Stage Mugen

Used for stages that simulate 3D depth (where characters appear smaller when "further away").

| Component | Description | |-----------|-------------| | | Split into multiple layers (e.g., far back, mid, front). Each layer can have its own animation and movement speed (parallax). | | Delta | Controls how fast a layer moves relative to the camera. Low delta = far background (slow), high delta = foreground (fast). | | Bound / Screenleft / Screenright | Sets the stage width and how far characters can move horizontally before hitting the edge. | | Floor / Zoffset | Determines where characters stand (vertical alignment). Essential for character-foot placement. | | Shadow | Controls shadow intensity, color, and whether shadows are drawn. | | Music | Supports common formats like MP3, OGG, WAV. Looping can be defined via loopstart/loopend parameters. | | Animations | Individual BG elements can have frame-by-frame animations (e.g., blinking lights, moving clouds). | | Code (optional) | Advanced stages use MUGEN’s CNS scripting for dynamic effects: time-of-day changes, reacting to health, super moves, etc. | stage mugen

Mugen stages are shared via:

The creation process is a mix of digital art and manual coding (plain text editing). Typical workflow: Used for stages that simulate 3D depth (where