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stage select thumbnails.

Started by Blooblabb24, February 16, 2013, 09:32:11 PM

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Blooblabb24

i've already made the .fnt file for the thumbnails and put it in the font folder. now where do i go to actually change the font of the stage select.

Cyanide

Stage select is inside system.def. There are fonts listed at the top of the file, add yours in, or edit to remove it, and then find the stage select section and point at your font. The first number is the font number, the second is blink on/off if memory serves and the last one is the palette bank to use assuming you've done that (and i know you haven't)

So if it's font 8 you have
font = 8,0,0


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.

Blooblabb24

#2
Quote from: Cyanide on February 16, 2013, 09:45:39 PM
Stage select is inside system.def. There are fonts listed at the top of the file, add yours in, or edit to remove it, and then find the stage select section and point at your font. The first number is the font number, the second is blink on/off if memory serves and the last one is the palette bank to use assuming you've done that (and i know you haven't)

So if it's font 8 you have
font = 8,0,0

FFFF, it didnt work. i did everything but the font just shows up as invisible in the game. why??

Алексей

Did you add it to your font list in the system.def of your motif? For example:

;System fonts
font1 = f-4x6.def
...
font9 = yourfont.def


After that, then you're able to use it as Cyanide explained. In this example, it's font #9, so you would use "9,0,0."

-[Все слова это только слова.]-

Blooblabb24

Quote from: Алексей on February 17, 2013, 02:49:42 PM
Did you add it to your font list in the system.def of your motif? For example:

;System fonts
font1 = f-4x6.def
...
font9 = yourfont.def


After that, then you're able to use it as Cyanide explained. In this example, it's font #9, so you would use "9,0,0."

yep. but it isnt a .def, its a .fnt

TrinitroRoy

It should work with FNT files as well.
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Blooblabb24

#6
Quote from: Trinitronity on February 17, 2013, 08:43:13 PM
It should work with FNT files as well.

yh i know, i've used another custom font before. but some reason this one isnt working, it just shows as invisible.
i even downloaded another mugen game that uses thumbnails for the stage select, and tried to use that font on my mugen but it still didnt work! wtf is my game cursed or something?

Tamez

Did you rename your stages?  When using the thumbnails you have to change the name of the stages in their .def files. 

[Info]
name = "(Stage name goes here)"


Needs to change to: 

[Info]
name = "(single letter, number, or symbol)"


The single letter, number, or symbol has to match up with the picture assigned to it in the font. 
If you didn't change the name, the font may not display. 

Aside from that, Cyanide's explanation of the font values isn't entirely correct. 
Blinking isn't controlled by the font numbers at all.

The values mean Font Number, Color Bank, then Alignment.
Alignment is for words, but I'm going to explain it because if you didn't use the right value, it could also be a problem. 
For the alignment 0 is centered, 1 is aligned so the words move to the right (Left Justified), and -1 is aligned so the words move to the left(Right Justified).

So using the assuming you put the font in as the 8th font, and that you don't have a second version of the font to use after the stage has been selected, your font assignment in the system.def should look like this: 

;Stage select
stage.pos = 160,237
stage.active.font = 8,0,0
stage.active2.font = 8,0  ;Second font color for blinking
stage.done.font = 8,0


stage.pos there is the position of the font.  The 160,237 is the bottom center of the screen based on low res WinMugen. 
If you are using a different version or resolution, the numbers need to change. 

If you haven't positioned them correctly, that could be another reason they aren't showing up. 


www.elecbyte.com

Blooblabb24

#8
Quote from: Tamez on February 19, 2013, 11:47:23 AM
Did you rename your stages?  When using the thumbnails you have to change the name of the stages in their .def files. 

[Info]
name = "(Stage name goes here)"


Needs to change to: 

[Info]
name = "(single letter, number, or symbol)"


The single letter, number, or symbol has to match up with the picture assigned to it in the font. 
If you didn't change the name, the font may not display. 

Aside from that, Cyanide's explanation of the font values isn't entirely correct. 
Blinking isn't controlled by the font numbers at all.

The values mean Font Number, Color Bank, then Alignment.
Alignment is for words, but I'm going to explain it because if you didn't use the right value, it could also be a problem. 
For the alignment 0 is centered, 1 is aligned so the words move to the right (Left Justified), and -1 is aligned so the words move to the left(Right Justified).

So using the assuming you put the font in as the 8th font, and that you don't have a second version of the font to use after the stage has been selected, your font assignment in the system.def should look like this: 

;Stage select
stage.pos = 160,237
stage.active.font = 8,0,0
stage.active2.font = 8,0  ;Second font color for blinking
stage.done.font = 8,0


stage.pos there is the position of the font.  The 160,237 is the bottom center of the screen based on low res WinMugen. 
If you are using a different version or resolution, the numbers need to change. 

If you haven't positioned them correctly, that could be another reason they aren't showing up. 


Yes i have already done all of that stuff

Got my font sitting right there:

(and yes there is a stages.fnt file in my font folder aswell)

Got the digits right:


And i renamed the stage:

(i've tried both upper case and lower case letters, and yes the letter X corresponds to the letter of the thumbnail)

The positioning is 640,700

AND IT STILL DOESNT WORK

Tamez

Send me the font in a sendspace link. 
I'll see if it is something wrong with the actual .fnt file. 

www.elecbyte.com

Cyanide

Why have you written font8 when the next in sequence should be font 6? Mugen is anal about that sort of thing.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.

Tamez

Not in this case. 
Neither 1.0 nor WinMugenPlus will stop the display of a font due to their order on the list. 

www.elecbyte.com

Blooblabb24

Quote from: Tamez on February 20, 2013, 05:09:56 AM
Send me the font in a sendspace link. 
I'll see if it is something wrong with the actual .fnt file. 

http://www.mediafire.com/?9298d2ala9oamao

Tamez

OK, the part where you went wrong is in your Width under Char Size.
You have it set to 149. 
Width here has nothing to do with the "letters" themselves.  It has to do with the size of spacing between words. 

Since when you do any stage other than random mugen puts Stage(space)NumberColon(space)StageName, those two spaces are moving the images to the right and they end up off screen. 

Put in a Width of 1 and work on your placement from there. 

Also, just to note.  You didn't index your font correctly.  You used up all 256 colors on the images without accounting for a transparent color. 
You can't do that. 
Mugen automatically makes fonts transparent, so you need to have a 0 color set for transparency.  As it stands now you have holes in parts of the font. 

www.elecbyte.com

Blooblabb24

Quote from: Tamez on February 20, 2013, 09:51:40 PM
OK, the part where you went wrong is in your Width under Char Size.
You have it set to 149. 
Width here has nothing to do with the "letters" themselves.  It has to do with the size of spacing between words. 

Since when you do any stage other than random mugen puts Stage(space)NumberColon(space)StageName, those two spaces are moving the images to the right and they end up off screen. 

Put in a Width of 1 and work on your placement from there. 

Also, just to note.  You didn't index your font correctly.  You used up all 256 colors on the images without accounting for a transparent color. 
You can't do that. 
Mugen automatically makes fonts transparent, so you need to have a 0 color set for transparency.  As it stands now you have holes in parts of the font. 

could u maybe fix the font for me pretty please?

Tamez

No. 
This help section isn't here for other people to do the work for you, it is here to help you understand how to do it yourself. 

Besides, you only have to change one value to get the font working. 
And since you only had three images in the font, I imagine you'll be adding more stages to it.  Therefore me reindexing it for you serves no purpose. 

www.elecbyte.com

Blooblabb24

Quote from: Tamez on February 21, 2013, 01:30:10 AM
No. 
This help section isn't here for other people to do the work for you, it is here to help you understand how to do it yourself. 

Besides, you only have to change one value to get the font working. 
And since you only had three images in the font, I imagine you'll be adding more stages to it.  Therefore me reindexing it for you serves no purpose. 

so what do i put for the color depth? and how do i change the color set for transparency

Tamez

Quote from: Blooblabb24 on February 21, 2013, 02:25:28 AMso what do i put for the color depth?

256, like how you had it is fine. 


Quote from: Blooblabb24 on February 21, 2013, 02:25:28 AMhow do i change the color set for transparency

Cybaster's stage tutorial should cover that. 
http://mugenguild.com/forum/msg.960426

www.elecbyte.com