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Background DCing Tutorial (by VGkitten Aeris) - Printable Version +- Little Fighter Empire - Forums (https://lf-empire.de/forum) +-- Forum: Little Fighter 2 Zone (https://lf-empire.de/forum/forumdisplay.php?fid=7) +--- Forum: Data Changing (https://lf-empire.de/forum/forumdisplay.php?fid=11) +---- Forum: Tutorials (https://lf-empire.de/forum/forumdisplay.php?fid=12) +---- Thread: Background DCing Tutorial (by VGkitten Aeris) (/showthread.php?tid=404) Pages:
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Background DCing Tutorial (by VGkitten Aeris) - MH-Razen - 06-03-2008 This is my BG datachanging tutorial for those who want to make their own backgrounds in LF2. I personally remember that when I first wanted unique backgrounds for myself, there was no one around to help me. So I learned it the hard way: Push-the-button-and-see-what-it-does-techique. Which was ETRAORDINARILY time-consuming. So I'm making this for all you newbies out there. Part one: Open your BG data file (using LF2 data changer) in the folder you desire, in this case Stanley Prison. At the top you'll see this thing: ![]() The name part, as obvious, is the name of the BG you want to appear in the game. Just replace spaces with underscores, duh. Next, the width: ![]() This decides how big width-wise you want your BG to be. The smallest to fit the screen completely would be 794. Stage mode-sized BGs should generally be over 2000, preferably more. Zboundaries: ![]() These decide how big (and where) the vertical walking space will be in your BG. The first one decides where it starts at the top, the last decides where it ends at the bottom. Shadow input: ![]() Input where you want the BG to find it's shadow sprite for the characters/objects. Shadow size: ![]() Input the size of your shadow sprite. Part Two: Now we go on to the LAYERS. These are what actually makes up the BG and what we see on the screen. ![]() It has to start and end with that green code and there cannot be more than 30 of them. Otherwise the BG will be completely f*cked up. Layer input: ![]() Similar to the shadow input, this tells the game where the necessary sprite is. Transparancy: ![]() Transparency can be ether 1 or 0. 1 transparancy will not pick up black, 0 will. Layer Width: ![]() This is what makes the whole BG come to life. The higher the width, the more it will move as the character runs across the screen. Make sure that your last layer's width matches that of the BG. Naturally, the layers' widths have to increase with each layer used, unless they form an animation, which we'll talk about in a second. X and Y positioning: ![]() This decides where your layer will appear. Please note that the layers that go all the way to the top of the screen, the Y axis has to be at 128, NOT ZERO. Looping: ![]() This part is optional, and it allows you to stack the sprites in your layer together, for example the trees in the Lion Forest BG or the columns in the Forbidden Tower. The number determines how far apart you want them to be. Animated part: ![]() Oh boy. I remember this was the hardest thing to figure out when I was learning this stuff. So, let's ease up your job. You'll need several layers for an animation, at least two. The "c" sections are optional, and should only be put into the layer if you want an animated part in the BG. The "cc:" part determines how long it will be until your animation is repeated. It is always the largest value of the "c's" and must remain constant for all the layers. The "c1" and "c2" simply determine when the layer goes into effect in the animation and when it is replaced by the next. "c1" determines when it appears, and "c2" when it disappears. The greater the difference between the "c" numbers, the longer the layer will stay in effect. For the most fluid animation, I would suggest that your previous animation layer's "c2" number be the next layer's "c1" number. Also, if you want a fluid loop in the animation, the "cc" number should be the "c2" number of the last layer of your animation. Enjoy. I wish one of these was around whe I needed one... RE: Background DCing Tutorial (by VGkitten Aeris) - dreadlrd1 - 07-02-2008 Nice work MH-Razen but i find it quite complicated though.But any way keep up the good work! RE: Background DCing Tutorial (by VGkitten Aeris) - Scorpion - 07-02-2008 MH didn't wrote this tutorial. It was VGKittenAeris ... look at the title : Quote: Background DCing Tutorial (by VGkitten Aeris) RE: Background DCing Tutorial (by VGkitten Aeris) - Madara Uchiha - 11-11-2008 sorry i find it to complicated is it possible to make it more simple because i plan to make own Mod is their a program i can use for background DC RE: Background DCing Tutorial (by VGkitten Aeris) - Hukko - 11-11-2008 Finally a BG tutorial!!! GOOOOOD work!!!!! RE: Background DCing Tutorial (by VGkitten Aeris) - Silverthorn - 11-12-2008 (11-11-2008, 10:07 PM)Madara Uchiha Wrote: sorry i find it to complicated is it possible to make it more simple because i plan to make own Mod is their a program i can use for background DCPlease tell me that you're joking... Data Changer: http://www.lf-empire.de/content/view/38/81/lang,en/ BG-information: http://www.lf-empire.de/content/view/203/178/lang,en/ RE: Background DCing Tutorial (by VGkitten Aeris) - snorsorbet - 11-12-2008 If it is too complicated, then there is 2 things to do: - Ask a friend with a half-decent brain to "decrypt" it - Just do what the tutorial says! See what you get! That might actually give you some idea of what you are doing... RE: Background DCing Tutorial (by VGkitten Aeris) - Madara Uchiha - 11-28-2008 blue phoinix your links dont work RE: Background DCing Tutorial (by VGkitten Aeris) - snorsorbet - 11-28-2008 It is because LFE v 9.0 has been released! Everybody have to update their links !!! RE: Background DCing Tutorial (by VGkitten Aeris) - Madara Uchiha - 11-28-2008 how do u do that? |