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.
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.