also when I add a sprite in the Ikemen plus I get this issueNice screenpack. If it's 320x240 or 640x480 I'd suggest coding it for winmugen / winmugen plus - if it works correctly there it should also work in next version of ikemen plus. If it uses localcoord test it on mugen 1.0 since I didn't have any problems with SFF file that Elecbyte distributed with it (720p default screenpack). Not sure about mugen 1.1 RGB sprites, I haven't test them yet.
is there a way to make the green not show on the title background. because Im 100% correct that I made the green color to be indexed and transparent correctly
If you still prefer to code it in pure lua (which as mentioned will make it incompatible with next version of ikemen plus if you base it on v0.3 code) than here is a documentation of all available anim stuff:
animName = animNew(sysSff, [[ Assigns new animation to animName variable of your choice
grpNo, imgNo, x, y, time, facing, trans
grpNo: SFF sprite's group number, imgNo: SFF sprite's image number
x: X offset to the sprite's position; y: Y offset to the sprite's position
time: length of time to display the element before moving onto the next, measured in game-ticks (-1 for static)
facing: H = Flip horizontally; V = Flip vertically
trans: transparency blending a = add; a1 = add1; s = sub; AS???D??? (??? - values of the source and destination alpha)
animSetTile(animName, hTiling, vTiling) Specifies if the background element should be repeated (tiled) in the horizontal and/or vertical directions, respectively.
0 = no tiling; 1 = infinite tiling; any value greater than 1 = element to tile that number of times
animSetScale(animName, scaleX, scaleY) scaleX: horizontal scale factor; scaleY: vertical scale factor
animSetWindow(animName, x1, y1, x2, y2) Limits animation to window starting at x1, y1 coordinates; x2, y2 enlarges window by specified amount of pixels moving right and down from the x1, y1
animAddPos(animName, addX, addY) Dynamically assigns x- and y-velocities movement in direction depending on the value
animSetPos(animName, setX, setY) Changes x- and y-position
animUpdate(animName) Updates previously specified animation
animDraw(animName) Shows element on screen [Refresh() function resets the screen, so this one often needs to be used at each frame, even if the element is static]
animSetAlpha(animName, transRange1, transRange2) Assigns alpha channel to element. Ranges: 0-255
animSetColorKey(animName, colorKey) Sets background color from palette (0-255), -1 if background shouldn't be removed . 0 by default
so what I really like to know how to make green transparent NOT TO SHOW UP on Ikemen plus title screen what the real command for it ? or what the parameter for the green from not showing on the screen ??If you correctly indexed the palette background should not show up by default (or at least I've never noticed this problem and I already tested several screenpacks with new ikemen). Try animSetColorKey if you need to force specific color key.
Ok, I have something in mind, its possible to make the game music keep playing throught victory screen?yes. In v0.3 version delete "playBGM(bgmVictory)" in scripts/select.lua and the stage music should still play in that screen (untested).
Something like this.
edit: in next version there is also 1 new anim related lua function:
animReset(animName) Resets animation frames back to first one (useful for anim data that has last frame set to -1 which stops the animation from looping once that frame is reached). This feature is a new source code change, so it’s not available in v0.3 or default ikemen.