; ============================================================ ; DARK DUNGEON ARENA — MUGEN Stage Definition ; ============================================================ ; Author: [Your Name] ; Description: A torch-lit underground fighting pit carved ; from ancient stone. Crumbling pillars frame ; the arena, chains hang from the ceiling, and ; lava cracks glow in the distant back wall. ; ; Compatible with: MUGEN 1.0 and 1.1 ; Resolution: Designed for 640x480 (MUGEN 1.1) ; ; FILES NEEDED: ; dungeon.sff — all background sprites packed ; dungeon.def — this file ; ; SPRITE GROUPS IN YOUR .SFF: ; Group 0, Image 0 — Deep cavern wall (lava glow) ; Group 1, Image 0 — Mid-ground stone pillars ; Group 2, Image 0 — Torch brackets on walls ; Group 3, Image 0 — Arena floor (cracked stone) ; Group 4, Image 0 — Foreground (dust/iron bars) [optional] ; Group 10, Images 0-2 — Torch flame animation frames ; ; HOW TO INSTALL: ; 1. Place this file + dungeon.sff in MUGEN/stages/dungeon/ ; 2. Open MUGEN/data/select.def ; 3. Under [ExtraStages], add: stages/dungeon/dungeon.def ; 4. Launch MUGEN and select the stage in VS mode ; ============================================================ ; ------------------------------ ; STAGE INFO ; ------------------------------ [Info] name = "Dark Dungeon Arena" displayname = "Dark Dungeon Arena" versiondate = 01,01,2026 mugenversion = 1,0 author = "Your Name" ; ------------------------------ ; CAMERA & BOUNDS ; ------------------------------ [Camera] startx = 0 starty = 0 boundleft = -150 boundright = 150 boundhigh = -25 boundlow = 0 verticalfollow = 0.2 tension = 50 floortension = 0 ; ------------------------------ ; PLAYER START POSITIONS ; ------------------------------ [PlayerInfo] p1startx = -70 p1starty = 0 p1facing = 1 p2startx = 70 p2starty = 0 p2facing = -1 leftbound = -1000 rightbound = 1000 topbound = -25 botbound = 0 ; ------------------------------ ; SCALING (none for 2D) ; ------------------------------ [Scaling] topz = 0 botz = 0 topscale = 1 botscale = 1 ; ------------------------------ ; MUSIC (optional — uncomment and set your file) ; ------------------------------ [Music] ; bgmusic = stages/dungeon/dungeon.mp3 ; bgmvolume = 80 ; ------------------------------ ; BACKGROUND DEFINITION ; ------------------------------ [BGdef] spr = dungeon.sff debugbg = 0 ; ============================================================ ; LAYER 1: DEEP CAVERN WALL (lava glow cracks) ; ============================================================ ; This is the farthest background layer. ; Delta = 0.1 means it barely moves — creates a sense ; of vast distance behind everything else. ; Art tip: Dark rock texture with faint orange/red lines ; to suggest lava seeping through cracks. [BG CavernWall] type = normal spriteno = 0, 0 start = 0, 0 delta = 0.1, 0.1 mask = 0 layerno = 0 ; ============================================================ ; LAYER 2: MID-GROUND STONE PILLARS ; ============================================================ ; Crumbling pillars and hanging chains at mid-depth. ; Delta = 0.4 gives a noticeable but slow parallax. ; Art tip: Draw thick stone columns with cracks and moss. ; Use transparency (alpha) between pillars so ; Layer 1 shows through. [BG Pillars] type = normal spriteno = 1, 0 start = 0, 0 delta = 0.4, 0.4 mask = 1 layerno = 0 ; ============================================================ ; LAYER 3: TORCH BRACKETS (static version) ; ============================================================ ; Wall-mounted torch brackets casting warm light. ; Delta = 0.7 puts them closer than the pillars. ; Art tip: Simple iron brackets with an orange glow halo. [BG TorchBrackets] type = normal spriteno = 2, 0 start = 0, 20 delta = 0.7, 0.7 mask = 1 layerno = 0 ; ============================================================ ; ANIMATED TORCH FLAMES (optional) ; ============================================================ ; If you drew 3 frames of flickering flame (Group 10, ; Images 0-2), uncomment this section to add animation. ; ; [Begin Action 10] ; 10,0, 0,0, 6 ; 10,1, 0,0, 4 ; 10,2, 0,0, 6 ; 10,1, 0,0, 3 ; ; [BG TorchFlameLeft] ; type = anim ; actionno = 10 ; start = -80, 50 ; delta = 0.7, 0.7 ; mask = 1 ; layerno = 0 ; ; [BG TorchFlameRight] ; type = anim ; actionno = 10 ; start = 80, 50 ; delta = 0.7, 0.7 ; mask = 1 ; layerno = 0 ; ============================================================ ; LAYER 4: ARENA FLOOR ; ============================================================ ; The cracked stone floor where fighters actually stand. ; Delta = 1,1 means it scrolls 1:1 with the camera — ; this is always the setting for the ground plane. ; start Y = 180 positions the floor image so the ground ; line aligns with where the characters' feet are. ; ADJUST this value until fighters stand correctly. [BG Floor] type = normal spriteno = 3, 0 start = 0, 180 delta = 1, 1 mask = 1 layerno = 0 ; ============================================================ ; LAYER 5: FOREGROUND OVERLAY (optional) ; ============================================================ ; Subtle foreground elements in front of the fighters. ; Delta > 1 makes these scroll faster than the camera, ; creating a "close to the viewer" effect. ; Art tip: Thin iron bars, floating dust particles, or ; a slight vignette/shadow at the edges. ; layerno = 1 puts this IN FRONT of the characters. ; [BG Foreground] ; type = normal ; spriteno = 4, 0 ; start = 0, 0 ; delta = 1.3, 1 ; mask = 1 ; layerno = 1 ; ============================================================ ; NOTES FOR BEGINNERS ; ============================================================ ; ; WHAT TO TWEAK: ; - boundleft / boundright: how far the camera scrolls ; - start Y on Floor layer: where the ground appears ; - delta values: speed of parallax per layer ; - p1startx / p2startx: where fighters spawn ; ; COMMON MISTAKES: ; - Forgetting mask = 1 on layers with transparency ; - Art not wide enough for the camera bounds ; - Floor start Y wrong = fighters float or sink ; - Using delta = 0,0 on all layers = no parallax ; ; TO ADD MUSIC: ; - Uncomment the [Music] section above ; - Place an MP3/OGG file in your stage folder ; - Set bgmusic = stages/dungeon/yourfile.mp3 ; ============================================================