DV's Tutorial Page

This page, will get updated often. So check back when you can. The list will build up, as time passes. Use Ctrl+F, to skip to the part you want to learn. Scroll, to see what I am covering, for the next new & soon-to-be creator, in M.U.G.E.N

(As a side note, if you don't understand this easy process, tough cookies. I'm not going to "give the baby candy, because the baby whines for it". This is as easy as it will get. Failure to understand, is not my problem. You have been warned).

 

 

Sprite Preparation, for M.U.G.E.N Character/Stage Creation

The Essentials.

By now, you're wondering, "How do I align the colors properly, for a said sprite. So I can whip it out, in Fighter Factory. And, make it M.U.G.E.N Ready"? Well, this is rather simple. The following, is a complete revision, of my video, on how to prepare cut sprites, for character creation. It will require the following list of things.

1. Fighter Factory (Duh....)

2. Any Image editing/processing program, capable of handling .PCX files. (preferrably The Gimp, but I'll leave that choice up to you).

3. The free version of GraphicsGale, which could be found in the following link below.

Click here, for GraphicsGale

4. Some knowledge of actually figuring out/learning a bit on stage creation. Or, a bit of character creation. (Given that you did not become a lazy ass, and not read what is located in the "tutorials" folder, located in the docs folder of M.U.G.E.N, on character & stage creation.

5. A program that can do batch conversions, of files, into a single format. (For this I highly recommend using SnagIt's Batch Converter. As this kind of Batch Converter, can handle & convert .pcx files the fastest).

So, asuming that you have the idea. Let's begin.

Step 1: Preparation

Assuming that you have the said sprite on .png format already, place the said sprite, into a program, that can save the background color for you. If the sprite, sheet, or background, is white. Change it to a color that promotes "transparency". As seen in the picture below.

 

Once you do have your sprite sheet, or sprite under the said color, start cutting it up, and save it in .png format. As seen in the pic below. (You can crop the part you cut yourself, to save you from doing it in Fighter Factory. This is entirely your choice.)

(NOTE: Make sure that it is able to at least save the background color. This is not necesary. But, it would make your job easier. you could still keep going without the option. To further note, the freeware version of GraphicsGale DOES NOT support .gif files. nor .pcx. So, DON'T try to open either one, in the free version of GraphicsGale. This is why I said to have it in .png first.)

 

Step 2: Color Alignment

By now, you got yourself GraphicsGale, from the link above. You now have a sprite ready to go. But, when you place it in GraphicsGale, the color depth is 24 bit. You could switch it to 8 bit in the previous image editing tool you have. But, it wouldn't know what color would be the background masking color. This will show that.

Open GraphicsGale, and load your sprite in it. You will see it come up in the middle. Along with the palette grid. What you want, is simply the colors of the sprite. NOT the colors of the color depth grid. To do this, click on "All Frames" and click on "Color Depth" as seen below.

 

Once you do get it, you will be presented with a small window. The window will show the different types of depths there is, for colors. You already know at this point, the colors MUST be in a depth of 256 colors (8bit mode). So, select it, then press OK, as seen below. (Don't worry about selecting "Dither". It is not needed)

   

Once you do so, the palette grid, will change, into a set of colors. The colors will only match for the character. The only color you're looking for, is the color that will be the masking color (background color, that will be come a transparent color, for said sprite image). As seen in the pic below. (this is occasionally the very first color in the palette grid. But, it could be anywhere in the palette. As long as it matches.

GraphicsGale, has a unique way, of setting a color, as the initial background masking color, for the sprite. As you see in the pic above, the colors are indeed, arranged. But, you only want that background color. In the grid, left-click on the mouse, on what color, represents the background color. And, right-click on it, to make it "lock" onto that color. Both colors in the boxes, at the bottom of that grid, above the slider, should be the exact same as the background color. (In the grid, you can see where it is selected I intentionally selected black, because this is an EXAMPLE ).

 

Once this is done. Simply click on the save icon, at the top of the menu. As seen below. It will alwways show the color depth, along with character dimensions. (If you don't see 8 as the last number, as seen in the pic highlighted, then go back, and read above again. I also advise to NOT DO THE NEXT STEP, UNTIL YOU HAVE DONE ALL SPRITES, AS EXPLAINED ABOVE).

Step 3: "Reverse Engeineering" 

I don't consider this an actual step. But, this is the only way I could think of, to get you to actually read what I'm about to put. and this is the simplest part of this entire tutorial.

When you are done with everything in GraphicsGale, for all of your sprites. You will want to get all of them, in .pcx. You would need a batch converter. This is where SnagIt comes in. Run SnagIt. And click on "Edit" from the left menu, and select "Batch Convert Images". (Version 7, or 8 is fine. They have the same options. I'll demonstrate with what it looks like, in version 7)

 

You will be brought, to the wizard for the program area automatically. It will ask you to select all the images, that you want converted. Once you do, click next. And follow the next set of screens. As they will show you what to set.

 
 

Once you are done with the above assign your own folder to where you want these files to be converted, and simply press "finish" It will go directly to the folder you specify.

Step 4: Fighter Factory

You've made it this far. Now, it's time for the juicy bits of this tutorial. Before I even get started. I will say this early. When you do run Fighter Factory, and you begin adding in your sprites. Do not cut. Do not crop, Do not add in anything else. Until you have fully built your SFF file. You save yourself some trouble here. I'm only going to cover getting the sprites in, getting the colors aligned, and letting you learn the group numbers. (Given, that you learned something, from my previous tutorials. And actually read the docs.)

The first thing you want to do, is build the SFF file, so Fighter Factory, can use the colors, that come with the sprite. Open Fighter Factory, and click on the "sprites" icon. It will take you to the following page. As seen below. (words are on the pic, to save you time, and to save me from answering questions....)

 

Once you have done the above (the addition of the sprites, will depend on how many you have for the character), Look at the following below.

 

After the above. Simply press the "Close All" button. It's the very first button, at the top left menu. It resembles a "Do Not Enter" sign. Once you close it. Re-open your sff file, and the palette grid, should align itself, with the colors of your sprite. If it did, then you pretty much are on your way, to creating your character.

 

I will leave the remaining part of the creation, to you.