M.U.G.E.N. DOCUMENTACIÓN OFICIAL: BACKGROUNDS Y STAGES (FONDOS Y ESCENARIOS) CREADOR POR: ELECBYTE (27/ 10/ 01) TRADUCCION: DAVID VILLENA HERNÁNDEZ (03 / 09 / 08) – (08 / 09 / 08)
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INDICE TEMA ANTES DE INICIAR… 1.- DEFINICION DEFINICION DE “BACKGROUND “BACKGROUND”” 1.1.- BACKGROUND ELEMENT 1.2.- BACKGROUND CONTROLLER 1.3.- DEBUG BACKGROUND 1.4.- SYSTEM, STORYBOARD & STAGE BACKGROUNDS 1.5.- DEFINICIÓN DE RASTER 2.- DESCRIPCIÓN DESCRIPCIÓN DE LOS AJUSTES AJUSTES DE UN STAGE STAGE 2.1.- [INFO] / 2.1.1.2.1.1.- NAME NAME 2,2.- [CAMERA] / 2.2.1.- STARY_X & START_Y 2.2.2.- BOUNDLEFT & BOUNDRIGHT 2.2.3.- BOUNDHIGH & BOUNDLOW 2.2.4.- VERTICALFOLLOW 2.2.5.- FLOORTENSION / 2.2.6.- TENSION 2.3.- [PLAYERINFO] / 2.3.1.- START? & P?FACING 2.3.2.- LEFTBOUND, RIGHTBOUND, TOPBOUND & BOTBOUND 2.4.- [SCALING] [SCALING] / 2.4.1.- TOPZ, TOPZ, BOTZ, TOPSCALE & BOTSCALE
2.5.- [BOUND] / 2.5.1.- SCREENLEFT & SCREENRIGHT 2.6.- [STAGEINFO] 2.6.1.- ZOFFSET / 2.6.2.- ZOFFSETLINK 2.6.3.- AUTOTURN / 2.6.4.- RESETBG 2.7.- [SHADOW] 2.7.1.- INTENSITY / 2.7.2.- COLOR 2.7.3.- YSCALE / 2.7.4.- FADE.RANGE 2.8.- [REFLECTION] / 2.8.1.- REFLECT 2.9.- [MUSIC] / 2.9.1- BGMUSIC / 2.9.2- BGVOLUME 3.- ELEMENTOS ELEMENTOS DE UN UN FONDO 3.1.- [BGDef] 3.2.- ELEMENTOS ESTÁTICOS DE FONDO 3.3.- ELEMENTOS ANIMADOS DE FONDO 3.3.1.- EL PARÁMETRO “ACTIONNO” Y EL TIPO “ANIM” 3.4.- ELEMENTOS DE FONDO CON “PARALLAX” 3.5.- PARÁMETROS AVANZADOS 3.5.1.- ID / 3.5.2.- POSITIONLINK / 3.5.3.- VELOCITY 3.5.4.- SIN.X & SIN.Y 3.6.- ELEMENTOS DE FONDO “DUMMY” 4.- CONTROLADORE CONTROLADORES S DE FONDO FONDO 4.1.- BGCTRLDEF / 4.2.- GLOBAL_LOOPTIME 4.3.- DEFAULTID_? 4.4.- START_TIME, END_TIME, y LOOPTIME
PAGINA 3 4 4 4 5 5 5 7 7 7 7 8 8 8 9 9 10 10 10 11 11 11 11 12 13 13 13 13 14 16 16 17 18 19 20 20 20 21 21 21
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ANTES DE INICIAR… Quiero agradecer a Shammahalfa1 por decirme sobre la existencia de este documento, yo daba por hecho que la única información escrita por Elecbyte sobre Stages esta únicamente dentro del archivo DEF del stage de Kung Fu Man. Seguramente se preguntarán que si ya está hecha una traducción sobre parámetros e intrucciones sobre crear stages con base al stage de Kung Fu Man, por qué volver hacer otra, ¿hay diferencias?. Pues si hay diferencias entre la anterior traducción y esta: 1.- La anterior traducción son anotaciones técnicas escritas por Elecbyte dentro del archivo DEF de stages\KFM.def, únicamente es información de referencia. 2.- Este documento explica a detalle cada elemento que conforma la programación de un stage, haciendo posible conocer más a fondo la función de cada uno de ellos y crear Stages más complejos que los de KFM. 3.- Este documento es más largo que el otro. XD Como material adicional, he incluído la explicación de Parallax de “VIB” al final de este documento. Finalmente quisiera agradecer a: Checho, Yaten, Shammahalfa1 y a todos los que no recuerdo por el momento. XD
Este documento ha sido traducido por David Villena Hernández, no le dé el crédito a alguien más. La información sobre Parallax es propiedad intelectual de “VIB”, se han traducido sus conceptos e ideas pero no se ha alterado el significado ni la estructura de los mismos. DEDICADO A LA MEMORIA DE;
╬ “JUAN CARLOS” ╬ Juan Carlos fue de los primeros en difundir a nuestra lengua los conceptos e instrucciones importantes para la creación material en MUGEN. Creó tutoriales en formato web para todo aquél con interés de aprender a crear chars, stages y rippeos sin verse frenado por la barrera del idioma o el desconocimiento de cómo usar las herramientas de la época. Sus
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BACKGROUNDS Y STAGES (DOCS/BGS.RTF) 1.- DEFINICIÓN DE “BACKGROUND” Un Background (fondo) en MUGEN consiste de uno o más elementos que estarán en segundo plano en un stage, y contiene uno o más controladores (Background Controllers). Estos elementos son combinados con ajustes de stages (Stage Settings) para producir una apariencia y funcionalidad requeridas para usarse en MUGEN. Los Ajustes de Stage controlan los parámetros generales tales como el tamaño, movimiento de la cámara, posición inicial de los personajes y de la cámara con relación al stage, color de la sombra, reflejos de los pisos, etc. Muchos de los juegos de pelea mantienen consistentes los valores de sus parámetros de fondo que constituyen los stages, específicamente el tamaño del stage y el movimiento de la cámara.
1.1.- “BACKGROUND “BACKGROUND ELEMENT” (ELEMENTO DE FONDO) Un elemento de fondo (“Background Element”) es una unidad gráfica individual de datos mostrado en pantalla. Todas las partes visibles de un Stage están formados de elementos de fondo. Cada elemento de fondo tiene ajustes individuales para cada dato de sprite, transparencia, localización, tiling, velocidad de desplazamiento con respecto a la cámara y a la animación (si es que es aplicable). Elementos con “Parallax” adquieren un efecto “rasterizado” (Raster – Ver Capítulo 1.6.) cuando la cámara se desplaza. Los elementos de fondo pueden ser de cualquier tamaño, aunque en la práctica, los fondos son normalmente colocados con varios elementos de tamaño moderado.
1.2.- “BACKGROUND “BACKGROUND CONTROLLER” CONTROLLER” (CONTROLADOR DE FONDO) Un Controlador de fondo (“Background Controller”) mejorará los elementos adicionales de un elemento de fondo, tales como cambiar su posición o velocidad, hacer un elemento visible o invisible, etc. Las aplicaciones de los controladores de fondo incluyen efectos como hacer que los jugadores anden de un lado a otro por el fondo, escombros volando a través de la pantalla, o crear cambios en el fondo al ajustar el momento para hacerlo
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En general los controladores de fondo pueden permitirte crear los más avanzados efectos para un stage u optimizar o ptimizar ciertas animaciones para reducir reduc ir el consumo de memoria, aunque a unque muchos stages pueden funcionar bien sin usar controladores.
1.3.- “DEBUG BACKGROUND” BACKGROUND” (DEPURAR FONDO) Cuando se crea un stage, debe asegurarte de que toda el area visible de la pantalla esté “cubierta” por los elementos de fondo todo el tiempo. Dejar huecos en el fondo creará un efecto de “Casa de los Espejos” en esa área (dicho efecto significa que todo sprite animado que cruce por uno de estos huecos, dejará en ellos una estela de sí mismo que se repetirá de manera intermitente hasta que un nuevo sprite se cruce por su camino). Al habilitar el parámetro “debugbg”, los huecos se llenarán con una capa de color magenta (color entre violeta y fucsia que puede ser visto en los “Shots Factory” de NeoRage o Kawaks ) con el cual los podrás identificar identificar rápidamente y arreglarlos hasta que el color ya no sea visto.
1.4.- SYSTEM, STORYBOARD & STAGE BACKGROUNDS (FONDOS DE SISTEMA, DE GUIÓN y DE ESCENARIO ) Algunos objetos de fondo (Background Objects) son usados en MUGEN para todos los sistemas de pantallas tales como “Title Screens” (pantallas de título) y “Character Select Screen” (pantalla de selección de personajes), como también para usarse en “Storyboards” (Guiones Gráficos). Estos tipos de fondos son referidos como “System Backgrounds” y “Storyboard Backgrounds” respectivamente. Los objetos de fondo usados para Stages son llamados “Stage Backgrounds”. Además de su uso intencionado, no existen diferencias entre estos diferentes tipos de fondo. Este documento cubrirá los ajustes de Stages como también el formato del objeto de fondo.
1.5.- DEFINICION DE “RASTER” De acuerdo con la Wikipedia, en lo que Gráficos se refiere, “Raster” o Rasterizado en español es: Una imagen rasterizada, también llamada bitmap, imagen matricial o pixmap, es una estructura o fichero de datos que representa una rejilla rectangular de pixeles o puntos de
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Ejemplo de imagen rasterizada. Si hacemos zoom sobre esta imagen, podemos ver los pixels que la conforman. Una imagen rasterizada no se puede ampliar a cualquier resolución sin que la pérdida de calidad sea notoria. La palabra "raster" tiene su origen en el latín rastrum (rastrillo), que se deriva de radere (raspar).
Ejemplo de pérdida de calidad al ampliar un detalle de la imagen rasterizada
FUENTE: http://es.wikipedia.org/wiki/Gr%C3%A1fico_rasterizado
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2.- DESCRIPCIÓN DE LOS AJUSTES DE UN STAGE Los ajustes del Stage (Stage Settings) definen la relación entre el fondo y el stage. Tanto los ajustes como el fondo, deben hacerse dentro del mismo archivo. Los ajustes se clasifican en varios grupos. Estos grupos son: (Todos los parámetros son necesarios a menos que se marque como “opcional”)
2.1.- [INFO] 2.1.1.- NAME NOMBRESTAGE será el nombre no mbre del Stage que se está desarrollando, d esarrollando, este mismo nombre aparecerá en pantalla durante la selección de Stages en MUGEN. 001 [Info] 002 002 name name = "N "NOM OMBR BRES ESTA TAGE GE""
2.2.- [CAMERA] 2.2.1.- STARTX & STARTY Aquí se indica la posición inicial de la cámara. El valor de ambos parámetros debería ser de “0”. 004 [Camera] 005 startx = X 006 starty = Y
2.2.2.- BOUNDLEFT & BOUNDRIGHT
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2.2.3.- BOUNDHIGH & BOUNDLOW (LÍMITE ALTO & LÍMITE BAJO) Estos valores controlan qué tan lejos se moverá la cámara verticalmente. TOP_Y debe ser un valor negativa. El valor de “boundlow” siempre debe ser de “0”. 009 009 boun boundh dhig ighh = TOP_ TOP_Y Y 010 boundlow = 0
2.2.4.- VERTICALFOLLOW (SEGUIMIENTO VERTICAL) Este valor afecta el movimiento vertical de la cámara al seguir al jugador que esté en la posición más alta. SCALE es un valor de “Floating Point” (Punto Flotante – Ver capítulo 2.4.1.) de 0 a 1. Un valor de 0 quiere decir que no se moverá del todo. Un valor alto indica que la cámara seguirá al jugador lo más alto posible. Un valor de 1 hace que la cámara siga al jugador lo más cercano posible. 011 011 vert vertic ical alfo foll llow ow = SCA SCALE LE
2.2.5.- FLOORTENSION (TENSION DEL SUELO) Es la mínima distancia vertical que tiene el jugador más alto que estar del suelo (dado como valor positivo) antes de que la cámara comience a moverse hacia arriba para seguirlo. 012 012 Floo Floort rten ensi sion on = TEN TENSI SION ON_Y _Y
2.2.6.- TENSION
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2.3.- [PLAYERINFO] (INFORMACION DEL JUGADOR) 2.3.1.- START? & P?FACING START_X y START_Y son la posición inicial inicial del Player 1. “p1startz” actualmente no tiene efecto y debe ser asignado a 0. FACING debería ser de 1 para hacer que el jugador mire a la derecha, y de -1 para hacer lo mirar a la izquierda. 015 015 016 016 017 017 0 18 019 019
[Pl [Playe ayerIn rInfo] fo] p1st p1star artx tx = STA START RT_X _X p1st p1star arty ty = STA START RT_Y _Y p1startz = 0 p1fa p1faci cing ng = FACI FACING NG
Estos parámetros afectan la posición del Player 2. 021 021 022 022 0 23 024 024
p2st p2star artx tx = STA START RT_X _X p2st p2star arty ty = STA START RT_Y _Y p2startz = 0 p2fa p2faci cing ng = FACI FACING NG
2.3.2.- LEFTBOUND, RIGHTBOUND, TOPBOUND & BOTBOUND (LÍMITE IZQUIERDO, DERECHO, ALTO Y DE FONDO) Estos parámetros afectan a todos los jugadores. LEFT_X es la mínima de “x-position” que los jugadores pueden tener, RIGHT_X es el máximo de “x-position” que pueden tener. Los
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2.4.- [SCALING] (ESCALADO) 2.4.1.- TOPZ, BOTZ, TOPSCALE & BOTSCALE Estos parámetros ya no se usan y no necesitan ser cambiados. 0 31 0 32 0 33 0 34 035 035
[Scaling] T op z = 0 Botz = 50 topscale = 1 botsc otscaale = 1.2
2.5.- [BOUND] (LÍMITE) 2.5.1.- SCREENLEFT & SCREENRIGHT Estas son las distancias de la orilla de la pantalla en las que el jugador puede moverse. Ambos valores deben ser positivos. 037 [Bound] 038 038 scre screen enle left ft = LEF LEFTD TDIS IST_ T_X X 039 039 scre screen enri righ ghtt = RIGHT RIGHTDI DIST ST_X _X
2.6.- [STAGEINFO] (INFORMACIÓN DEL STAGE)
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2.6.2.- ZOFFSETLINK Si este parámetro es especificado, vincula el valor de “zoffset” a la “y-position” de un elemento de fondo con número ID de “BG_ID”. Por ejemplo, puedes vincular el valor de un elemento simple (Dummy Element – para saber más consulta el apartado “Otros tipos de elementos de fondo” en el capítulo capítulo 3) con un parámetro“sin.y” para hacer que los chars se inclinen de arriba a abajo de manera extraña. 043 Zoffs Zoffset etli link nk = BG_ID BG_ID ;(op ;(opci cion onal al))
2.6.3.- AUTOTURN Deja este parámetro en 1 para hacer que los chars automáticamente volteén sus caras los unos con los otros. Asignar un valor distinto puede causar conductas indeseables. 044 autoturn = 1
2.6.4.- RESETBG Si RESET es 1, los fondos se reiniciarán entre rounds, si RESET tiene un valor de 0, los fondos continuarán ejecutándose. 045 045 res resetB etBG = RESET
2.7.- [SHADOW] (SOMBRA) 2.7.1.- INTENSITY Controla que tan oscura debe ser la sombra. El rango de valores válidos van de “0” (el más
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2.7.3.- YSCALE Este es el factor de escala vertical de la sombra. Usa un valor grande de SCALE_Y para hacer la sombra más grande. Puedes usar un valor negativo en SCALE_Y para hacer que una sombra caiga del otro lado de los jugadores. Valor por default 0.4. 050 yscal yscalee = SCAL SCALE_ E_Y Y ;(op ;(opci cion onal al))
2.7.3.- FADE.RANGE Este parámetro te permitirá ajustar el rango sobre el cual la sombra será visible. Es usado para crear un efecto de sombra desvaneciente cuando el jugador está lejos del suelo. El primer valor es para el nivel alto,y el segundo es para el nivel medio. Ambos representan las coordenadas Y del jugador. La sombra será invisible si el jugador está en un nivel alto, no habrá efecto si se activan los valores por default (la sombra siempre será visible.) Toma en cuenta que el valor de las coordenadas Y son negativos, y TOP_Y debería ser menos que BOT_Y. 051 fade. fade.ran range ge = TOP_Y TOP_Y,, BOT_Y BOT_Y ;(opt ;(optio ional nal))
2.8.- [REFLECTION]
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Usando un número de pista de “0”, hará que la música del CD de Audio toque una pista aleatoria (RANDOM) en ese Stage. Por ejemplo, para tocar la pista 3 de un CD, usa: bgmusic = 3.da . Si no quieres música solo deja el parámetro en blanco. 054 [Music] 055 bgmusi bgmusicc = BGM_FI BGM_FILE LENA NAME ME ;(op ;(opci cion onal al))
2.9.2- BGVOLUME Este parámetro ajusta el volumen de la música de fondo que se esté tocando. “0” es el valor normal, un valor negativo para una música ténue y un valor positivo para una música ruidosa. Válido para MP3, MOD y CDA. Los valores válidos son de “-255” a “255”. El valor por default es de “0”. 056 bgvo bgvolum lumee = VOLUME VOLUME_OF _OFFSET FSET ;(opti ;(optiona onal) l)
3.- DESCRIPCIÓN DE LOS ELEMENTOS DE UN FONDO Para definir los elementos de fondo de un stage, primero debes crear un grupo [BGDef] al final de tu archivo DEF. Este es su formato a seguir.
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063 063 064 064 065 065 0 66 0 67 0 68 0 69 0 70 0 71 0 72 073 073 074 074 075 075
[BG [BG my_e my_ele leme ment nt_n _nam ame] e] type = normal spr spriteno eno = 0,0 id = 0 layerno = 0 start = 0,0 delta = .5, .5 .5 trans = none m as k = 0 tile = 0,0 tile tilesp spac acin ingg = 0,0 0,0 wind window ow = 0,0, 0,0,31 319, 9,23 2399 wind window owde dellta = 0,0 0,0
Muchos de estos parámetros pueden ser omitidos pero los examinaremos con detalle.
[BG MY_ELEMENT_NAME] MY_ELEMENT_NAME] ; (REQUERIDO) (REQUERIDO) – LINEA 63 Solo [BG] es requerido. “my_element_name” puede cualquier nombre que quieras. Generalmente, te ayuda a dar un nombre distintivo y descriptivo, además el nombre se mostrará en los mensajes de error en caso de que se detecte uno en su estructura, cosa que te ayudará a identificar y corrigir dicho error rápidamente.
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START = 0,0 ; (OPCIONAL) (OPCIONAL) – LINEA 68 Especifica la posición inicial de los elementos de fondo con respecto al centro superior de la pantalla (valores positivos van hacia abajo). El eje de los elementos de fondo (especificado para el sprite dentro del SFF) es colocado en esta posición inicial. Si se omite, la posición por default es de “0,0”.
DELTA = .5,.5 ; (OPCIONAL) (OPCIONAL) – LINEA 69 Especifica cuántos pixeles de los elementos de fondo deberían desplazarse por cada píxel de movimiento de cámara en dirección vertical y horizontal, respectivamente. Al ajustar delta = 1,1 causará que los elementos de fondo se muevan a la misma velocidad que la cámara. Esto es bueno para elementos como el sprite de suelo que está bajo los pies de los chars. Para elementos a distancia, usa valores pequeño para crear la ilusión de profundidad. Para elementos en primer plano (Foreground - layerno = 1)debería asignarse deltas más grandes que “1”. Las Deltas menores a 0 son posibles pero pueden tener efectos insatisfactorios. El valor por Default es de 1,1.
TRANS = NONE ; (OPCIONAL) (OPCIONAL) – LINEA 70 70
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TILESPACING TILESPACING = 0,0 0,0 ; (OPCIONAL) (OPCIONAL) – LINEA 73 73 Si “Tile” está activado, esta línea especifica el espacio de separación que debería haber entre cada “Tiling” en las direcciones horizontal y vertical. No hay efecto si el “Tile” no se activa. Por default, el valor es de 0,0.
WINDOW WINDOW = 0, 0, 0, 319, 239 ; (OPCION (OPCIONAL) AL) – LINEA LINEA 74 Especifica el tamaño de la ventana con cuatro coordenadas: x1, y1, x2, y2 respectivamente. Considerando la orilla superior izquierda como coordenadas (0,0), estas coordenadas son tomadas para formar una caja rectangular con (x1,y1) y (x2,y2) en las orillas opuestas. En un momento dado, solo una parte de los elementos de fondo estarán dentro de esa caja (ventana). (ventana). En este ejemplo, el valor valor de la ventana es de (0,0) – (319,239), los cuales cuales son el valor de toda la pantalla de juego. Si no necesitas un efecto de ventana, omite por completo esta línea.
WINDOWDELTA WINDOWDELTA = 0,0 0,0 ; (OPCIO (OPCIONAL) NAL) – LINEA 75 Especifica la delta de la ventana de los elementos de fondo. Trabaja de manera similar a la Delta de los elementos de fondo. En situaciones limitadas, algunos efectos interesantes pueden suceder al usar diferentes valores para una Delta y una Windowdelta (en conjunto
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archivo DEF. En este ejemplo, el valor de actionno es 55, la acción 55 debe ser definida de esta manera: 081 081 [Beg [Begin in Ac Acti tion on 55] 55] 082 0,0,0,0,5 083 0,1,0,0,5 El formato es el mismo para especificar animaciones en un archivo AIR, así que los detalles serán omitidos aquí. La definición de una Acción puede ser colocada donde sea mientras esté dentro del grupo [BGDef]. La típica estrategia sería definir una acción inmediatamente después de escribir el elemento al que le pertenecerá, o también recolectar todas las acciones del stage y ponerlas al principio o al final del grupo [BGDef].
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Este es el formato a seguir: 085 086 086 087 087 088 088 089 089 090 090
[BG my_p my_para arall llax_ ax_el elem emen ent] t] type = parall allax spr spriteno eno = 10, 0 xsca scale = 1,1. ,1.75 ysca yscale lest star artt = 100 100 ysca yscale lede dellta = 1.2 1.2
(Los otros parámetros son iguales a los elementos estáticos, excepto por la desactivación de las transparencias) El primer y segundo parámetro de “xscale” escalan la Delta Horizontal de los límites de
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3.5.2. 3.5.2.-- POSITI POSITIONLI ONLINK NK (VINCULO DE POSICIÓN) Asigna “positionlink ” el valor de “1” para cerrar la posición del elemento inmediatamente de precederlo en el archivo DEF. Si lo asignas a “1”, los valores del parámetro “inicial” del eleemento actual serán tratados como “marcadores” (“offset”) de la posición del elemento previo.
NOTA DEL TRADUCTOR: La palabra Offset es una palabra muy complicada para traducir ya que no hay una palabra en concreto para definirla en español, en algunos diccionarios se define como: compensar, cotrarrestar, balancear, diferenciar, desplazar, marcar. También está el molesto problema del Contexto en el que se va a aplicar la palabra,
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Ejemplo de movimiento Sinusoidal.
3.6.- ELEMENTOS DE FONDO “DUMMY” Además de los tipos de fondo “normal”, “anim” y “parallax”, también está el tipo “dummy”. (NOTA DEL TRADUCTOR: La palabra “Dummy” tiene muchos significados en español, puede significar: Bobo, Tonto, Muñeco, Maniquí, De Prueba, De juguete. Posiblemente “De Prueba” sea el significado que mejor le quede). Como su nombre lo indica, un fondo tipo “dummy” no tiene gráficos asociados. La
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[BGCtrl my_controller_1] type = CONTROLLER_TYPE time = START_TIME, END_TIME, LOOPTIME ctrlID = ID_1, ID_2, ... (Parámetros de controladores específicos deben colocarse aquí) [BGCtrl my_controller_2] (etc.)
4.2.- GLOBAL_LOOPTIME (TIEMPO GLOBAL DE BUCLE) GLOBAL_LOOPTIME especifica el número de ticks después del cual el “
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5.- TIPOS DE BGCTRL (CONTROLADORES DE FONDO)
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5.4.- TYPE = VELSET (AJUSTAR VELOCIDAD)
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5.7.- TYPE = POSADD (AGREGAR POSICION)
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6.- UN SIMPLE EJEMPLO Supongamos que queremos hacer que un personaje camine de atrás hacia delante de (-
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; Ajusa la velocida a 2 pixeles/Segundo hacia la derecha con tiempo de 0. [BGCtrl Caminar Derecha] type = VelSet time = 0
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