; ════════════════════════════════════════════════════════════════ ; MY FIRST STAGE — JVDesignStudio MUGEN Workshop starter pack ; ════════════════════════════════════════════════════════════════ ; ; HOW TO USE THIS FILE ; -------------------- ; 1. Put this whole folder inside MUGEN/stages/myfirststage/ ; 2. Open MUGEN/data/select.def in Notepad ; 3. Find the line that says [ExtraStages] ; 4. Underneath it, add: stages/myfirststage/my-first-stage.def ; 5. Save, run mugen.exe, pick your stage in VS mode. Done! ; ; Lines starting with a semicolon ( ; ) are COMMENTS. ; MUGEN ignores them — they're just notes for you. ; Anywhere you see >>> EDIT ME <<< is a place to play around. ; ; ════════════════════════════════════════════════════════════════ ; ──────────── STAGE INFO ──────────── ; This is the name that shows up on the stage select screen. [Info] name = "My First Stage" ; >>> EDIT ME <<< call it whatever you want displayname = "My First Stage" ; >>> EDIT ME <<< versiondate = 04,09,2026 mugenversion = 1.0 author = "Your Name Here" ; >>> EDIT ME <<< put YOUR name here! ; ──────────── CAMERA ──────────── ; The camera is the "window" the player sees. These numbers ; control how far it can move left, right, up and down. [Camera] startx = 0 starty = 0 boundleft = -250 ; how far the camera can scroll LEFT boundright = 250 ; how far the camera can scroll RIGHT boundhigh = -100 ; how far it can move UP boundlow = 0 verticalfollow = 0.2 floortension = 0 tension = 50 overdrawhigh = 0 overdrawlow = 0 cuthigh = 25 cutlow = 25 ; ──────────── PLAYER POSITIONS ──────────── ; Where the two fighters spawn at the start of the round. [PlayerInfo] p1startx = -70 ; player 1 starts 70 pixels LEFT of centre p1starty = 0 ; on the floor p1startz = 0 p1facing = 1 ; facing right p2startx = 70 ; player 2 starts 70 pixels RIGHT of centre p2starty = 0 p2startz = 0 p2facing = -1 ; facing left leftbound = -1000 ; how far the fighters can walk left rightbound = 1000 ; ──────────── STAGE BOUNDS ──────────── [Bound] screenleft = 15 screenright = 15 [StageInfo] zoffset = 200 ; where the FLOOR is on the screen (in pixels from top) autoturn = 1 ; fighters always face each other resetBG = 1 localcoord = 320, 240 xscale = 1 yscale = 1 [Shadow] intensity = 128 color = 0,0,0 yscale = 0.4 fade.range = -400, -100 [Reflection] intensity = 0 ; ──────────── MUSIC ──────────── ; Drop a .mp3 or .ogg file in this folder and put its name below. ; Leave blank for no music. [Music] bgmusic = ; >>> EDIT ME <<< e.g. bgmusic = mysong.mp3 bgmvolume = 50 ; ════════════════════════════════════════════════════════════════ ; THE BACKGROUND ; ════════════════════════════════════════════════════════════════ ; This is the fun part. Each [BG ...] block is ONE LAYER of art. ; You can have as many as you want. ; ; The two most important settings are: ; ; spriteno = GROUP, IMAGE ; Which picture from your .SFF file to use. ; Group/Image numbers are set in Fighter Factory 3. ; ; delta = X, Y ; How fast the layer scrolls when the camera moves. ; 0.0 = doesn't move at all (sky/space) ; 0.5 = scrolls at HALF speed (far mountains) ; 1.0 = scrolls EXACTLY with the camera (the floor) ; 1.5 = scrolls FASTER than the camera (foreground bushes) ; ════════════════════════════════════════════════════════════════ [BGdef] spr = my-first-stage.sff ; the sprite file with your art debugbg = 0 ; ─── LAYER 1: The main background picture ─── ; This is your sky / mountain / wall / whatever. [BG Background] type = normal spriteno = 0, 0 ; Group 0, Image 0 in Fighter Factory layerno = 0 start = 0, 0 ; >>> EDIT ME <<< position on screen (X, Y) delta = 0.5, 0.5 ; >>> EDIT ME <<< try 0.2 for "very far away" mask = 0 tile = 0, 0 ; set to 1, 0 to repeat the image sideways ; ─── LAYER 2: An animated thing (a torch, a bird, sparkles…) ─── ; This layer uses an ANIMATION instead of a still picture. ; The animation is defined further down in [Begin Action 10]. [BG AnimatedThing] type = anim actionno = 10 layerno = 0 start = -50, 80 ; >>> EDIT ME <<< where to put it on screen delta = 0.8, 0.8 mask = 1 ; mask = 1 makes magenta transparent ; ════════════════════════════════════════════════════════════════ ; ANIMATIONS ; ════════════════════════════════════════════════════════════════ ; Each frame is one line: GROUP, IMAGE, X, Y, TICKS ; TICKS = how long to show that frame (60 ticks = 1 second) ; ════════════════════════════════════════════════════════════════ ; A simple 3-frame loop (e.g. a flickering torch). ; You'll need 3 sprites in Group 1: Image 0, 1, 2. [Begin Action 10] 1, 0, 0, 0, 6 1, 1, 0, 0, 4 1, 2, 0, 0, 6 1, 1, 0, 0, 4