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Fighter Factory 3.0.1 (Read 1562750 times)

Started by VirtuallTek, December 16, 2011, 11:37:46 pm
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Re: Fighter Factory 3.0.1 Final
#1101  June 18, 2015, 03:25:08 am
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Yeah, Алексей, that's the fix I found to work the best for me. I have like 9 different mugen launch buttons. Just use the Save button in the config area and then you can reinstall the save by hitting load after you relaunch FF3. I'll remember all the ways you like to launch mugen.

Oh my... I don't know how I missed that but I love you for telling me about that. I was re-adding them every time, manually. Thanks once more for your advice!

-[Все слова это только слова.]-
Re: Fighter Factory 3.0.1 Final
#1102  June 19, 2015, 04:32:40 am
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BUg Report:

Win 7, 64 bits

-If you change window when it's loading a char, the program open it in a diferent tab. that´s not trully a problem, but for report.....

-In Neo motif, sometimes when you try to open mugen to test the char runs the next message: "Oops, you could open one mugen at once" even there's no other mugen instance open anywhere. If I change it to Modern this doesn't happens.
Re: Fighter Factory 3.0.1 Final
#1103  June 19, 2015, 04:48:00 am
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I noticed a thing... Did this version CAN'T apply the 'A2' transparency?
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Re: Fighter Factory 3.0.1 Final
#1104  June 21, 2015, 06:54:26 pm
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I noticed a thing... Can't this version apply the "A2" transparency?
Perhaps you mean the A1 transparency.
Yes, it can do that.

Transparency : Addition
Source : 256
Dest : 128

or, if you're writing an animation with the text editor, you have to write A1.

Example:
Code:
; Light Hitspark
[Begin Action 9999]
9999,0, 0,0, 1, , A1
9999,1, 0,0, 1, , A1
9999,2, 0,0, 2, , A1
9999,3, 0,0, 1, , A1
9999,4, 0,0, 1, , A1
9999,5, 0,0, 1, , A1
Re: Fighter Factory 3.0.1 Final
#1105  July 10, 2015, 10:37:00 pm
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I have some feedback:

-There appears to be a limitation on the highest number a sprite can have before the AIR editor stops accepting them. Having sprites with an image number higher than 43422 prevents the AIR editor from displaying the sprite. Instead of showing the frames you added, the frames are all displayed as frame 0,0.
Re: Fighter Factory 3.0.1 Final
#1106  August 06, 2015, 08:53:05 pm
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My problem
Re: Fighter Factory 3.0.1 Final
#1107  August 20, 2015, 02:44:33 pm
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I got a bug:

Whenever you save a 32bit image as aligned, half the image is doesn't show up
Re: Fighter Factory 3.0.1 Final
#1108  September 18, 2015, 08:50:56 pm
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Why can't I download it... It says ERR_CONNECTION_RESET on Google, can someone help me so I can use this




THERE ARE NO JEM SPRITES
Re: Fighter Factory 3.0.1 Final
#1109  September 18, 2015, 08:56:42 pm
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Re: Fighter Factory 3.0.1 Final
#1110  September 19, 2015, 06:24:58 pm
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Thank you...




THERE ARE NO JEM SPRITES
Re: Fighter Factory 3.0.1 Final
#1111  September 22, 2015, 12:57:12 pm
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Not sure if I've asked this before or not, But I have a request.

Please add the ability to subtract under Sprites>Import from another project>Destination>Renumber.

I'm doing a lot of palette work... I NEED THIS. It would make a certain process of mine waaaaay easier.
vVv Ryuko718 Updated 10/31/22 vVv
Re: Fighter Factory 3.0.1 Final
#1112  October 09, 2015, 05:49:26 pm
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Sorry for the necro...

Can this thread get stickied?

I'm sure this has been suggested before, but it's just such an essential program, and it could be easily missed out on by newcomers.

Re: Fighter Factory 3.0.1 Final
#1113  October 09, 2015, 05:57:09 pm
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It's linked to in several FAQS across the forum. I don't think the thread itself needs a sticky.
Maybe if it gets back in an update status.
Re: Fighter Factory 3.0.1 Final
#1114  October 09, 2015, 08:04:53 pm
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For some reason, multiple alt colors for characters still don't work here. (FFU doesn't work as well). I make a new pallet for a character I am making and it doesn't show up as one. They still use the original character's colors.

Yes, I am doing this correctly.

Pal1 =  normal.act
Pal2 = alt.act

Pal2 never shows up.
Pokecommunity account (Will start learning about romhacking): http://www.pokecommunity.com/member.php?u=553303

Why are there some people here trying to go into their ways into trying to ruin my Mugen hobby here and make me look like bad?



https://www.youtube.com/watch?v=3_TMrr6eqQc
Re: Fighter Factory 3.0.1 Final
#1115  October 10, 2015, 01:27:53 am
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vVv Ryuko718 Updated 10/31/22 vVv
Re: Fighter Factory 3.0.1 Final
#1116  October 14, 2015, 08:30:02 pm
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Not sure if this function was requested or already implemented somehow, but is it possible to load multiple sprites (with different palettes) and have the color slider affect both palettes?  For example, Tessa has her core palette.  She also has her cat's Palette, but her foot is shown where the cat morphs back into her boot.  I would like to use the palette slider on her core palette as well as her cat's. 

Thank you.
Support me @ ko-fi.com/violinken


Re: Fighter Factory 3.0.1 Final
#1117  October 18, 2015, 07:07:46 pm
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I download it from here
http://www.sendspace.com/file/ovi3n7
I can't open it. When i try. A box show me this...
--------------------------------------------------------------------------------
This application  has failed to start because MSVCR100.dll was not found. Re-stalling the application may fix this problem.
--------------------------------------------------------------------------------
Now what can I do?
Download the .dll file, and if it doesn't resolve the problem (there is another window that says you can't open it because of 0000x0x I can't remember) re install the Microsoft C++ thing (I can't remember now, sorry).
I'm searching for it, wait a second.


Edit:
The error that could come up is 0xc000007b.
The Microsoft Visual C++ 2010 Redistributable Package downloads are here, if you need one of these.
32 bit
http://www.microsoft.com/en-us/download/details.aspx?id=5555
64 bit
http://www.microsoft.com/en-us/download/details.aspx?id=14632

Depending on your software, install (download, then execute) the vcredist.
It will take a while, then you can use FF3 (I know this because it happened to me too).

I hope I replied correctly to your question.

I'm asking for myself another people it doesn't working it is already loaded but 0xc000007b error continues
Re: Fighter Factory 3.0.1 Final
#1118  October 18, 2015, 07:38:18 pm
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I am sorry, but I don't know how to fix it since I haven't gotten the problem since then.
Use 32 bits instead of 64 bit, maybe that's the problem. Check your PC specs and look if the OS (Operating System) is 32 bits or 64 bits then download the required Redistributable Package.
Re: Fighter Factory 3.0.1 Final
#1119  November 12, 2015, 06:31:48 pm
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I installed all Linux dependencies, but:

./ff3: error while loading shared libraries: libQtMultimedia.so.4: cannot open shared object file: No such file or directory
Spoiler: Not Safe For Work (click to see content)
Re: Fighter Factory 3.0.1 Final
#1120  December 18, 2015, 07:16:57 am
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I installed all Linux dependencies, but:

./ff3: error while loading shared libraries: libQtMultimedia.so.4: cannot open shared object file: No such file or directory

It's because you have not installed libQtMultimedia 4 is the same mistake that I have, for now the library is not available in Debian or ubuntu, only Arch and Fedora if I remember correctly, we hope to release soon the library in repos or Virtualtek update Fighter Factory .