Add-ons [M.U.G.E.N] How to make a MUGEN logo and intro

Here is the text guide for the Mugen logo and intro.
For a screenpack intro, what you're usually creating is a storyboard intro that plays before the title screen appears. Most custom MUGEN screenpacks use a .def storyboard file with images, animations, sounds, and music.

Step 1: Create Your Intro Assets

You'll need:
  • Logo image(s) (PNG)
  • Background image(s)
  • Intro music (MP3 or OGG)
  • Create sprite images for animation frames
Example: intro.def, intro.sff, intro.mp3
Step 2: Create the Storyboard DEF

If you're making a Sonic-themed screen pack, I can show you how to create a professional intro similar to classic Sonic games (SEGA logo → Sonic Team-style splash → screen pack title) and provide a complete storyboard DEF template.

[Info]
name = "My Intro name"

[Scene00BGDef]
spr =
<<< This is the sprite of the intro that is located in the Mugen data folder.

[Scene 0]
end.time = 300 <<<< This is the end time on how your intro would you like to end
Fade in. time = 30 <<< This is a fade-in on how long you want to start the fade-in
fade-out. time = 30 <<< this a fade-out on how long you want to start the fade-out

This is the background settings for static sprites.

[Scene00BG BACK_GROUND]
type = normal
spriteno = 0.0

start = 0, 0
mask = 1


This is the background settings for sprite animations.
[Scene00BG BACK_GROUND]

type = anime
action_no = 1

start = 0, 0
mask = 1


Step 3—Import sprites into Fighter Factory

Let Open Fighter Factory Studio
The following basic steps we will be doing are as follows:

  1. Create new Intro
  2. Import sprites
  3. Save as .sff
Get to know and understand how to use Fighter Factory Studio 3.7.
1. In Fighter Factory Studio you get to see these settings. Icons and tabs

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2. Start by making a new project. Press the GREEN PLUS ICON BUTTON.
3. A new window will pop up, so choose the empty MugenNEXT box and hit okay.
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4. Another window will pop up again, and this time choose stages and hit the finish button.
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Step 4 — Create the Stage from Fighter Factory Studios
Welcome to Def Editor from the FFS
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The .def file controls everything.
Let's get to know the setting for Fighter Factory Studio.
What does "DEF" stand for?
"Def" stands for "definition."

BEFORE WE GET INTO CODING.
We need to add the 4 sprites we created, and we need to add them into the Fighter Factory studio.
We included the sky, building, floor, and fence.
How to add first?
The background goes first.
To add the background, find the icon person picture box named "Sprites."
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This will open the new section of the Fighter Factory. In this section you start to add the sky sprite background.
1. By adding the sky on the far left side of FFS, for short "Fighter Factory Studio," you see a few more icons.
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Do you see the white box "PCX" icon?
That icon is where you select to add a new sprite.
Once you click the "PCX" icon, find the Sky Sprite, and another new window will open.
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On this window you're only going to focus on one thing, and that's the GROUP and INDEX numbers.
Why do we worry about the group and index number boxes?
Because Ikemen Go needs to read the Sprite File Format, or, for short, the "SFF," in order to read the group and index number data.
SFF is THE SPRITE DATA that Ikemen GO needs to run for the software. All SFF work for characters, stages, system motifs, and life bars.
You can give any number YOU desire for the group and index; for example, we add GROUP 1 and INDEX 0 for the sky.
Once you add the numbers for GROUP 1 and INDEX 0, hit the Okay button.


Step 5—How to read the code inside the Intro DEF File​

Here is text information that teaches you to understand the code command setting for the stage background.
[Scene00BG BACK_GROUND]
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"/"addalpha" (def: "none")
alpha = ? , ? (only for trans=addalpha) Source, dest alpha (def: 256.0)
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,
actionno = ?,? < this is a trigger command to read the animation sprite number action begin
 
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