- Adding to what Killer Kong said about shadows: Example:
Guardian Dogs Temple. The effect (it flickers faster than that. I chose this so it's easier for you to see it) in that stage would have to be coded into the players if you wanted to do that in MUGEN. Also, circular shadows that a bunch of games tend to use would be nice for a default choice.
- In Jojo's Bizarre Adventure, there's
this (BG effect when a player is cut by Black Polnareff's Demonic Exodus).
- Custom sprite spawner (don't know what to call it ATM) for certain stages. It'd be for things like water ripples under the players if they're standing in water, bubbles in under water stages, breath in cold stages. In my head, I see it as kinda like a box you'd draw in the stage area you want it to affect and assign it an ID. Maybe even have it follow the players.
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This "distorted invisibility" effect. There's probably other ways it's done, but in Asura Blade, there's an animated BG layer behind what you're seeing that the CPU opponent has access to.