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Fighter Factory Studio 3.5.3 (UPDATED June, 16) (Read 198853 times)

Started by VirtuallTek, April 04, 2018, 02:43:30 pm
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Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
#281  March 13, 2019, 05:58:11 pm
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Doesn't it freeze for you? The text edit is literally unusable.
Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
#282  March 13, 2019, 06:10:43 pm
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Not anymore.
Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
#283  March 13, 2019, 10:59:17 pm
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So, was the PNG/Transparency issue ever resolved?

I'm refering to PNG image sprites, i.e custom portraits, that bleed and don't render transparency properly.

Example:

Spoiler, click to toggle visibilty

Notice the bleeding of the glow.
Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
#284  March 14, 2019, 12:56:49 am
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Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
#285  March 14, 2019, 02:11:09 am
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Did the crashes in the .air get resolved? Especially when making a new anim
Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
#286  March 19, 2019, 12:11:47 am
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OH GOD.

I was literally coming to complain about that issue, Im so happy to see everyone else is experiencing it.

I hope you guys can get this fixed soon.

I would love to use Studio more than 3, However there are so many sudden crashes and bugs (especially the deprecated codes list jeez) that make it not so usable for me.
Characters := http://www.mediafire.com/folder/kx11h6lcbbqj1/Characters
Stages := http://www.mediafire.com/folder/xy7wk5q9qka62/Stages

Projected Character Forcast := FighterZ Android 18 , FighterZ Vegeta , FighterZ Goku.
Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
#287  March 19, 2019, 12:53:04 am
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Speaking about crashing, I've been getting those issues regarding the .air lately. I've been mostly using it just for testing purposes, so it's works fine on that regard. But on my free time, I'm actually trying to make a character which requires me to edit the air file. That's when the crashes keep occurring and forces me to save often. I can't think of how many times it crashed when I'm working on a character than testing an already finished one.

Now I feel the pain with everyone else and I hope VirtuallTek comes back and reads this eventually.
Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
#288  March 19, 2019, 01:18:34 am
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You know? I've been having a bit of a problem with FF 3.5.3 myself!

It STILL has tons of trouble dealing with converting .png files to .sff correctly, seeing that all of the sprites being used for my game will be made and created as .png files. When I attempted to put in some of the graphics and save, the colors became SUPER distorted/corrupted/glitchy and was AWFUL to look at... anyone know how to fix it?

Last Edit: March 19, 2019, 04:58:52 pm by Joey S.
Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
#289  March 19, 2019, 02:24:29 am
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You know? I've been having a bit of a problem with FF 3.5.3 myself!

It STILL has tons of trouble dealing with converting .png files to .sff correctly, seeing that all of the sprites being used for my game will be made and created as .png files. When I attempted to put in some of the graphics and save, the colors became SUPER distorted/corrupted/glitchy and was AWFUL to look at... anyone know how to fix it?

(I'll edit this post to edit screenshots tomorrow if needed. I work on the project at my school.)

Pretty sure that's the same as the issue i posted a couple posts above yours.
Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
#290  March 19, 2019, 02:36:50 am
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Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
#291  March 19, 2019, 11:32:15 am
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Pretty sure that's the same as the issue i posted a couple posts above yours.

You mean the glow bleeding? While it IS one of the problems I'm having with my ports (hand-drawn by my friend!) with transparency, it wasn't the problem that I was trying to explain. I was trying to import my game's logo (in my sig) using FF 3.5.3, and it completely "corrupted" itself when I clicked yes on the error autofix. Even if I DID click no, the image would still come out corrupted when I booted up MUGEN.

Basically, it ends up looking like this in FF3 (ignore the cursor).


(EDIT: I was able to semi-fix it by clicking that second option to "force-adapt" the png when loading. Still comes out all pixel-y though...)
Last Edit: March 19, 2019, 10:10:46 pm by Joey S.
Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
#292  March 21, 2019, 09:51:27 am
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Bug in ffs 3.5.4 (WinXP SP3 32 bit): the program crashes when loading a character. In Windows 7 32 bit such problem was not observed.

Spoiler, click to toggle visibilty
Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
#293  March 21, 2019, 02:38:49 pm
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Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
#294  March 21, 2019, 07:30:06 pm
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It sounds as though you're trying to import a 32-bit RGBA image into a sprite file designed for 1.0 or earlier, which does not support that type of image.

Hmm. I AM using MUGEN 1.0 for my project. Are you suggesting I should change versions?

EDIT: Figured it out! Not only did I switch to MUGEN 1.1, but I also noticed that I can have FF auto-detect colors in a sprite/image and switch the palette just to that. I was able to put my logo in properly, as well as a small AND large port for one of my characters!
Last Edit: March 26, 2019, 12:37:50 am by Joey S.
Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
#295  March 21, 2019, 09:29:40 pm
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If you want to keep your graphics as they are without silly workarounds that bloat out the sprite file and can potentially lag MUGEN, then yeah.
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Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
#296  March 28, 2019, 05:15:41 pm
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Are that also stop updates like MUGEN ?! How i make sure them try fix these real?!

June 16? that is so long... well... next summer again... (hope)...?
Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
#297  March 28, 2019, 07:34:23 pm
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If you want to keep your graphics as they are without silly workarounds that bloat out the sprite file and can potentially lag MUGEN, then yeah.

I switched earlier this week, and it came out perfectly! All I really needed to do in FF Studio was to take the image of the sprite, auto-create a palette for the picture and force-adapt the image to its own palette.

 I linked an image that shows how one of my character's ports came out in-game!
Spoiler: My Game Demo's CSS. I practically JUST started on the game, so I simply made a placeholder. (click to see content)
Last Edit: March 28, 2019, 09:37:28 pm by Joey S.
Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
#298  April 03, 2019, 09:02:07 pm
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If you want to keep your graphics as they are without silly workarounds that bloat out the sprite file and can potentially lag MUGEN, then yeah.

I switched earlier this week, and it came out perfectly! All I really needed to do in FF Studio was to take the image of the sprite, auto-create a palette for the picture and force-adapt the image to its own palette.

 I linked an image that shows how one of my character's ports came out in-game!
Spoiler: My Game Demo's CSS. I practically JUST started on the game, so I simply made a placeholder. (click to see content)
Sounds at JUST same then at  past version... But, There should be least 4 different Pal... Liittle nervous check it... GOOD at it allow test these at straight at Mugen.., (?)
Or are that opinion still FF studio?
My selft also try do some, but motive is so low... Good lucky!
Re: Fighter Factory Studio 3.5.4 (UPDATED March, 03.2019)
#299  April 13, 2019, 06:01:55 pm
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Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
#300  April 13, 2019, 09:49:43 pm
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Changes in this new build:
Zoom on code editors applied to "Edit animations too.
Fixed "Run in engine" when .def is used as CNS too.
Export sprites/sounds crashes if used while in another editor.
String replace crashes if it changes some comment.
Random crash while editng code.
Fixed many bugs in OnionSkin.
Configuration moved to an user directory.
Pasting a RGBA image on Indexed canvas tries to preserve transparency.
Added option to allow color slot redistribution on Advanced Palette Editor.
Better renderer selection (Native painting is activated if neither OpenGL 2.0 or DirectX 9 support is available).
Code list updates itself when some value changes.
Implemented the variable usage list/log for M.U.G.E.N.
Tree list state is preserved when switching between editors.
Texture cache is cleared on Native painting mode, saving lots of memory.
Fixed the crash when switching from definitions editor right after some change was made.
Fixed the zoom on animation editor after closing all tabs.
Fixed some crashes while editing animations.
Fixed import animations from another project.
Fixed export to HTML.
Fixed some problems with angle and scaling.
Changed Options window so each engine module can display custom settings.
Added options to change CLSN default colors on M.U.G.E.N module.
Fixed the Throw creator slider not updating animation when moving by keyboard.
Fixed the function "Use these contact boxes in all other instances of this frame".
Fixed the crash when there's just one frame in an animation with time = 0.
Fixed the bug that sends an animation to the top instead of bottom on organizer.
Implemented a progress bar to show code reparse progress while switching colorsets.
Implemented a new way to write into files, more secure, as we keep the original file while writing into another temporary one (if a failure occurs while writing you won't lose the file like before).