YesNoOk

Recent Posts

    

Re: Does this thing exist?/who is the author?/etc. thread.

 March 20, 2025, 04:43:38 am View in topic context
#61
 Posted by MR. IBZS II  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 pm
 Board: Requests

Does anyone know of any CvS sprite Iori Yagamis that have attacks from future KoF games or similar? Preferably not Infinite/SvK styled.
    

Re: The Warehouse Stage 1.1 & 1.0

 March 20, 2025, 12:06:14 am View in topic context
#62
 Posted by Staubhold  in The Warehouse Stage 1.1 & 1.0  (Started by MatreroG March 18, 2025, 11:57:39 am
 Board: Your Releases, 1.0+

Really nice stage. Thank you very much, MatreroG.
    

Re: [Theme Thread] SNK/KOF Sprite thread

 March 19, 2025, 10:53:04 pm View in topic context
#63
 Posted by Staubhold  in [Theme Thread] SNK/KOF Sprite thread (Started by Formerly Hoshi April 21, 2010, 09:53:18 pm
 Board: Graphics

A redo of terry's charger move in his garou attire, the old was very bizarre since it reused other frames for his recovery animation so I fixed it by tweaking and making new frames.

Looks so much better. Great work!
    

Re: [Theme Thread] SNK/KOF Sprite thread

 March 19, 2025, 08:26:25 pm View in topic context
#64
 Posted by TommyThunderCloud  in [Theme Thread] SNK/KOF Sprite thread (Started by Formerly Hoshi April 21, 2010, 09:53:18 pm
 Board: Graphics

My attempt at KOF/SVC style.

Joe Tiger (Ninja Commando)
    

Re: 2 Original LOTR Stages

 March 19, 2025, 07:44:30 pm View in topic context
#65
 Posted by OldGamer  in 2 Original LOTR Stages (Started by CpnCrossfader February 18, 2025, 07:08:26 pm
 Board: Your Releases, 1.0+

Thanks for the comment, I'm glad you enjoyed. I'm excited about the possibilities with AI imagery; the major background piece in Lothlorien on the left, and most of the background in Balin's tomb were AI.
I also successfully extended an existing stage through AI (Midjourney) content fill, by expanding an existing background to allow zoom.
even they were AI  but the fact remain that you made them really good. that I had  to give A SHOUT OUT to you for awesome work you created.
here take a look :)
https://mugenguild.com/forum/topics/jusmugen-new-update-march-2025-200555.0.html


    

Re: Character of the Month: February 2025 Voting

 March 19, 2025, 06:38:48 pm View in topic context
#66
 Posted by N_N  in Character of the Month: February 2025 Voting (Started by Lyrica March 18, 2025, 01:52:19 pm
 Board: M.U.G.E.N Discussion

Voted for R&H&deM. Good luck everyone!
    

Re: The Warehouse Stage 1.1 & 1.0

 March 19, 2025, 06:29:44 pm View in topic context
#67
 Posted by Vegaz_Parrelli  in The Warehouse Stage 1.1 & 1.0  (Started by MatreroG March 18, 2025, 11:57:39 am
 Board: Your Releases, 1.0+

You don't miss, bro. You seamlessly blend your elements to create some pretty legit looking stages.
    

Re: Noel Released - MBTL/Melty Blood: Type Lumina (2025.02.20 Updated)

 March 19, 2025, 03:50:55 pm View in topic context
#68
 Posted by farram  in Noel Released - MBTL/Melty Blood: Type Lumina (2025.02.20 Updated) (Started by Manny Lingle (曼尼琳各) February 15, 2025, 02:45:42 pm
 Board: Your Releases, 1.0+

Excellent work on character, very very hard to beat it, thanks for release!
    

I.A creates interaction in stage, help

 March 19, 2025, 03:27:08 pm View in topic context
#69
 Posted by oscar123  in I.A creates interaction in stage, help (Started by oscar123 March 19, 2025, 03:27:08 pm
 Board: M.U.G.E.N Configuration Help

I have the base stage of the mugen (the trainig room  that always comes out), I told an i.a that 20 seconds in the center would come out a crack and slip when passing by hay (I added a sprite as a crack that is the group 33 and index 33. I passed the stage and in a matter of seconds I inserted the stage at the end of everything necessary. original, I told him to add the necessary at the end. I leave what I put, it seems everything is fine, but it does not work. Does anyone know why?(my mugen is 1.1)

the i.a added this finally:

;-------------------------------------------------------
; Animation of the closed crack (initial)
[Begin Action 9000]
Clsn2: 1
Clsn2[0] = -50, 0, 50, -100 ; Set the collision area (adjust according to your stage)
Loopstart
Sprite: 33, 33 ; Closed Crack Sprite (Group 33, Index 33)
Delay: 5

; Open crack animation (active)
[Begin Action 9001]
Clsn2: 1
Clsn2[0] = -50, 0, 50, -100 ; Keep the collision area the same
Loopstart
Sprite: 34, 34 ; Open Crack Sprite (Group 34, Index 34)
Delay: 5

; Initial closed crack (appears after 30 seconds)
[BG GreaterCerrada]
type = Anim
action = 9000
ID = 9000
start = 0, 185 ; Position on the floor (adjusts according to your internship)
delta = 1, 1
mask = 0
layer = 0
layer = 0
day = 0, 0
tilespacing = 0, 0
window = -1000, -1000, 1000, 1000
trans = None
time = 30 * 60 ; Appears after 30 seconds

; Open crack active (changes after 60 ticks)
[BG GreaterOpen]
type = Anim
action = 9001
ID = 9001
start = 0, 185 ; Same position as the previous one
delta = 1, 1
mask = 0
layer = 0
layer = 1
day = 0, 0
tilespacing = 0, 0
window = -1000, -1000, 1000, 1000
trans = None
time = 60 ; Switches to active animation after 60 ticks






and this is the original stage, added that code at the end:


; Definition of stage 0 (training stage)
; *** denotes values you should change/check for each stage.
; The term "background" is used to mean both backgrounds and foregrounds.

;--------------------------------------------------------
[Info]
 ;Name of the stage.
name = "Training Room"
displayname = "Training Room" ;Name to display
versiondate = 09,30,2009    ;Version date of stage (MM,DD,YYYY or X.XX)
mugenversion = 1.0          ;Version of M.U.G.E.N stage works on (X.XX)
author = "Elecbyte"         ;Stage author name

;--------------------------------------------------------
[Camera]
 ;Camera starting position: Usually 0 for both
startx = 0
starty = 0

 ;Left and right bound of camera
 ;You may want to fiddle a bit with these values to make sure the
 ;background doesn't move too far or too little
 ;***
boundleft = -125
boundright = 125

 ;High and low bound of camera
 ;High is a negative number. Make is more negative if you want to
 ;camera to be able to move higher.
 ;Low should usually be 0.
 ;If omitted, defaults to -25 and 0 respectively
 ;***
boundhigh = -25
boundlow = 0

 ;This is how much the camera will move vertically towards the
 ;highest player. Valid values are from 0 to 1. A value of 0 will mean
 ;the camera does not move up at all. A value of 1 will makes the camera
 ;follow the highest player.
 ;Typically .2 for normal-sized backgrounds. You may need to pull this
 ;value up for taller backgrounds.
verticalfollow = .2

 ;Minimum vertical distance the highest player has to be from the floor,
 ;before the camera starts to move up to follow him. For extremely
 ;tall stages, a floor tension of about 20-30 coupled with a
 ;vertical-follow of .8 allows the camera to follow the action.
floortension = 0

 ;Horizontal distance player is from edge before camera starts to move
 ;left or right. Typically 50 or 60.
tension = 50

 ;Number of pixels beyond the top and bottom of the screen that may
 ;be drawn.  Overdraw specifies the how much can be seen during an
 ;EnvShake.  Overdraw pixels will also be used when the screen aspect
 ;is taller than the stage aspect.
overdrawhigh = 0
overdrawlow = 0

 ;Number of pixels into the top and bottom of the screen that may be
 ;cut from drawing when the screen aspect is shorter than the stage
 ;aspect.  These parameters suggest a guideline, and the actual
 ;number of pixels cut depends on the difference in aspect.
cuthigh = 35
cutlow = 25


;--------------------------------------------------------
[PlayerInfo]
;--- Player 1 ---
 ;Player 1 starting coordinates.
 ;p1startx is typically -70 and p2startx is 70.
 ;p1starty should be 0.
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]
 ;"Ground" level where players stand at, measured in pixels from the
 ;top of the screen.
 ;Adjust this value to move the ground level up/down in the screen.
 ;***
zoffset = 190

 ;Leave this at 1. It makes the players face each other
autoturn = 1

 ;Set the following to 1 to have the background reset itself between
 ;rounds.
resetBG = 1

 ;Width and height of the local coordinate space of the stage.
localcoord = 320, 240

 ;Horizontal and vertical scaling factor for drawing.
xscale = 1
yscale = 1

;--------------------------------------------------------
[Shadow]
 ;This is the shadow darkening intensity. Valid values range from
 ;0 (lightest) to 256 (darkest). Defaults to 128 if omitted.
intensity = 96

 ;This is the shadow color given in r,g,b. Valid values for each
 ;range from 0 (lightest) to 255 (darkest).
 ;Defaults to 0,0,0 if omitted.
 ;intensity and color's effects add up to give the final shadow
 ;result.
color = 0,0,0

 ;This is the scale factor of the shadow. Use a big scale factor
 ;to make the shadow longer. You can use a NEGATIVE scale factor
 ;to make the shadow fall INTO the screen.
 ;Defaults to 0.4 if omitted.
yscale = .3

 ;This parameter lets you set the range over which the shadow is
 ;visible. The first value is the high level, and the second is
 ;the middle level. Both represent y-coordinates of the player.
 ;A shadow is invisible if the player is above the high level,
 ;and fully visible if below the middle level. The shadow is
 ;faded in between the two levels. This gives an effect of the
 ;shadow fading away as the player gets farther away from the
 ;ground. If omitted, defaults to no level effects (shadow is
 ;always fully visible).
fade.range = 0,0

;--------------------------------------------------------
[Reflection]
 ;Intensity of reflection (from 0 to 256). Set to 0 to have no
 ;reflection. Defaults to 0.
intensity = 0

;--------------------------------------------------------
[Music]
 ;Put a filename for a MOD, MP3 or MIDI here, or just leave it
 ;blank if you don't want music. If an invalid filename is
 ;given, then no music will play. To play CD audio, put
 ;the track number followed by ".da". Using a track number of
 ;0 will play a random audio track. For example, to play
 ;track 3 from a music CD, use:
 ;  bgmusic = 3.da
bgmusic =

;bgmloopstart = <sample number>
;bgmloopend = <sample number>

 ;Adjust the volume. 100 is for 100%.
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"" (def: "none")
; 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 = stage0.sff

 ;Set to 1 if you want to clear the screen to magenta before
 ;drawing layer 0 (the default background). Good for spotting "holes"
 ;in your background.
 ;Remember to turn this off when you are done debugging the background,
 ;because it slows down performance.
debugbg = 0


;----------
; Start each background element with the following:
; Make sure it's "[BG n]", where n is anything you like (it's only used to
; report errors.) For example, you could use:  [BG TheFloor]
; Specify as many as you like. This is an example of a normal background:
[BG 0]

 ;The background type goes here: for now, only NORMAL and PARALLAX
 ;If this line is omitted, the type will be assumed to be normal.
type  = normal

 ;The sprite number to use for the background (from the SFF specified above)
 ;It's the group-number, followed by a comma, then the sprite-number
 ;*** Do not omit this line.
spriteno = 0, 0

 ;This is the layer number, which determines where the sprite is drawn to.
 ;Valid values are 0 and 1.
 ;0 for background (behind characters), 1 for foreground (in front)
 ;If this line is omitted, the default value of 0 will be assumed.
layerno = 0

 ;This is the starting location of the background in the format
 ;x, y
 ;If this line is omitted, the default value of 0,0 will be assumed.
start = 0, 0

 ;These are the number of pixels the background moves for every single unit
 ;of camera movement, in the format
 ;x, y
 ;For the main background (eg. the floor the players stand on) you'll want
 ;to use a delta of 1,1. Things farther away should have a smaller delta,
 ;like 0.5 for example. Things near the camera should have a larget delta.
 ;If this line is omitted, the default value of 1,1 will be assumed.
delta = 1, 1

 ;Here is the transparency setting of the background.
 ;Valid values are:
 ;"none" for normal drawing
 ;"add" for colour addition (like a spotlight effect)
 ;"add1" for colour addition with background dimmed to 50% brightness
 ;"addalpha" for colour addition with control over alpha values (you need
 ;    an "alpha" parameter if you use this)
 ;"sub" for colour subtraction (like a shadow effect)
 ;If this line is omitted, it's assumed that there will be no transparency.
trans = none

 ;Use this parameter only if "trans = addalpha". First value is the alpha
 ;of the source (sprite), and the second is the alpha of the destination
 ;(background). The values range from 0 to 256.
 ;Uncomment the line below to use it:
;alpha = 256,0

 ;Mask means whether or not to draw colour zero of a sprite.
 ;If you turn masking off, the background will take less CPU power to draw,
 ;so remember to turn it off on sprites that don't use it.
 ;If this line is omitted, it's assumed that there will be no masking.
mask  = 0

 ;The format for tiling is x,y. For each of them, the value is:
 ;0 to use no tiling, 1 to tile, n where (n>1) to tile n times.
 ;If this line is omitted, it's assumed that there will be no tiling.
tile  = 1, 0

 ;This is the x and y space between each tile, for tiled backgrounds
 ;If omitted, default value is 0,0
tilespacing = 0,0

 ;This defines the drawing space, or "window" of the background. It's
 ;given in the form
 ;x1,y1, x2,y2
 ;where (x1,y1)-(x2,y2) define a rectangular box.
 ;Make the window smaller if you only want to draw part of the background.
 ;You normally do not have to change this setting. Value values range from
 ;0-319 for x, and 0-239 for y. The values are 0,0, 319,239 by default (full
 ;screen).
 ;Uncomment the line below to use it:
;window = 0,0, 319, 239

 ;Similar to the delta parameter, this one affects the movement of
 ;the window. Defaults to 0,0
 ;Uncomment the line below to use it:
;windowdelta = 0,0


;----------
[BG 1]
type  = normal
spriteno = 0, 1
start = 0, 185
delta = 1, 1
mask = 0
velocity = 0, 0
tile = 1, 0
tilespacing = 0, 0

;--------------------------------------------------------
; Animación de la grieta cerrada (inicial)
[Begin Action 9000]
Clsn2: 1
Clsn2[0] = -50, 0, 50, -100 ; Define el área de colisión (ajusta según tu stage)
Loopstart
Sprite: 33, 33 ; Sprite de la grieta cerrada (Grupo 33, Índice 33)
Delay: 5

; Animación de la grieta abierta (activa)
[Begin Action 9001]
Clsn2: 1
Clsn2[0] = -50, 0, 50, -100 ; Mantén la misma área de colisión
Loopstart
Sprite: 34, 34 ; Sprite de la grieta abierta (Grupo 34, Índice 34)
Delay: 5

; Grieta cerrada inicial (aparece después de 30 segundos)
[BG GrietaCerrada]
type = Anim
actionno = 9000
ID = 9000
start = 0, 185 ; Posición en el suelo (ajusta según tu stage)
delta = 1, 1
mask = 0
layer = 0
layerno = 0
tile = 0, 0
tilespacing = 0, 0
window = -1000, -1000, 1000, 1000
trans = None
time = 30 * 60 ; Aparece después de 30 segundos

; Grieta abierta activa (cambia después de 60 ticks)
[BG GrietaAbierta]
type = Anim
actionno = 9001
ID = 9001
start = 0, 185 ; Misma posición que la anterior
delta = 1, 1
mask = 0
layer = 0
layerno = 1
tile = 0, 0
tilespacing = 0, 0
window = -1000, -1000, 1000, 1000
trans = None
time = 60 ; Cambia a la animación activa después de 60 ticks



only programming has been done, no new sounds or spritesma have been added apart from what I told him to put




    

Re: Character of the Month: February 2025 Voting

 March 19, 2025, 02:30:56 pm View in topic context
#70
avatar  Posted by Dude01  in Character of the Month: February 2025 Voting (Started by Lyrica March 18, 2025, 01:52:19 pm
 Board: M.U.G.E.N Discussion

I have voted Yungmei Manson N Terry Karma (Reason I liked the combos they pulled of) (really wanted vote 4 of them which are tia n kagura but it is wut it is)
    

Re: bot report 2016 - skynet's invasion has begun

 March 19, 2025, 01:40:06 pm View in topic context
#71
 Posted by Lyrica  in bot report 2016 - skynet's invasion has begun (Started by Titiln August 31, 2010, 06:32:38 pm
 Board: Feedback

    

Re: bot report 2016 - skynet's invasion has begun

 March 19, 2025, 01:03:01 pm View in topic context
#72
 Posted by Basara Bogard  in bot report 2016 - skynet's invasion has begun (Started by Titiln August 31, 2010, 06:32:38 pm
 Board: Feedback

    

Re: Character of the Month: February 2025 Voting

 March 19, 2025, 12:40:19 pm View in topic context
#73
 Posted by DeluxeGamer705  in Character of the Month: February 2025 Voting (Started by Lyrica March 18, 2025, 01:52:19 pm
 Board: M.U.G.E.N Discussion

Voted for Terry and Ryou
    

Re: How do I swap what sprite it uses on the pre-match screen?

 March 19, 2025, 06:29:57 am View in topic context
#74
 Posted by Agoeb  in How do I swap what sprite it uses on the pre-match screen? (Started by Agoeb March 18, 2025, 06:33:31 am
 Board: Ikemen General Discussion and Help

My beautiful, talented, wonderful girlfriend solved this for me!  :coollove:

In system.def scroll down to where it says [VS Screen] & ;Big portraits
Get rid of
Code:
p1.anim = 0                 ;Ikemen feature
and
Code:
p2.anim = 0                 ;Ikemen feature
Then it should use the static portraits!

You will need to adjust the offsets too, I used:
Code:
p1.offset =  70,31 ;30,168
Code:
p2.offset = 250,31 ;299,168 

Hope this helps someone in the future!
    

UPPER Street Fighter 2 - REVIVAL - BETA - 18-03-2025

 March 19, 2025, 03:54:36 am View in topic context
#75
 Posted by Charles_2011  in UPPER Street Fighter 2 - REVIVAL - BETA - 18-03-2025 (Started by Charles_2011 March 19, 2025, 03:54:36 am
 Board: Your Releases, 1.0+

Hello.

This is the first release of my project, It´s on BETA phase, I hope you like it.

I took materials of these authors:
Spoiler, click to toggle visibilty

Pictures:

Intro, logo:



Character Select Screen:





Versus Screen:





Winner Screen:







Ending:



A stage edit by me, a variation of Dark Saviour stage for Fei Long:



Using Mugenhook: To choose Ryu and Chunli on SFA style just press Start twice over them on character selection:





Other details:

* Eight battles to the end ---> the game It´s not encrypted, you can change the values if you want.
* 24 stages

I´m sharing the images that I edited, Versus and Winner portraits:





For next releases I want to changes a lot of things: Effects, add more palettes, maybe more variations for other characters, SFA stye, use Reshade for effects, make improvements on the lifebar, maybe I´ll use Add004 for that and more.

I don´t have much experience on POTS style characters, as some of you know my favorites characters are in CVS2 style, Warusaki´s template. If you know another versions of these characters or recent versions,please let me know. Another thing are the palettes, the color separation is amazing but...a nightmare, too. If you know or have packs of palettes for these characters, please, let me know.

This is the first release, I know that are a lot that is missing, but for a BETA I think that is okay. Maybe you want to make your own version of SF2, feel free to use the images that I edited, I hope you like and enjoy this project:

Link:
https://1drv.ms/f/c/2443fbc9fd592713/EiV5WCLC5lFAjFjThH2T12ABi4Blgo_ehFYQ_3ye1qSeDQ?e=AGJyen

Enjoy!
    

Re: Does this thing exist?/who is the author?/etc. thread.

 March 19, 2025, 03:06:17 am View in topic context
#76
 Posted by DolphinDan400  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 pm
 Board: Requests

    

Re: Character of the Month: February 2025 Voting

 March 19, 2025, 02:26:13 am View in topic context
#77
 Posted by Knuckles8864  in Character of the Month: February 2025 Voting (Started by Lyrica March 18, 2025, 01:52:19 pm
 Board: M.U.G.E.N Discussion

Voted for the Two T's. Terry and T-1000.
    

Re: Does this thing exist?/who is the author?/etc. thread.

 March 19, 2025, 01:38:33 am View in topic context
#78
avatar  Posted by Pape9865  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 pm
 Board: Requests

Looking for the name and author of this giant red mecha.
    

Re: Sailor Venus Sprites

 March 19, 2025, 01:13:00 am View in topic context
#79
 Posted by rgveda99  in Sailor Venus Sprites (Started by rgveda99 November 30, 2022, 01:07:15 am
 Board: Sailor Stars Beyond





    

Unbreakable...

 March 18, 2025, 10:59:51 pm View in topic context
#80
avatar  Posted by WatsonGrim69  in Unbreakable... (Started by WatsonGrim69 March 18, 2025, 10:59:51 pm
 Board: Requests

This record was used for a Mugen stage/match I showcased years ago but forgotten the name the music group and stage creator. It was Grim Watsonz Mugen - Devil jin(me) vs Evil Ryu. Possibly was the most viewed and popular match ever uploaded before it got "trended". anyway, any information regarding the stage author would be appreciated.