Some new suggestions here.
- Multi layer animations for lifebars
Already suggested by Gazira, but since you guys ask for ideas on how to use it here it is. Let's take "KO" as an example. We currently have something like this:
; KO
KO.time = 0 ;Time to show KO component
KO.offset = 320,240 ;Component for KO display
KO.anim = 100
KO.snd = 2,0 ;Sound to play for KO announcement
KO.sndtime = 0
You can use only one layer. If you want to use 2 layers or more, you have to put all the sprites together, taking more work and making the sff heavier. It is not the best way but it works. Multiple layers would make this more functional because certain animations only use fade and movement on the x and/or y axis. So it would be great to have something like this:
; KO
KO.time = 0 ;Time to show KO component
KO.offset = 320,240 ;Component for KO display
KO.bg0.anim = 100
KO.bg1.anim = 101
KO.bg2.anim = 102
KO.snd = 2,0 ;Sound to play for KO announcement
KO.sndtime = 0
Each "bg" having its respective properties: scale, layer, offset. I believe that a maximum of 5 layers is more than enough.
In MUGEN, the maximum bg for [Lifebar] and its variations are only 3: bg0, bg1 and bg2. Except for [Time], you can only use a "bg.spr" or "bg.anim". It would be great if you could also use up to 5 as a way of standardization.
And taking advantage of the moment, I would like to recall an earlier suggestion where [Time] could use different animations/sprites if the
time was defined as infinite. Example:
[Time]
pos = 322,12
bg0.anim = 200
bg1.anim = 201
bg0.inf.anim = 300
bg1.inf.anim = 301
; Time count display
counter.offset = 0,52
counter.font = 2,0, 0
counter.scale = 2,2
; Ticks for each count
framespercount = 60
- Sounds for win/win2/3/4 and draw
MUGEN has always been lacking, some lifebars use a workaround combining the sounds of KO and Winner in the same sound.
- Vertical lifebar
Using some kind of px.range.y. In MUGEN it is not normally possible to create vertical lifebars/powerbars. It would be great to be able to create them like standard lifebars.
- Animation with random properties for screenpacks
The concept is simple. It would work similarly to "Begin Action", but would use blocks. With "start" and "end" to define each block. That way, every time you access the Menu or Options for example, the engine would choose randomly a block to start playing the animation. Once the animation started playing, it would read the next block in a similar way to Begin Action reading the next line.
[TitleBG 1]
type = randomanim
randomizerno = 1
mask = 1
start = 0,0
[Randomizer 1]
block1.start
50,0, 0,0, 3,,AS96D160
50,0, 0,0, 3,,AS128D128
50,0, 0,0, 3,,AS160D96
50,0, 0,0, 3,,AS192D64
50,0, 0,0, 50
50,0, 0,0, 3,,AS192D64
50,0, 0,0, 3,,AS192D64
50,0, 0,0, 3,,AS128D128
50,0, 0,0, 3,,AS96D160
-1,0, 0,0, 30
block1.end
block2.start
50,1, 0,0, 3,,AS96D160
50,1, 0,0, 3,,AS128D128
50,1, 0,0, 3,,AS160D96
50,1, 0,0, 1,,AS192D64
50,1, 0,0, 50
50,1, 0,0, 3,,AS192D64
50,1, 0,0, 3,,AS192D64
50,1, 0,0, 3,,AS128D128
50,1, 0,0, 3,,AS96D160
-1,0, 0,0, 30
block2.end
block3.start
50,2, 0,0, 3,,AS96D160
50,2, 0,0, 3,,AS128D128
50,2, 0,0, 3,,AS160D96
50,2, 0,0, 1,,AS192D64
50,2, 0,0, 50
50,2, 0,0, 3,,AS192D64
50,2, 0,0, 3,,AS192D64
50,2, 0,0, 3,,AS128D128
50,2, 0,0, 3,,AS96D160
-1,0, 0,0, 30
block3.end