👑 Episode 5 · Series Finale · Ship a Complete Game
Grand Finale! Complete Game Setup
Turn your MUGEN folder into YOUR fighting game: a custom screenpack, authored roster and arcade ladder, boss and hidden characters, lifebars, music per screen, packaged to share.
Install a custom motif, menus, select, versus screens
Active
🎯
Goal for this step
Replace the default look with a custom screenpack.
1A screenpack (motif) reskins everything: title, select grid, versus splash, win screen. This is what makes it YOUR game, not "MUGEN with extras".
2Download one matching your MUGEN version (1.0/1.1) AND your roster size (a 50-slot pack with 8 fighters looks empty, size matters!).
3Screenpacks install into data/ (usually data/PackName/).
4Activate in data/mugen.cfg: the motif line → point it at the pack’s system.def.
5IMPORTANT: each screenpack has its OWN select.def, re-add your roster there (copy your lines across).
data/mugen.cfg
[Options]
;difficulty, rounds, etc.
[Config]
;...
motif = data/MyPack/system.def ; <- your game's face
✏️
Fill in the Blanks
+15 XP
A (motif) reskins every menu. It is activated by pointing the line in mugen.cfg at its system.def, and its own .def needs your roster re-added.
🧠
Knowledge Check
+15 XP
After installing a screenpack your roster "vanished" because…
AThe characters were deleted
BThe active select.def changed, the new pack ships its own, waiting for your roster lines
CMUGEN reset itself
2
📋
The Final Roster & Select Grid
Order, stages and a select screen with intent
Locked
🎯
Goal for this step
Author the final roster layout like a shipped game.
1Fill the select grid with INTENT: main cast top rows, your Ep 2 custom fighter front and centre (earned!), heavies flanking.
2Give every character their themed stage: Ryu, stages/dojo.def, arcade runs then travel through your stage collection (including your Ep 4 stage!).
3Tune the grid in the screenpack’s system.def ([Select Info]: rows, columns, cell size) if your pack allows, match grid size to roster size.
4Add one randomselect slot, small feature, arcade soul.
data/MyPack/select.def
[Characters]
kfm, stages/dojo.def
MyFighter, stages/rooftop.def ; your Ep 2 + Ep 4 work!
Ryu, stages/beach.def
randomselect
✏️
Fill in the Blanks
+15 XP
The syntax "name, stages/x.def" assigns each fighter a themed . One slot adds the classic arcade random pick. Grid dimensions live in the screenpack’s .def.
🧠
Knowledge Check
+15 XP
Pairing each character with a home stage matters because…
AMUGEN requires it
BAn arcade run becomes a TOUR, each fight feels authored, like a real fighting game’s world
CIt loads faster
3
🪜
The Arcade Ladder
Order, difficulty curve and match structure
Locked
🎯
Goal for this step
Design the arcade mode’s difficulty progression.
1select.def’s [Options] section controls the ladder: arcade.maxmatches = how many fights per difficulty order.
2Characters get an order number: order=1 early fights, order=2 mid, order=3 late. Put weak fighters at 1, strong at 3.
3The line arcade.maxmatches = 4,3,1,0,0,... means: 4 fights from order 1, then 3 from order 2, then 1 from order 3 (the boss slot!).
4A good ladder TEACHES then TESTS: easy openers, rising mid-run, a spike at the end. Playtest your full arcade and feel the curve.
💡 Hint: Each position is how many matches come from that order tier: four from tier 1, three from tier 2, one from tier 3.
🧠
Knowledge Check
+15 XP
The order system exists so that…
ACharacters load alphabetically
BArcade difficulty is DESIGNED: early fights teach, later fights test, the final slot is reserved for a climax
CThe grid sorts itself
4
👹
Boss & Hidden Characters
A final boss and an unlockable secret
Locked
🎯
Goal for this step
Crown the ladder with a boss and hide a secret fighter.
1The boss: a strong character at order=3 (the ladder’s final slot). Boss-ify a copy via Ep 1 skills: raise life/attack in its .cns, bosses SHOULD be a bit unfair.
2Keep it beatable: buffed stats + your Ep 3 AI knowledge beats invincible spam. A boss that never loses is a wall, not a climax.
3Hidden character: exclude=1 on its select.def line, playable in Versus via random or code, absent from the grid. Arcade secrets!
4Bonus lore: name the boss folder and displayname to fit your game’s theme, this is YOUR canon now.
select.def + boss.cns
; in select.def:
DarkKFM, stages/throne.def, order=3
SecretNinja, exclude=1
; in chars/DarkKFM/DarkKFM.cns [Data]:
life = 1400 ; boss health
attack = 115 ; hits harder
defence = 110 ; takes less
✏️
Fill in the Blanks
+15 XP
The boss occupies order=, the ladder’s final reserved slot. A hidden character uses =1 to vanish from the grid. Boss stats are buffed in its [Data] block.
🧠
Knowledge Check
+15 XP
A good final boss is "a bit unfair but beatable" because…
AFairness is boring
BThe climax should demand everything the ladder taught, but a literally unwinnable fight is a design failure
CBosses cannot be tuned
5
❤️
Lifebars & Audio Identity
Custom fight UI and per-screen music
Locked
🎯
Goal for this step
Install custom lifebars and give every screen its soundtrack.
1The in-fight UI (health bars, portraits, timer, combo counters) is the fight.def, often separate from the screenpack, so you can mix and match!
2Install lifebars into data/, activate via the fight line in your motif’s system.def (or mugen.cfg depending on pack).
3Match lifebar localcoord to your screenpack resolution (240p packs + 720p lifebars = misaligned chaos, version notes matter).
4Music per screen: system.def’s [Music] section, title.bgm, select.bgm, vs.bgm. Drop tracks in sound/, wire each screen. Menu music is 50% of arcade nostalgia.
5Full pass: title → select → versus → fight → win, every screen should now look AND sound like yours.
The in-fight UI is defined by .def, separate from the screenpack. Each menu screen’s track is set in system.def’s ] section.
🧠
Knowledge Check
+15 XP
Lifebars being separate from screenpacks means…
AThey cannot be changed
BYou can mix your favourite menus with your favourite fight UI, modularity again
CLifebars are optional
6
📦
Package & Ship
Test matrix, clean-up, zip and release notes
Locked
🎯
Goal for this step
Package the complete game into a shareable folder.
1The full test matrix: every character in Versus (both sides), a complete Arcade run to the boss, every stage loads, Watch mode sanity, Training mode.
2Clean up: delete unused characters/stages (dead weight), remove downloaded .zips, check select.def has no dead lines.
3Optional identity: rename mugen.exe to MyFightingGame.exe, it still works, and the taskbar says your title!
4Zip the ENTIRE folder. Include a README.txt: game name, controls, roster, YOUR credits, and credits to every character/stage/screenpack author, the MUGEN community runs on credit. Always give it.
5Send it to a friend. Watch them fight your boss on your stage under your menus. Five episodes → one shipped fighting game. 👑
✏️
Fill in the Blanks
+15 XP
Because MUGEN is , zipping the folder IS packaging. The README must credit every content , the community’s golden rule.
🧠
Knowledge Check
+15 XP
The MUGEN community norm you must never skip when sharing is…
AUsing default menus
BCrediting every creator whose characters, stages or packs you included
CIncluding 100 characters
🎉🏆🎮✨🎉
Workshop Complete!
Screenpack, ladder, boss, lifebars, packaging, five episodes and you SHIPPED a fighting game. Hand someone the folder and say "I made this." 👑