Autor Thema: suche dieses screenpack  (Gelesen 4234 mal)

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Offline BloodyKeyblade

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Antw: suche dieses screenpack
« Antwort #15 am: 27. August 2012, 23:39:20 »
Ok das klingt doch schonmal ganz gut.
Warten ist zur Zeit kein Problem, bin für einen Monat in Shanghai und bin hier eh den ganzen Tag auf Achse.

Hoffen wir nur, dass ss nicht mehrere Monate dauert bis sich einer meldet ;)

Nunja, scheint als könnte mir da keiner helfen...ich versuche natürlich so schnell wie Möglich das Problem zu beheben,
ein Monat wird da denk ich kein Problem sein...hoffe ich^^

Danke dir schonmal für deine Mühen....

Kein Problem, macht mir ja Spaß, mal selbst so direkt an Screenpacks zu basteln, kommt nur davon jetzt mit den Problemen, da ich vorher nie an der Powerbar oder Lifebar rumhantiert habe. Aber wird schon, keine Sorge ;) Lerne ja täglich dazu.

Offline Cineas

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Antw: suche dieses screenpack
« Antwort #16 am: 28. August 2012, 13:21:26 »
Darf ich fragen, wo genau das Problem liegt? Ich nehme an, es geht darum, dass die Lifebars nicht richtig füllen und die drei oberen Punkte nicht in die vorgesehenen Slots gesetzt werden?

Ersteres müsste sich eigentlich einfach mit den Parametern "p1.range.x" und "p2.range.x" lösen lassen. Da probiert man am besten ein wenig rum. Mit Mathematik bin ich da in meinem Projekt nur bedingt weitergekommen, wobei ich mich wohl einfach nur bei den Pixeln verzählt habe^^ Aufgrund der Spiegelung der Lifebars, sind die Werte von "p2.range.x" die gleichen wie für "p1.range.x", werden aber mit -1 multipliziert.

Bei den oberen drei Punkten habe ich keine Ahnung, was sie darstellen sollen. Ist das die Powerbar? Wenn ja, dann müssten eigentlich alle Sprites der Bar an der für die Bar angegebenen Position sitzen und lediglich der "Inhalt" wieder in Versatz und Länge über "p1.range.x"/"p2.range.x" angepasst werden, aber das scheint hier ja nicht der Fall zu sein. Daher verwirrt mich das etwas. Kannst du da mehr zu sagen?


Gruß

Cineas

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Antw: suche dieses screenpack
« Antwort #17 am: 28. August 2012, 22:50:07 »
Spoiler für Verstecktes:
[Powerbar];-----------------?p?[?o[

;-----------------Player 1
p1.pos    = 257,13
;p1.bg0.anim = 50
p1.bg0.scale = 1,1

;p1.bg1.spr = 50,0
;p2.bg1.facing = 1

p1.mid.spr = 42,0
p1.mid.facing = 1

p1.front.anim = 1050
p1.front.scale = 1,1
;p1.front.facing = 1

p1.range.x = 118,-127

;-----------------

p1.counter.offset = -64,13
p1.counter.font = 5,0,0



;-----------------Player 2
p2.pos    = 382,13
;p2.bg0.anim = 50
p2.bg0.scale = 1,1
p2.bg0.facing = -1

;p2.bg1.spr = 60,0
;p2.bg1.facing = -1

p2.mid.spr = 50,0
p2.mid.facing = -1


p2.front.anim = 1050
p2.front.scale = 1,1
;p2.front.facing = -1

p2.range.x  = 18,127

;-----------------
p2.counter.offset = 62,13
p2.counter.font = 6,0,0

; --level sounds---
level1.snd = 21,1
level2.snd = 21,2
level3.snd = 21,3
level4.snd = 21,3
level5.snd = 21,3
level6.snd = 21,3
level7.snd = 21,3
level8.snd = 21,3
level9.snd = 21,3

;-----------------
[Begin Action 1050]
Loopstart
1050, 0, 0, 0, 3, , a
1050, 0, 0, 0, 3
1050, 1, 0, 0, 3, , a
1050, 1, 0, 0, 3
1050, 2, 0, 0, 3, , a
1050, 2, 0, 0, 3
1050, 3, 0, 0, 3, , a
1050, 3, 0, 0, 3

Das mit den Punkten (Kristallen) mit der Powerbar an die richtige Position habe ich über p1.pos hinbekommen, die richtig hinzuschieben.
Das Problem ist jetzt der Abstand zwischen dem blauen Leuchten der Powerbar und den 3 "Kristallen".
Die Powerbar (das leuchten) und die Kristalle verschieben sich durch p1.pos beide gleichzeitig, der Abstand ist daher der gleiche...
Ist dieser Abstand das "p1.range.x"? Weil iwie hat sich nie was verändert, als ich diesen Parameter verändert habe...
Könntest du es dir vielleicht mal selber ansehen? Habe grad jetzt selbst keine Zeit daran zu arbeiten...

Zwischenstand des Screenpacks (falls du es dir selbst mal ansehen möchtest), hier: http://www.mediafire.com/?pzqpb89lk9fn8zu

Offline Cineas

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Antw: suche dieses screenpack
« Antwort #18 am: 30. August 2012, 14:09:25 »
Ich sehe es mir heute oder morgen mal genauer an. Mal sehen, was sich machen lässt.  :)

Offline Cineas

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Antw: suche dieses screenpack
« Antwort #19 am: 30. August 2012, 15:21:57 »
Habe das Problem gefunden!
Das Problem bestand darin, dass du die Position der Powerbar an den Kristallen ausgerichtet hast. Die Kristalle sind aber nicht die Powerbar, sondern der Counter. Im Standart-Screenpack sind das die Zahlen neben der Powerbar. Der Ersteller des Screenpacks hat lediglich eine Bitmap-Font erstellt, welche die Sprites der Kristalle anstatt der Zahlen enthält. Demenstprechend musste das Leuchten der Powerbar über p1.pos ausgerichtet und dann die länge über p1.range.x angepasst werden (wenn beim ändern der Werte nichts passiert, dann verlängert man in der Regel die Leiste einfach über die länge des Sprites, weswegen man keine Änderung sieht). Die Kristalle mussten dann über p1.counter.offset an die richtige Stelle gepackt werden. Ich muss das ganze nun nur noch für die Turns  und Simul-Leiste + Spieler zwei kopieren. Lade das ScreenPack dann nochmal hier hoch. :)


So, nun sitmmt alles! Habe auch mal die Lifebars angepasst. Die stimmten in dieser Version auch noch nicht ganz. Anstatt das ganze ScreenPack hochzuladen, poste ich hier einfach mal den Code der fight.def. Einfach in die Fight.def übernehmen und alles sollte klappen.

Spoiler für Verstecktes:
; xtrem_mugen fight.def

;-----------------------------------------------------------
;Directories are checked in this order:
;1. current directory fight.def is in
;2. data/
;3. your MUGEN directory

[Files]
sff = fight/fight.sff
snd = fight/modfight.snd
font1 = fight/font1.fnt
font2 = fight/time.fnt
font3 = fight/combo.fnt
font4 = fight/hit.fnt
font5 = fight/power1.fnt
font6 = fight/power2.fnt
font7 = fight/font7.fnt
fightfx.sff = fightfx.sff
fightfx.air = fightfx.air
common.snd = common.snd

;-----------------------------------------------------------
[Lifebar];-----------------?lí???C?t?o[

;-----------------Player 1
p1.pos    = 320,0

p1.bg0.anim = 1020
p1.bg0.scale = 1,1

p1.bg1.anim = 1011
p1.bg1.scale = 1,1

p1.mid.anim = 1031
p1.mid.scale = 1,1

p1.front.spr = 1030,0
p1.front.scale = 1,1

p1.range.x  = 29,-272

;-----------------Player 2
p2.pos    = 320,0

p2.bg0.anim = 1021
p2.bg0.scale = 1,1
p2.bg0.facing = -1

p2.bg1.anim = 1012
p2.bg1.scale = 1,1
p2.bg1.facing = -1

p2.mid.anim = 1031
p2.mid.scale = 1,1
p2.mid.facing = -1

p2.front.spr = 1030,0
p2.front.scale = 1,1
p2.front.facing = -1

p2.range.x = 29,272

;-----------------
[Begin Action 1020];?{?Ì?o?b?N?P?
Loopstart
1020, 0, 0, 0, 1, , s

[Begin Action 1021];?{?Ì?o?b?N?Q?
Loopstart
1021, 0, 0, 0, 1, , s

[Begin Action 1011];?{?Ì
Loopstart
1011, 0, 0, 0, 6, , a
1011, 1, 0, 0, 6, , a
1011, 2, 0, 0, 6, , a
1011, 3, 0, 0, 6, , a
1011, 4, 0, 0, 6, , a
1011, 5, 0, 0, 6, , a
1011, 6, 0, 0, 6, , a
1011, 7, 0, 0, 6, , a
1011, 7, 0, 0, 6, , a
1011, 6, 0, 0, 6, , a
1011, 5, 0, 0, 6, , a
1011, 4, 0, 0, 6, , a
1011, 3, 0, 0, 6, , a
1011, 2, 0, 0, 6, , a
1011, 1, 0, 0, 6, , a

[Begin Action 1012]
Loopstart
1012, 0, 0, 0, 6, , a
1012, 1, 0, 0, 6, , a
1012, 2, 0, 0, 6, , a
1012, 3, 0, 0, 6, , a
1012, 4, 0, 0, 6, , a
1012, 5, 0, 0, 6, , a
1012, 6, 0, 0, 6, , a
1012, 7, 0, 0, 6, , a
1012, 7, 0, 0, 6, , a
1012, 6, 0, 0, 6, , a
1012, 5, 0, 0, 6, , a
1012, 4, 0, 0, 6, , a
1012, 3, 0, 0, 6, , a
1012, 2, 0, 0, 6, , a
1012, 1, 0, 0, 6, , a


[Begin Action 1031];mid
Loopstart
1031, 0, 0, 0, 6
1031, 1, 0, 0, 6
1031, 2, 0, 0, 6
1031, 3, 0, 0, 6
1031, 4, 0, 0, 6
1031, 5, 0, 0, 6

[Begin Action 25];???C?t?o[
Loopstart
10, 1, 0, 0, 3
10, 12, 0, 0, 3
10, 13, 0, 0, 3
10, 14, 0, 0, 3
10, 15, 0, 0, 3
10, 16, 0, 0, 3
10, 17, 0, 0, 3
10, 18, 0, 0, 3
10, 17, 0, 0, 3
10, 16, 0, 0, 3
10, 15, 0, 0, 3
10, 14, 0, 0, 3
10, 13, 0, 0, 3
10, 12, 0, 0, 3


;-----------------------------------------------------------
[Simul Lifebar];-----------------?^?b?Oí???C?t?o[

;-----------------Player 1
p1.pos    = 320,0

p1.bg0.anim = 1022
p1.bg0.scale = 1,1

p1.bg1.anim = 1016
p1.bg1.scale = 1,1

p1.mid.anim = 1032
p1.mid.scale = 1,1

p1.front.spr = 1030,1
p1.front.scale = 1,1

p1.range.x  = -14,-136

;-----------------Player 2
p2.pos    = 320,0

p2.bg0.anim = 1023
p2.bg0.scale = 1,1
p2.bg0.facing = -1

p2.bg1.anim = 1017
p2.bg1.scale = 1,1
p2.bg1.facing = -1

p2.mid.anim = 1032
p2.mid.scale = 1,1
p2.mid.facing = -1

p2.front.spr = 1030,1
p2.front.scale = 1,1
p2.front.facing = -1

p2.range.x = 14,136

;-----------------Player 3
p3.pos    = 320,0

p3.mid.anim = 1033
p3.mid.scale = 1,1

p3.front.spr = 1030,2
p3.front.scale = 1,1

p3.range.x  = -14,-136

;-----------------Player 4
p4.pos    = 320,0

p4.mid.anim = 1033
p4.mid.scale = 1,1
p4.mid.facing = -1

p4.front.spr = 1030,2
p4.front.scale = 1,1
p4.front.facing = -1

p4.range.x = 14,136

;-----------------

[Begin Action 1022];?{?Ì?o?b?N?P?
Loopstart
1022, 0, 0, 0, 1, , s

[Begin Action 1023];?{?Ì?o?b?N?Q?
Loopstart
1023, 0, 0, 0, 1, , s

[Begin Action 1016];?{?Ì
Loopstart
1016, 0, 0, 0, 6, , a
1016, 1, 0, 0, 6, , a
1016, 2, 0, 0, 6, , a
1016, 3, 0, 0, 6, , a
1016, 4, 0, 0, 6, , a
1016, 5, 0, 0, 6, , a
1016, 6, 0, 0, 6, , a
1016, 7, 0, 0, 6, , a
1016, 7, 0, 0, 6, , a
1016, 6, 0, 0, 6, , a
1016, 5, 0, 0, 6, , a
1016, 4, 0, 0, 6, , a
1016, 3, 0, 0, 6, , a
1016, 2, 0, 0, 6, , a
1016, 1, 0, 0, 6, , a

[Begin Action 1017]
Loopstart
1017, 0, 0, 0, 6, , a
1017, 1, 0, 0, 6, , a
1017, 2, 0, 0, 6, , a
1017, 3, 0, 0, 6, , a
1017, 4, 0, 0, 6, , a
1017, 5, 0, 0, 6, , a
1017, 6, 0, 0, 6, , a
1017, 7, 0, 0, 6, , a
1017, 7, 0, 0, 6, , a
1017, 6, 0, 0, 6, , a
1017, 5, 0, 0, 6, , a
1017, 4, 0, 0, 6, , a
1017, 3, 0, 0, 6, , a
1017, 2, 0, 0, 6, , a
1017, 1, 0, 0, 6, , a


[Begin Action 1032];mid
Loopstart
1032, 0, 0, 0, 6
1032, 1, 0, 0, 6
1032, 2, 0, 0, 6
1032, 3, 0, 0, 6
1032, 4, 0, 0, 6
1032, 5, 0, 0, 6

[Begin Action 1033];mid
Loopstart
1033, 0, 0, 0, 6
1033, 1, 0, 0, 6
1033, 2, 0, 0, 6
1033, 3, 0, 0, 6
1033, 4, 0, 0, 6
1033, 5, 0, 0, 6

;-----------------------------------------------------------
[Turns Lifebar];-----------------?`[??í???C?t?o[

;-----------------Player 1
p1.pos    = 320,0

p1.bg0.anim = 1020
p1.bg0.scale = 1,1

p1.bg1.anim = 1011
p1.bg1.scale = 1,1

p1.mid.anim =  1031
p1.mid.scale = 1,1

p1.front.spr = 1030,0
p1.front.scale = 1,1

p1.range.x  = -14,-136

;-----------------Player 2
p2.pos    = 320,0

p2.bg0.anim = 1021
p2.bg0.scale = 1,1
p2.bg0.facing = -1

p2.bg1.anim = 1012
p2.bg1.scale = 1,1
p2.bg1.facing = -1

p2.mid.anim = 1031
p2.mid.scale = 1,1
p2.mid.facing = -1

p2.front.spr = 1030,0
p2.front.scale = 1,1
p2.front.facing = -1

p2.range.x = 14,136



;-----------------------------------------------------------
[Powerbar];-----------------?p?[?o[

;-----------------Player 1
p1.pos    = 320,0 ;257,13
;p1.bg0.anim = 50
p1.bg0.scale = 1,1

;p1.bg1.spr = 50,0
;p2.bg1.facing = 1

p1.mid.spr = 42,0
p1.mid.facing = 1

p1.front.anim = 1050
p1.front.scale = 1,1
;p1.front.facing = 1

p1.range.x = 0,-320

;-----------------

p1.counter.offset = -128,26
p1.counter.font = 5,0,0



;-----------------Player 2
p2.pos    = 320,0 ;257,13
;p2.bg0.anim = 50
p2.bg0.scale = 1,1

;p1.bg1.spr = 50,0
;p2.bg1.facing = 1

p2.mid.spr = 42,0
p2.mid.facing = -1

p2.front.anim = 1050
p2.front.scale = 1,1
p2.front.facing = -1

p2.range.x = 0,320

;-----------------
p2.counter.offset = 124,26
p2.counter.font = 6,0,0

; --level sounds---
level1.snd = 21,1
level2.snd = 21,2
level3.snd = 21,3
level4.snd = 21,3
level5.snd = 21,3
level6.snd = 21,3
level7.snd = 21,3
level8.snd = 21,3
level9.snd = 21,3

;-----------------
[Begin Action 1050]
Loopstart
1050, 0, 0, 0, 3, , a
1050, 0, 0, 0, 3
1050, 1, 0, 0, 3, , a
1050, 1, 0, 0, 3
1050, 2, 0, 0, 3, , a
1050, 2, 0, 0, 3
1050, 3, 0, 0, 3, , a
1050, 3, 0, 0, 3

;-----------------------------------------------------------
[Face];-----------------?lí?ç?A?C?R??

;-----------------Player 1
p1.pos    = 20,22
;p1.bg.spr = 50,0

p1.face.spr = 9000,0
p1.face.scale = 0.5,0.5
p1.face.facing = 1

p1.face.offset = 0,0

;-----------------Player 2
p2.pos    = 620,22
;p2.bg.spr = 50,0
p2.bg.facing = -1

p2.face.spr = 9000,0
p2.face.scale = 0.5,0.5
p2.face.facing = -1

p2.face.offset = 0,0

[Simul Face];-----------------?^?b?Oí?ç?A?C?R??

;-----------------Player 1
p1.pos    = 20,22
;p1.bg.spr = 60,0
p1.face.spr = 9000,0
p1.face.scale = 0.5,0.5
p1.face.facing = 1
p1.face.offset = 0,0

;-----------------Player 2
p2.pos    = 620,22
;p2.bg.spr = 60,0
p2.bg.facing = -1
p2.face.spr = 9000,0
p2.face.scale = 0.5,0.5
p2.face.facing = -1
p2.face.offset = 0,0

;-----------------Player 3
p3.pos    = 42,10
p3.face.spr = 9000,0
p3.face.scale = 0.25,0.25
p3.face.facing = 1
p3.face.offset = 0,0

;-----------------Player 4
p4.pos    = 597,10
p4.bg.facing = -1
p4.face.spr = 9000,0
p4.face.scale = 0.25,0.25
p4.face.facing = -1
p4.face.offset = 0,0

[Turns Face];-----------------?`[??í?ç?A?C?R??

;-----------------Player 1
p1.pos    = 20,22
p1.bg.spr = 11,1

p1.face.spr = 9000,0
p1.face.scale = 0.5,0.5
p1.face.facing = 1
p1.face.offset = 0,0

p1.teammate.pos = 21,24
p1.teammate.spacing = 11,0

p1.teammate.bg.spr = 11,1
p1.teammate.bg.offset = 160,0
p1.teammate.bg.scale = 0.5,0.5

p1.teammate.ko.spr = 70,0
p1.teammate.ko.offset = 0,0
p1.teammate.ko.scale = 0.5,0.5

p1.teammate.face.spr = 9000,0
p1.teammate.face.scale = 0.25,0.25
p1.teammate.face.facing = 1
p1.teammate.face.offset = 0,0

;-----------------Player 2
p2.pos    = 620,22
p2.bg.spr = 11,1
p2.bg.facing = -1

p2.face.spr = 9000,0
p2.face.scale = 0.5,0.5
p2.face.facing = -1
p2.face.offset = 0,0

p2.teammate.pos = 299,24
p2.teammate.spacing = -11,0

p2.teammate.bg.spr = 11,1

p2.teammate.ko.spr = 70,0
p2.teammate.ko.scale = 0.5,0.5
p2.teammate.ko.facing = -1

p2.teammate.face.spr = 9000,0
p2.teammate.face.scale = 0.25,0.25
p2.teammate.face.facing = -1
p2.teammate.face.offset = 0,0



;-----------------------------------------------------------
[Name];------------------?¼?O
p1.pos = 60,22
;p1.bg. =
p1.name.font = 1,0, 1
;p2.bg. =
p2.pos = 580,22
p2.name.font = 1,0, -1

[Simul Name]
p1.pos = 60,22
p1.name.font = 1,0, 1
p2.pos = 580,22
p2.name.font = 1,0, -1
p3.pos = 104,56
p3.name.font = 1,0, 1
p4.pos = 636,56
p4.name.font = 1,0, -1

[Turns Name]
p1.pos = 60,22
;p1.bg. =
p1.name.font = 1,0, 1
;p2.bg. =
p2.pos = 580,22
p2.name.font = 1,0, -1


;-----------------------------------------------------------
[Time];------------------?^?C???J?E???g
pos = 322,40
; Uncomment the following line to use a bg component
;bg.spr =
; Time count display
counter.offset = 0,0
counter.font = 2,0, 0
; Ticks for each count
framespercount = 60

;-----------------------------------------------------------
[Combo];------------------?R???{
pos = 10,160         ;Coords to show
start.x = -16      ;Starting x-coords
counter.font = 3,0,0
counter.shake = 1   ;Set to 1 to shake count on hit
text.text = H  ;You can use %i to show count in the text, eg "%i Hit!"
text.font = 4,0
text.offset = 24,-36  ;Offset of text
displaytime = 90    ;Time to show text


;-----------------------------------------------------------
[Round];------------------???E???h
match.wins = 2              ;Rounds needed to win a match
match.maxdrawgames = 1      ;Max number of drawgames allowed (-1 for infinite) *2001.11.01 NEW*
start.waittime = 30         ;Time to wait before starting intro

; Default position for all components
pos = 320,80

; ROUND X
round.time = 0              ;Time to show round display
round.default.offset = 480, 0

round1.anim = 110
round1.scale = 1,1
round2.anim = 120
round2.scale = 1,1
round3.anim = 130
round3.scale = 1,1
round4.anim = 140
round4.scale = 1,1
round5.anim = 150
round5.scale = 1,1
round6.anim = 160
round6.scale = 1,1
round7.anim = 170
round7.scale = 1,1
round8.anim = 180
round8.scale = 1,1
round9.anim = 190
round9.scale = 1,1

;----------------------------
round1.snd = 0,1
round2.snd = 0,2
round3.snd = 0,3
round4.snd = 0,4
round5.snd = 0,5
round6.snd = 0,6
round7.snd = 0,7
round8.snd = 0,8
round9.snd = 0,9
round.sndtime = 0           ;Time to play the sounds

;----------------------------
; FIGHT
fight.time = 0              ;Time to show FIGHT component
fight.offset = 0, 0     ;Component for FIGHT display
fight.anim = 200             ;.
fight.scale = 1,1
fight.snd = 1,0             ;Sound to play
fight.sndtime = 0           ;Time to play sound

ctrl.time = 30              ;Time players get control after "Fight"

;----------------------------
; KO
KO.time    = 0              ;Time to show KO component
KO.offset  = 0,10        ;Component for KO display
KO.anim    = 300            ;.
KO.scale = 0.5,0.5
KO.snd     = 2,0            ;Sound to play for KO announcement

;----------------------------
; Double KO
DKO.time    = 0              ;Time to show KO component
DKO.offset  = 0,30        ;Component for KO display
DKO.anim    = 400            ;.
DKO.scale = 0.5,0.5
DKO.snd    = 2,1

;----------------------------
; Time Over
TO.time    = 0              ;Time to show KO component
TO.offset  = 0,10        ;Component for KO display
TO.anim    = 500            ;.
TO.scale = 0.5,0.5
TO.snd    = 2,2

;----------------------------
KO.sndtime = 0             ;Time to play sound for KO, DKO and TO.
slow.time  = 60            ;Time for KO slowdown (in ticks)
over.waittime = 45         ;Time to wait after KO before player control is stopped
over.hittime = 10          ;Time after KO that players can still damage each other (for double KO)
over.wintime = 45          ;Time to wait before players change to win states
over.time = 210            ;Time to wait before round ends

;----------------------------
; Time to wait before showing win/draw message
win.time = 60

; Win text
win.offset = 0, 70
win.font = 7,1
win.text = Winner is %s!
win.displaytime = 540
;win.snd    = 2,4

; 2-player win text
win2.offset = 0, 70
win2.font = 7,2
win2.text = Winner is %s and %s!
win2.displaytime = 540
;win2.snd    = 2,4

; Draw text
draw.time    = 0           ;Time to show KO component
draw.offset  = 0,24        ;Component for KO display
draw.displaytime = 540
draw.anim    = 600
draw.snd = 3,0
draw.scale = 0.5,0.5

;----------------------

[Begin Action 110]
100, 0, 29, 0, 1, , a
100, 1, 29, 0, 1, , a
100, 2, 29, 0, 5
100, 3, 29, 0, 5
100, 4, 29, 0, 4
100, 5, 29, 0, 4
100, 6, 29, 0, 3
100, 7, 29, 0, 3
100, 8, 29, 0, 2
100, 9, 29, 0, 10
110, 0, 29, 0, 1
110, 1, 29, 0, 3
110, 2, 29, 0, 4
110, 3, 29, 0, 8

[Begin Action 120]
100, 0, 0, 0, 1, , a
100, 1, 0, 0, 1, , a
100, 2, 0, 0, 5
100, 3, 0, 0, 5
100, 4, 0, 0, 4
100, 5, 0, 0, 4
100, 6, 0, 0, 3
100, 7, 0, 0, 3
100, 8, 0, 0, 2
100, 9, 0, 0, 10
120, 0, 0, 0, 1
120, 1, 0, 0, 3
120, 2, 0, 0, 4
120, 3, 0, 0, 8

[Begin Action 130]
100, 0, 0, 0, 1, , a
100, 1, 0, 0, 1, , a
100, 2, 0, 0, 5
100, 3, 0, 0, 5
100, 4, 0, 0, 4
100, 5, 0, 0, 4
100, 6, 0, 0, 3
100, 7, 0, 0, 3
100, 8, 0, 0, 2
100, 9, 0, 0, 10
130, 0, 0, 0, 1
130, 1, 0, 0, 3
130, 2, 0, 0, 4
130, 3, 0, 0, 8

[Begin Action 140]
100, 0, 0, 0, 1, , a
100, 1, 0, 0, 1, , a
100, 2, 0, 0, 5
100, 3, 0, 0, 5
100, 4, 0, 0, 4
100, 5, 0, 0, 4
100, 6, 0, 0, 3
100, 7, 0, 0, 3
100, 8, 0, 0, 2
100, 9, 0, 0, 10
140, 0, 0, 0, 1
140, 1, 0, 0, 3
140, 2, 0, 0, 4
140, 3, 0, 0, 8

[Begin Action 150]
100, 0, 0, 0, 1, , a
100, 1, 0, 0, 1, , a
100, 2, 0, 0, 5
100, 3, 0, 0, 5
100, 4, 0, 0, 4
100, 5, 0, 0, 4
100, 6, 0, 0, 3
100, 7, 0, 0, 3
100, 8, 0, 0, 2
100, 9, 0, 0, 10
150, 0, 0, 0, 1
150, 1, 0, 0, 3
150, 2, 0, 0, 4
150, 3, 0, 0, 8

[Begin Action 160]
100, 0, 0, 0, 1, , a
100, 1, 0, 0, 1, , a
100, 2, 0, 0, 5
100, 3, 0, 0, 5
100, 4, 0, 0, 4
100, 5, 0, 0, 4
100, 6, 0, 0, 3
100, 7, 0, 0, 3
100, 8, 0, 0, 2
100, 9, 0, 0, 10
160, 0, 0, 0, 1
160, 1, 0, 0, 3
160, 2, 0, 0, 4
160, 3, 0, 0, 8

[Begin Action 170]
100, 0, 0, 0, 1, , a
100, 1, 0, 0, 1, , a
100, 2, 0, 0, 5
100, 3, 0, 0, 5
100, 4, 0, 0, 4
100, 5, 0, 0, 4
100, 6, 0, 0, 3
100, 7, 0, 0, 3
100, 8, 0, 0, 2
100, 9, 0, 0, 10
170, 0, 0, 0, 1
170, 1, 0, 0, 3
170, 2, 0, 0, 4
170, 3, 0, 0, 8

[Begin Action 180]
100, 0, 0, 0, 1, , a
100, 1, 0, 0, 1, , a
100, 2, 0, 0, 5
100, 3, 0, 0, 5
100, 4, 0, 0, 4
100, 5, 0, 0, 4
100, 6, 0, 0, 3
100, 7, 0, 0, 3
100, 8, 0, 0, 2
100, 9, 0, 0, 10
180, 0, 0, 0, 1
180, 1, 0, 0, 3
180, 2, 0, 0, 4
180, 3, 0, 0, 8
;----------------------
[Begin Action 190]
195, 0, 0, -80, 1, , a
195, 1, 0, -80, 1, , a
195, 2, 0, -80, 5
195, 3, 0, -80, 5
195, 4, 0, -80, 4
195, 5, 0, -80, 4
195, 6, 0, -80, 3
195, 7, 0, -80, 3
195, 8, 0, -80, 2
195, 9, 0, -80, 32


;----------------------

;----------------------
;"Fight!" Animation
[Begin Action 200]
200, 0, 0, 0, 3, , a
200, 1, 0, 0, 5
200, 2, 0, 0, 5
200, 3, 0, 0, 4
200, 4, 0, 0, 4
200, 5, 0, 0, 3
200, 6, 0, 0, 3
200, 7, 0, 0, 2


;"K.O." Animation
[Begin Action 300]
300, 0, 0, 0, 3, , a
300, 1, 0, 0, 9
300, 2, 0, 0, 9
300, 3, 0, 0, 7
300, 4, 0, 0, 3, , a
300, 5, 0, 0, 9
300, 6, 0, 0, 9
300, 7, 0, 0, 7
300, 8, 0, 0, 7
300, 9, 0, 0, 5
300, 10, 0, 0, 5
300, 11, 0, 0, 3


;"DKO." Animation
[Begin Action 400]
400, 0, 0, 0, 1, , a
400, 1, 0, 0, 1
400, 0, 0, 0, 1, , a
400, 1, 0, 0, 1
400, 0, 0, 0, 1, , a
400, 1, 0, 0, 1
400, 0, 0, 0, 1, , a
400, 1, 0, 0, 1
400, 0, 0, 0, 1, , a
400, 1, 0, 0, 1
400, 0, 0, 0, 1, , a
400, 1, 0, 0, 1
400, 0, 0, 0, 1, , a
400, 1, 0, 0, 1
400, 0, 0, 0, 1, , a
400, 1, 0, 0, 1
400, 2, 0, 0, 1, , a
400, 3, 0, 0, 1
400, 2, 0, 0, 1, , a
400, 3, 0, 0, 1
400, 2, 0, 0, 1, , a
400, 3, 0, 0, 1
400, 2, 0, 0, 1, , a
400, 3, 0, 0, 1
400, 4, 0, 0, 1, , a
400, 5, 0, 0, 1
400, 4, 0, 0, 1, , a
400, 5, 0, 0, 1
400, 4, 0, 0, 1, , a
400, 5, 0, 0, 1
400, 4, 0, 0, 1, , a
400, 5, 0, 0, 1
400, 6, 0, 0, -1

;"TO" Animation
[Begin Action 500]
500, 0, 0, 0, 1, , a
500, 1, 0, 0, 1
500, 0, 0, 0, 1, , a
500, 1, 0, 0, 1
500, 0, 0, 0, 1, , a
500, 1, 0, 0, 1
500, 0, 0, 0, 1, , a
500, 1, 0, 0, 1
500, 0, 0, 0, 1, , a
500, 1, 0, 0, 1
500, 0, 0, 0, 1, , a
500, 1, 0, 0, 1
500, 2, 0, 0, 1, , a
500, 3, 0, 0, 1
500, 2, 0, 0, 1, , a
500, 3, 0, 0, 1
500, 2, 0, 0, 1, , a
500, 3, 0, 0, 1
500, 2, 0, 0, 1, , a
500, 3, 0, 0, 1
500, 2, 0, 0, 1, , a
500, 3, 0, 0, 1
500, 2, 0, 0, 1, , a
500, 3, 0, 0, 1
500, 4, 0, 0, 60

;"Draw" Animation
[Begin Action 600]
600, 0, 0, 0, 1
600, 1, 0, 0, 1
600, 0, 0, 0, 1
600, 1, 0, 0, 1
600, 0, 0, 0, 1
600, 1, 0, 0, 1
600, 0, 0, 0, 1
600, 1, 0, 0, 1
600, 0, 0, 0, 1
600, 1, 0, 0, 1
600, 0, 0, 0, 1
600, 1, 0, 0, 1
600, 0, 0, 0, 1
600, 1, 0, 0, 1
600, 0, 0, 0, 1
600, 1, 0, 0, 1
600, 2, 0, 0, 1, , a
600, 0, 0, 0, 16
600, 1, 0, 0, -1

;-----------------------------------------------------------
[WinIcon]
p1.pos = 160,0    ;33,43
p2.pos = 160,0   ;286,43

; Offset for next icon (x,y)
p1.iconoffset = -9,0 
p2.iconoffset = 9,0

; Counter text font and offset for representing wins
p1.counter.offset = 0,0
p1.counter.font = 1,0
p2.counter.offset = 0,0
p2.counter.font = 1,0
p2.counter.facing = -1

; Win by normal
p1.n.anim = 80
p1.n.scale = 1,1
p2.n.anim = 80
p2.n.scale = 1,1
p2.n.facing = -1

; Win by special
p1.s.anim = 80
p1.s.scale = 1,1
p2.s.anim = 80
p2.s.scale = 1,1
p2.s.facing = -1

; Win by hyper (super)
p1.h.anim = 80
p1.h.scale = 1,1
p2.h.anim = 80
p2.h.scale = 1,1
p2.h.facing = -1

; Win by normal throw
p1.throw.anim = 80
p1.throw.scale = 1,1
p2.throw.anim = 80
p2.throw.scale = 1,1
p2.throw.facing = -1

; Win by cheese
p1.c.anim = 80
p1.c.scale = 1,1
p2.c.anim = 80
p2.c.scale = 1,1
p2.c.facing = -1

; Win by time over
p1.t.anim = 80
p1.t.scale = 1,1
p2.t.anim = 80
p2.t.scale = 1,1
p2.t.facing = -1

; Win by suicide (here's a fun one)
p1.suicide.anim = 80
p1.suicide.scale = 1,1
p2.suicide.anim = 80
p2.suicide.scale = 1,1
p2.suicide.facing = -1

; Opponent beaten by his own teammate (another fun one)
p1.teammate.anim = 80
p1.teammate.scale = 1,1
p2.teammate.anim = 80
p2.teammate.scale = 1,1
p2.teammate.facing = -1

; Win by perfect (overlay icon)
p1.perfect.anim = 80
p1.perfect.scale = 1,1
p2.perfect.anim = 80
p2.perfect.scale = 1,1
p2.perfect.facing = -1

; Use icons up until this number of wins
useiconupto = 4


[Begin Action 80];??¿?A?C?R??
Loopstart
80, 0, 0, 0, 3, , a
80, 1, 0, 0, 3, , a
80, 2, 0, 0, 3, , a
80, 3, 0, 0, 3, , a
80, 4, 0, 0, 3, , a
80, 5, 0, 0, 3, , a
;-----------------------------------------------------------
; How to customize
;-----------------------------------------------------------
; First of all, set filenames under [Files].
;
; Next, you can customize each component of the fight screen.
; A component can be anything from a piece of the lifebar,
; to the text that signals a K.O.
;
; Each component starts with its name, followed by a period,
; and then the names of its elements. For example, a
; component named "bg" with an element of "anim" looks
; like "bg.anim".
;
; There are several main element types:
;   1. anim (animation)
;   2. spr  (sprite)
;   3. font (text)
;   4. snd  (sound)
;
; 1. anim
;    Format: anim = actionno
;    actionno is the number of the action to use. You must
;    specify a valid action that is defined within this file.
;    The sprites for the animation come from the file given
;    for the "sff" parameter in the [Files] group below.
;    You can define your animation actions anywhere in this
;    file, as long as it does not come in the middle of a
;    group (an example of a group is the block of text
;    starting with [Files], and ending on the next group
;    [Lifebar]).
;    For example, to use action 5 for the p1.bg0 component:
;      p1.bg0.anim = 5
;
; 2. spr
;    Format: spr = spritegrp, spriteno
;    This is the identifier pair for the sprite you to
;    display.
;    For example, to show sprite 103,0 for a component named
;    p1.throw:
;      p1.throw.spr = 103,0
;
; 3. font
;    Format: font = fontno, fontbank, alignmt
;            text = text
;    This lets you set the font (and optionally the content
;    text). fontno is the number of the font defined under
;    [Files]. For instance, for the line "font2 = font/num1.fnt",
;    the fontno is 2.
;    fontbank is the color bank of the font to use. Refer to
;    the font for what color banks it has.
;    alignmt is a number representing the text alignment.
;    1 is left, 0 means center, and -1 is for right-alignment.
;    The "text" element should accompany the "font" element
;    wherever necessary. The following example will display
;    "FIGHT!" using font 1, bank 1, with center-alignment.
;      fight.font = 1,1, 0
;      fight.text = FIGHT!
;
; 4. snd
;    Format: snd = sndgrp, sndno
;    This is the identifier pair for the sound effect to
;    play. The .snd file that the sound is played from
;    is given in the "snd" parameter in the [Files] group.
;    This plays sound 21,0 for the "level1" component.
;      level1.snd = 21,0
;
; Take note that the anim, spr and font element types are
; mutually exclusive; you can only use one of them per
; component.
;
; The types of elements supported vary with the component.
; Usually the anim, spr and font elements are interchangeable
; for a component. However, in some cases only one element
; type may be used. An example of this is found under [Combo]:
;   counter.font = 2,4  ;Font for combo counter
; You cannot use an animation or a sprite to represent a
; numeric counter, so it only makes sense to define a font
; for use.
;
; There are other element types that do nothing on their
; own. They can be used with display element types
; (spr, anim and font) to gain more control. These
; have no meaning when used with the snd element.
;   5.  offset
;   6.  displaytime
;   7.  facing
;   8.  vfacing
;   9.  layerno
;   10. scale
;
; 5. offset
;   Format: offset = x, y
;   Displaces the display element horizontally by x pixels,
;   and vertically by y pixels.
;   If this element is omitted, the offset is assumed to
;   be 0,0.
;
; 6. displaytime
;   Format: displaytime = time_in_ticks
;   This element defines the time to display the component.
;   If omitted, the default display time varies with element
;   type. For spr and font elements, the default displaytime
;   is 1. For anim, it is the looptime of the animation.
;   This example displays the text "FIGHT!" for 45 game
;   ticks:
;     fight.font = 1,1, 0
;     fight.text = FIGHT!
;     fight.displaytime = 45
;
; 7. facing
;   Format: facing = dir
;   Sets the horizontal flipping of the display element.
;   1 means no flipping, and -1 means flip horizontally.
;   Does not affect "font" elements. Defaults to 1 if
;   omitted.
;
; 8. vfacing
;   Format: vfacing = dir
;   Sets the vertical flipping of the display element.
;   1 means no flipping, and -1 means flip vertically.
;   Does not affect "font" elements. Defaults to 1 if
;   omitted.
;
; 9. layerno
;   Format: layerno = no
;   This element lets you set the layer to which the
;   display element will be drawn on. 0 is in front of
;   the background, but behind the players. 1 is in
;   front of the players, but behind the foreground.
;   2 is in front of the foreground. The default is 0
;   in most cases.
;   An example of where this might be useful is when
;   you want to have the life or power bars appear
;   on top. In that case, set all the components to
;   have layerno = 2.
;
; 10. scale
;   Format: scale = xscale, yscale
;   Scales the display element by a horizontal scale
;   factor of xscale, and vertically by a factor of
;   yscale. Defaults to 1,1 if omitted.
;   Currently does not affect "font" elements.
;
; Some components have additional elements specific
; to themselves.
« Letzte Änderung: 30. August 2012, 19:11:56 von Cineas »

Offline BloodyKeyblade

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Antw: suche dieses screenpack
« Antwort #20 am: 30. August 2012, 19:48:55 »
Vielen Dank :) Aber habe jetzt andere Probleme wiedergefunden...

Habe jetzt Probleme mit der Simul und Turns Lifebar...bei Player 1 klappt alles (nach dem was ich nun nochmal geändert habe), nur bei Player 2, 3 und 4 werden sie nur halb angezeigt, egal was ich mache? :s

Die 1,1 auf 2,1 oder 2,2 bei Scale zu ändern, bringt iwie auch nichts, das verpixelt dann alles iwie...
« Letzte Änderung: 30. August 2012, 19:53:15 von BloodyKeyblade »

Offline Cineas

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Antw: suche dieses screenpack
« Antwort #21 am: 30. August 2012, 20:39:55 »
Ah, du hast recht. Darüber habe ich nicht nachgedacht. Die Lifebars wurden allgemein nur bis zur Hälfte angezeigt und das habe ich dann noch mit korrigiert, aber nut für den Single Modus.. Turns und Simul habe ich vergessen. Das ist übrigens der Punkt, wo der range.x befehl wichtig wird^^ Ich korrigiere das bis morgen.

Update: Lifebars stimmen nun. Das Problem ist, dass die range.x für die Bars zu kurz war und sie deshalb nicht ganz gezeichnet wurden.
Aber eine andere Frage: Wo gehören die Gesichter im Simul und Turnmodus genau hin? Ich nehem an der Kristall neben dem Kristall für das P1/P2 Gesicht ist für Simul und die drei kleinen darunter für Turn? Wenn ja, dann schiebe ich die da noch hin.
« Letzte Änderung: 30. August 2012, 20:55:57 von Cineas »

Offline BloodyKeyblade

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Antw: suche dieses screenpack
« Antwort #22 am: 30. August 2012, 23:30:46 »
Habe ich schon selbst gemacht mit den Gesichtern, aber ja, da hast du recht ;)

Spoiler für Verstecktes:
[Face];-----------------?lí?ç?A?C?R??

;-----------------Player 1
p1.pos    = 20,22
;p1.bg.spr = 50,0

p1.face.spr = 9000,0
p1.face.scale = 0.5,0.5
p1.face.facing = 1

p1.face.offset = 0,0

;-----------------Player 2
p2.pos    = 620,22
;p2.bg.spr = 50,0
p2.bg.facing = -1

p2.face.spr = 9000,0
p2.face.scale = 0.5,0.5
p2.face.facing = -1

p2.face.offset = 0,0

[Simul Face];-----------------?^?b?Oí?ç?A?C?R??

;-----------------Player 1
p1.pos    = 20,22
;p1.bg.spr = 60,0
p1.face.spr = 9000,0
p1.face.scale = 0.5,0.5
p1.face.facing = 1
p1.face.offset = 0,0

;-----------------Player 2
p2.pos    = 620,22
;p2.bg.spr = 60,0
p2.bg.facing = -1
p2.face.spr = 9000,0
p2.face.scale = 0.5,0.5
p2.face.facing = -1
p2.face.offset = 0,0

;-----------------Player 3
p3.pos    = 42,10
p3.face.spr = 9000,0
p3.face.scale = 0.25,0.25
p3.face.facing = 1
p3.face.offset = 0,0

;-----------------Player 4
p4.pos    = 597,10
p4.bg.facing = -1
p4.face.spr = 9000,0
p4.face.scale = 0.25,0.25
p4.face.facing = -1
p4.face.offset = 0,0

[Turns Face];-----------------?`[??í?ç?A?C?R??

;-----------------Player 1
p1.pos    = 20,22
p1.bg.spr = 11,1

p1.face.spr = 9000,0
p1.face.scale = 0.5,0.5
p1.face.facing = 1
p1.face.offset = 0,0

p1.teammate.pos = 41,48
p1.teammate.spacing = 23,0

p1.teammate.bg.spr = 11,1
p1.teammate.bg.offset = 160,0
p1.teammate.bg.scale = 0.5,0.5

p1.teammate.ko.spr = 70,0
p1.teammate.ko.offset = 0,0
p1.teammate.ko.scale = 0.5,0.5

p1.teammate.face.spr = 9000,0
p1.teammate.face.scale = 0.25,0.25
p1.teammate.face.facing = 1
p1.teammate.face.offset = 0,0

;-----------------Player 2
p2.pos    = 620,22
p2.bg.spr = 11,1
p2.bg.facing = -1

p2.face.spr = 9000,0
p2.face.scale = 0.5,0.5
p2.face.facing = -1
p2.face.offset = 0,0

p2.teammate.pos = 598,48
p2.teammate.spacing = -22,0

p2.teammate.bg.spr = 11,1

p2.teammate.ko.spr = 70,0
p2.teammate.ko.scale = 0.5,0.5
p2.teammate.ko.facing = -1

p2.teammate.face.spr = 9000,0
p2.teammate.face.scale = 0.25,0.25
p2.teammate.face.facing = -1
p2.teammate.face.offset = 0,0

Einfach Copypasta. Wäre nett, wenn du vor dem hochladen des Final Release vom Screenpack eine Readme mit reinpackst wo drin erwähnt wird dass ich und du das converted haben. ;)

Offline Cineas

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Antw: suche dieses screenpack
« Antwort #23 am: 31. August 2012, 12:56:15 »
Ich müsste mir zum Upload erst noch einen Mediafire-Account erstellen, den du ja offensichtlich schon hast. Von daher schlage ich vor, dass wir es umgekehrt machen und du einfach den Code kopierst und die finale Version hochlädst.  ;)

Hier der Code für die Lifebars:
Spoiler für Verstecktes:
;-----------------------------------------------------------
[Lifebar];-----------------?lí???C?t?o[

;-----------------Player 1
p1.pos    = 320,0

p1.bg0.anim = 1020
p1.bg0.scale = 1,1

p1.bg1.anim = 1011
p1.bg1.scale = 1,1

p1.mid.anim = 1031
p1.mid.scale = 1,1

p1.front.spr = 1030,0
p1.front.scale = 1,1

p1.range.x  = -29,-272

;-----------------Player 2
p2.pos    = 320,0

p2.bg0.anim = 1021
p2.bg0.scale = 1,1
p2.bg0.facing = -1

p2.bg1.anim = 1012
p2.bg1.scale = 1,1
p2.bg1.facing = -1

p2.mid.anim = 1031
p2.mid.scale = 1,1
p2.mid.facing = -1

p2.front.spr = 1030,0
p2.front.scale = 1,1
p2.front.facing = -1

p2.range.x = 29,272

;-----------------
[Begin Action 1020];?{?Ì?o?b?N?P?
Loopstart
1020, 0, 0, 0, 1, , s

[Begin Action 1021];?{?Ì?o?b?N?Q?
Loopstart
1021, 0, 0, 0, 1, , s

[Begin Action 1011];?{?Ì
Loopstart
1011, 0, 0, 0, 6, , a
1011, 1, 0, 0, 6, , a
1011, 2, 0, 0, 6, , a
1011, 3, 0, 0, 6, , a
1011, 4, 0, 0, 6, , a
1011, 5, 0, 0, 6, , a
1011, 6, 0, 0, 6, , a
1011, 7, 0, 0, 6, , a
1011, 7, 0, 0, 6, , a
1011, 6, 0, 0, 6, , a
1011, 5, 0, 0, 6, , a
1011, 4, 0, 0, 6, , a
1011, 3, 0, 0, 6, , a
1011, 2, 0, 0, 6, , a
1011, 1, 0, 0, 6, , a

[Begin Action 1012]
Loopstart
1012, 0, 0, 0, 6, , a
1012, 1, 0, 0, 6, , a
1012, 2, 0, 0, 6, , a
1012, 3, 0, 0, 6, , a
1012, 4, 0, 0, 6, , a
1012, 5, 0, 0, 6, , a
1012, 6, 0, 0, 6, , a
1012, 7, 0, 0, 6, , a
1012, 7, 0, 0, 6, , a
1012, 6, 0, 0, 6, , a
1012, 5, 0, 0, 6, , a
1012, 4, 0, 0, 6, , a
1012, 3, 0, 0, 6, , a
1012, 2, 0, 0, 6, , a
1012, 1, 0, 0, 6, , a


[Begin Action 1031];mid
Loopstart
1031, 0, 0, 0, 6
1031, 1, 0, 0, 6
1031, 2, 0, 0, 6
1031, 3, 0, 0, 6
1031, 4, 0, 0, 6
1031, 5, 0, 0, 6

[Begin Action 25];???C?t?o[
Loopstart
10, 1, 0, 0, 3
10, 12, 0, 0, 3
10, 13, 0, 0, 3
10, 14, 0, 0, 3
10, 15, 0, 0, 3
10, 16, 0, 0, 3
10, 17, 0, 0, 3
10, 18, 0, 0, 3
10, 17, 0, 0, 3
10, 16, 0, 0, 3
10, 15, 0, 0, 3
10, 14, 0, 0, 3
10, 13, 0, 0, 3
10, 12, 0, 0, 3


;-----------------------------------------------------------
[Simul Lifebar];-----------------?^?b?Oí???C?t?o[

;-----------------Player 1
p1.pos    = 320,0

p1.bg0.anim = 1022
p1.bg0.scale = 1,1

p1.bg1.anim = 1016
p1.bg1.scale = 1,1

p1.mid.anim = 1032
p1.mid.scale = 1,1

p1.front.spr = 1030,1
p1.front.scale = 1,1

p1.range.x  = -29,-272

;-----------------Player 2
p2.pos    = 320,0

p2.bg0.anim = 1023
p2.bg0.scale = 1,1
p2.bg0.facing = -1

p2.bg1.anim = 1017
p2.bg1.scale = 1,1
p2.bg1.facing = -1

p2.mid.anim = 1032
p2.mid.scale = 1,1
p2.mid.facing = -1

p2.front.spr = 1030,1
p2.front.scale = 1,1
p2.front.facing = -1

p2.range.x = 29,272

;-----------------Player 3
p3.pos    = 320,0

p3.mid.anim = 1033
p3.mid.scale = 1,1

p3.front.spr = 1030,2
p3.front.scale = 1,1

p3.range.x  = 29,-272

;-----------------Player 4
p4.pos    = 320,0

p4.mid.anim = 1033
p4.mid.scale = 1,1
p4.mid.facing = -1

p4.front.spr = 1030,2
p4.front.scale = 1,1
p4.front.facing = -1

p4.range.x = 29,272

;-----------------

[Begin Action 1022];?{?Ì?o?b?N?P?
Loopstart
1022, 0, 0, 0, 1, , s

[Begin Action 1023];?{?Ì?o?b?N?Q?
Loopstart
1023, 0, 0, 0, 1, , s

[Begin Action 1016];?{?Ì
Loopstart
1016, 0, 0, 0, 6, , a
1016, 1, 0, 0, 6, , a
1016, 2, 0, 0, 6, , a
1016, 3, 0, 0, 6, , a
1016, 4, 0, 0, 6, , a
1016, 5, 0, 0, 6, , a
1016, 6, 0, 0, 6, , a
1016, 7, 0, 0, 6, , a
1016, 7, 0, 0, 6, , a
1016, 6, 0, 0, 6, , a
1016, 5, 0, 0, 6, , a
1016, 4, 0, 0, 6, , a
1016, 3, 0, 0, 6, , a
1016, 2, 0, 0, 6, , a
1016, 1, 0, 0, 6, , a

[Begin Action 1017]
Loopstart
1017, 0, 0, 0, 6, , a
1017, 1, 0, 0, 6, , a
1017, 2, 0, 0, 6, , a
1017, 3, 0, 0, 6, , a
1017, 4, 0, 0, 6, , a
1017, 5, 0, 0, 6, , a
1017, 6, 0, 0, 6, , a
1017, 7, 0, 0, 6, , a
1017, 7, 0, 0, 6, , a
1017, 6, 0, 0, 6, , a
1017, 5, 0, 0, 6, , a
1017, 4, 0, 0, 6, , a
1017, 3, 0, 0, 6, , a
1017, 2, 0, 0, 6, , a
1017, 1, 0, 0, 6, , a


[Begin Action 1032];mid
Loopstart
1032, 0, 0, 0, 6
1032, 1, 0, 0, 6
1032, 2, 0, 0, 6
1032, 3, 0, 0, 6
1032, 4, 0, 0, 6
1032, 5, 0, 0, 6

[Begin Action 1033];mid
Loopstart
1033, 0, 0, 0, 6
1033, 1, 0, 0, 6
1033, 2, 0, 0, 6
1033, 3, 0, 0, 6
1033, 4, 0, 0, 6
1033, 5, 0, 0, 6

;-----------------------------------------------------------
[Turns Lifebar];-----------------?`[??í???C?t?o[

;-----------------Player 1
p1.pos    = 320,0

p1.bg0.anim = 1020
p1.bg0.scale = 1,1

p1.bg1.anim = 1011
p1.bg1.scale = 1,1

p1.mid.anim =  1031
p1.mid.scale = 1,1

p1.front.spr = 1030,0
p1.front.scale = 1,1

p1.range.x  = -29,-272

;-----------------Player 2
p2.pos    = 320,0

p2.bg0.anim = 1021
p2.bg0.scale = 1,1
p2.bg0.facing = -1

p2.bg1.anim = 1012
p2.bg1.scale = 1,1
p2.bg1.facing = -1

p2.mid.anim = 1031
p2.mid.scale = 1,1
p2.mid.facing = -1

p2.front.spr = 1030,0
p2.front.scale = 1,1
p2.front.facing = -1

p2.range.x = 29,272



Offline BloodyKeyblade

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Antw: suche dieses screenpack
« Antwort #24 am: 31. August 2012, 19:20:18 »
So elgato, kannst das Thema als gelöst markieren und schließen. ;)

Cineas: Vielen Dank für deine Hilfe, lade es dann im Showcase-Bereich hoch. Solltest du dir dann auch ansehen bei Interesse. :)

Offline elgato

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Antw: suche dieses screenpack
« Antwort #25 am: 01. September 2012, 14:01:01 »
Geil! Super Arbeit Jungs! Da hab ich ja was worauf ich mich freuen kann, wenn ich wieder in Deutschland bin! Vor dem 25. werd ichs leider nicht auschecken können, aber das macht ja nichts, danach freu ich mich umso mehr drüber, also danke euch beiden!