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VirtuallTek

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Messages by VirtuallTek

    

Re: Fighter Factory 3.0.1 Final

 January 11, 2018, 03:20:52 am View in topic context
 Posted by VirtuallTek  in Fighter Factory 3.0.1 (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, 1.0+

Something that just popped back in mind, an option
to create my own template, like winane's temp that's included
In FF3 but giving me the option to create my own and save the
files as a template I can open up for creating new chars so I don't
Have to copy paste code from older chars.
OK.

In FF3 i gave up the idea of finding the command to switch from shared palette to own palette and vice-versa.
Not a big deal, one can learn how to do it properly, but IMHO it should be a single click directly on the panel, like in FF classic.
Shared palette and linking is done automatically for you, no need to have an option to check as previous versions. If using SFF v1 you must take care about sprites order only.

hi virtualtek can you fix the glitch when making HD 720p INTRO for mugen. sff will broken if too big 2gb filesize
As Jesuszilla said, avoid doing this. But I will check anyway.

i mean highlight a group of sprites (sprite numbers) from the show/hide the organizer (right panel)

the just use Ctrl+C then go to any character then open them up then go to show/hide the organizer (right Panel) the click on the sprite number you want to paste the sprites you copied in between it would keep the position they had in the other sff you copied from
You can do the same on 'Import from another project' in the new version

Thanks!
    

Re: Fighter Factory 3.0.1 Final

 January 09, 2018, 08:44:29 pm View in topic context
 Posted by VirtuallTek  in Fighter Factory 3.0.1 (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, 1.0+

VirtuallTek thanks yet again for this awesome tool. I've been meaning to make a tutorial on how to use FF3. I think when this releases I'll end up doing the tutorial for it instead. Seeing everyone saying they've wasted a ton of time not knowing the tricks is kinda funny to me. I still come across stuff I didn't know FF3 could do. That's why I'm kinda confused as what Just No Point's color separation issue is. I _think_ I made a simple tutorial about using 2 characters to move sprites back and forth from to swap palettes.

Basically you wouldn't put the new CS'd sprites in the old SFF but make a new one and import the other groups. THAT would be a great option.
Sprites>Import from another project>
All
Group
Only these indexes
Exclude duplicated groups

Working on the Mortal Kombat ninjas I've redone their sprites a few times. It'd be nice to be able to import the FX that I didn't have. It's not terrible to do it by using group and figuring out I need groups 6000-8750 to add or whatever.
Already done something similar (Check conflicts and ask to replace), but with your idea I can improve it more (Replace or ignore will do the trick).

Make it so the character list in "Run in Mugen" shows 3 full lines. Just so we can read the names. If other people's resolution shows the 3 full rows, can you make it so it remembers the positioning?
https://i.imgur.com/NLOYvje.png
OK.

The icons in the Sound section would be better if the Add sound was a + instead of a note, and the "Load a new" sound said "Replace the current" sound and was a Recycle symbol.  I messed up one of my sounds not thinking. I just read, Load a new sound and thought it meant to Add it.
I will check it. With many interface preset to make it look like previous versions, is lot of work. On Classic and Ultimate ones, I will keep everything close as possible from the original version. I recomend using the Neo preset, as it's a lot better and can be the only one in the first release maybe. FF3 files like configuration, syntax highlight, preset, iconset, colorset will be incompatible with the new version. So, I'm redoing all this stuff.

In the image editor, I would LOVE it if we could have the same type of slide bar the palettes do. Where I can drag it and it switches images instantly. Using ctrl+arrow keys is good for going from ones not too far away. But when I'm frankenspriting and I need to steal something from sprite 200,1 and I'm on sprite 1500,10, I have to exit. and I get the pop up...
The image editor now is inside the main window, as another mode of the sprites editor, so you can navigate between sprites and palettes and edit them directly.


It'd be nice if the Exit pop up box in Image Editor only popped up if you've edited the sprite and havent saved it. When everything is saved and you want to exit, it's a tiny bit annoying. Nothing bad, but if it wasn't there I would like it better.
This does not exists anymore :D

Animations>Edit the current animation as Text pop up box. If it could remember the size and location that'd be great. Having it pop up dead center stinks. I end up resizing it and move it to the right so I can see the current sprite. If that's not possible, I'd prefer it if it popped up on the right side. Maybe replacing the Thumbnails box.
OK.

Add Exclude duplicated groups to the Import from another Project box.
Same as above.

I can definitely see myself doing at least a one time deal on Patreon for you.
Thanks! I can work a lot more on FF if people contribute to the project, so we can support more engines and make amazing new features.

The current development state is: 80% done. Missing only scripting system, vars in states editor, finish the syntax highlighter and some things on the interface management.

Thanks people!
    

Re: Fighter Factory 3.0.1 Final

 January 05, 2018, 07:26:31 pm View in topic context
 Posted by VirtuallTek  in Fighter Factory 3.0.1 (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, 1.0+

IKEMEN is an up and coming part of the MUGEN community, and I know since it's highly edited that it strays away from MUGEN's coding quite a lot. So any hope of getting more support or compatability for IKEMEN in the future?
Yes. I heard about it recently, but in the new design, we can add support to any engine the community wants.

Hey I use FF for color separations and some improvements in the sprites editor would be great, like more keyboard shortcuts, better handling of the cursor, and magic wand if possible
OK. In the first release, the cursor will be the same but I will try to improve it later. About magic wand, easy to implement.

regarding color sep, in the image editor can ctrl+shift+arrow keys not be set to pg up/down keys?
and this has been asked before i think, but more than 5 remap pen steps would be gdlk
Shortcuts will be customizable. Currently, the limit of 5 is more a space issue than technical. I will try to expand it.

I know this is a big one but I figured I’d at least post it.

This would be really great if Fighter Factory had sprite editing set up similar to photoshop, where you could directly edit animations and have them already be indexed. So you could do all the work right there, start to finish.

Maybe something like that will come out eventually.

In photoshop you can edit and add sprites while viewing them animated. It would be amazing if Fighter Factory could too.
I did not understand your suggestion.

Last time I tried to cs a char I exported all it exported every frame in the sff. Many frames when added back in are linked. So I'd find myself having to check and recheck if I was updating a duplicate. I simply would like this option to save myself some time. The current export all can stay as well.
I will check it, but this function is designed to save only one copy of shared sprites. Maybe there's a little difference between them.

SND editor is almost ready. I'm working on the scripting system now to make some improvements in the interface preset. When I finish these things, just the syntax highlight, palfx, offset and throw editors will be missing.

Thanks!
    

Re: Fighter Factory 3.0.1 Final

 December 30, 2017, 07:14:26 pm View in topic context
 Posted by VirtuallTek  in Fighter Factory 3.0.1 (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, 1.0+

You could work around the lack of display by using the negative numbers in the .air but Fighter Factory's .air display never thinks of that.
No, Mugen uses unsigned values for sprite group and number.

After long months of use, the only issue i could report is that sometimes, when launching the Mugen engine from FF, for a reason I can't tell, the program thinks there's already a Mugen window running. I get that message  "ooooops ! it seems there's already a mugen blablabla".
The only way around I found is to shutdown the program, delete 2 FF files : history.xml  and config.xml .
Then restart FF, and load a previously saved config file. Then I can continue.
Yes, the first bug I remember to get fixed, so annoying ;).

this will to be a new version, FF4? ... or a variation of FF3, like 3.0."something"?... just curious XD
Will be Fighter Factory ???, version 3.5.0 (it's a big improvement over FF3, but interface is almost the same and no new big features yet). ??? is some name you will know later :D

Some clue about the current progress:
- Interface: 70%
- Project management: 100%
- Definitions: 100%
- Sprites: 100%
- Palettes: 99%
- Animations: 100%
- Sounds (0% - it's an easy port from FF3, so don't worry)
- States/syntax: 70%
- Tools/Scripting: 0% (easy)

I'm trying to finish complex things first, so I can make the missing ones on a solid base later.

Thanks!
    

Re: Fighter Factory 3.0.1 Final

 December 30, 2017, 03:09:23 am View in topic context
 Posted by VirtuallTek  in Fighter Factory 3.0.1 (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, 1.0+

Please make it so FF3 checks that the formatting of a WAV is actually compatible with MUGEN when adding it, and if there is a problem with the file, alert what it is.  If possible, maybe even a prompt asking to convert the bit depth which, if memory serves me right, is the common issue.
When I was developing my character, there were a number times that I added sound FX I found on the web, ripped from classic games.  These WAVs all previewed fine in FF3 and any other media player,  but some sounds would not play in MUGEN.  I was very confused at first but learned to open these problem files in WAV editing software and save using different settings.
I will add the resample function back so you can fix these issues.

Please show the length of sound FX in ticks (with comment "@60 ticks per second"), not just in seconds
OK.

It would be so awesome if sprite groups in the Organizer window could be expanded/collapsed, and then can also be drag/drop reorganized instead of having to Shift/Ctrl-click all the sprites to bulk move them
Expanding / collapsing is almost impossible as we can't guarantee that all sprites in the same group are always grouped together.
About moving, it's a the way Qt works. I will see if I can do something to improve it.

The cursor's X/Y position displayed in the bottom is very useful, but it would be even better if it worked for Zoom other than 100%.  I don't know if the values it shows are useful for 1.1 coding or something but as a 1.0 coder it would be nice to have correct values when zoomed in
OK.

Did you look back at some things I'd suggested? The only ones I can remember off hand is the ability to set clsn across multiple ranges of groups and/or indexes. And when you start a new animation it'd be awesome if you could type a range of group/index files for the air to generate. Instead of having to individually add each Sprite one by one or type them up in the editor.
I'm looking older posts ;). You can use the thumbnails panel to add multiple frames, no need to add one by one.

Also the current version tends to not save my sff or snd updates sometimes. I have to remember to hit save as for those formats and over ride.
Fixed. Save, Save as and backup were highly improved.

And bringing back the ability to preview rotations and scaling would be great. So I don't have to switch between 2 versions of FF.

It's the skin you use that lets you have the rotation/scale previews.
In any case, certain features shouldn't be removed because of a different skin/different version. If possible there could be a Preferences menu to decide which feature and which not to use/show.
Already present on all presets. In the older ones (Classic and Ultimate) it's on the thumbnails panel on the right.

Ah! Your post reminds me. Once you get past certain groups in the sff (somewhere past 35000) it can no longer display those sprites in the visual air editor.
Fixed. The limit now is the Mugen specification. :D

Messing in FF right now reminded me of something else that'd be nice. The ability to duplicate the x and/or y axis across all frames of an sff/air group
OK.

Fixed many bugs, sff is working great on all possible versions (conversion between them is supported with just one click without issues). Some small new features are implemented while some FF3 ones will not be present in the first release (nothing essential anyway).
I'm doing my best to release it as soon as possible. Looks the same, but behind the scenes new powers will emerge :D

Thanks!
    

Re: SFFv2 Format Information

 December 28, 2017, 06:18:22 pm View in topic context
 Posted by VirtuallTek  in SFFv2 Format Information (Started by O Ilusionista September 29, 2009, 01:25:26 am
 Board: Development

I'm doing some tests on this and really, it's very strange. It just ignore alternate palettes, even on Mugen 1.0 and SFF 2.0.
The docs just says about group 1,1 to 1,6 and no other clue. Tried reordering palettes and sprites (if must be in some order), forced 0 on alpha values, removed PLTE chunk of PNGs (but the problem happens on RLE8 too). Seems to be unrelated to compression method.
    

Re: Fighter Factory 3.0.1 Final

 December 25, 2017, 02:28:16 am View in topic context
 Posted by VirtuallTek  in Fighter Factory 3.0.1 (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, 1.0+

Thanks for the support guys!
The development is going so fast, there's a lot of things to be done but expect it to be released in the beggining of next year, without big new features but with a lot of improvements. I'm looking for the last bug reports and suggestions, so I will try to do as much as possible.
I will start a campaign on Patreon, then people can support the development and help to get things done faster. The final objective is to be able to edit everything on the engine (chars, stages, motifs,...), on multiple engines (OpenBOR is on the way).

Key new features for the first release:
- split on modules with support for multiple engines
- slightly different way of CLSN handling (I think it's faster and easier)
- better support for frame interpolation, including timeline controls
- project file explorer (will be essential for full game development)
- opengl is mandatory, but software raster is available too
- updated to latest version of Qt framework
- hybrid parser/syntax highlighter (smarter, faster and more reliable)
- built-in image editor inside sprites editor
- multi-threaded (long tasks are split across all available cpu cores)
- import from another project can import from any supported engine too :D

Planned features for the second release:
- BGs editor (for stages and motifs, timeline-based editing of bg controllers)
- Better support to other engines like OpenBOR
- Full game editing
- Simulation mode (built-in lightweight implementation of Mugen finite state machine for faster development and debugging (breakpoints :D) )

About the source code, I will put everything on GitHub as planned before. The new version is a complete rework, so I do not finished all frameworks yet.

Merry christmas! 
    

Re: Fighter Factory 3.0.1 Final

 December 22, 2017, 12:31:52 pm View in topic context
 Posted by VirtuallTek  in Fighter Factory 3.0.1 (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, 1.0+

    

Re: SFFv2 Format Information

 December 22, 2017, 11:51:14 am View in topic context
 Posted by VirtuallTek  in SFFv2 Format Information (Started by O Ilusionista September 29, 2009, 01:25:26 am
 Board: Development

The sprites you want to have alternate palette are set to a palette of group 1?
    

Re: Fighter Factory 3.0.1 Final

 December 22, 2017, 11:34:51 am View in topic context
 Posted by VirtuallTek  in Fighter Factory 3.0.1 (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, 1.0+

Hello, I'm back.
Hope in the next weeks I can release the new version of FF I'm working in the last six months. I rewrote most of the code and it's far better now.
Thanks for the support, see you soon!
    

Re: Trying to contact virtualltek for a job

 May 16, 2016, 07:28:02 am View in topic context
 Posted by VirtuallTek  in Trying to contact virtualltek for a job (Started by Jason Bourne April 29, 2016, 01:14:50 pm
 Board: M.U.G.E.N Discussion

Hello people. So much time that I even remember my password  :nuttrox:

As I said to someone in PM, currently, I'm just one person, and as I didn't succeed on making a clone of me, I'm still very, very busy doing many sort of things.
I'm planning a new site for the next months (mayber years  ;D) to show all projects on the way, but I have time just to put a pic. I didn't touched FF3 since the last year, but the version 3.1 that support stages and screenpacks is still under development.
I have around six game projects (one under work now), one engine and one enterprise management software under development. All are commercial projects, as money do not fall from sky  :mlol: .
If someone wants to contact me, try my e-mail (ramon @ virtualltek.com), not sure if I can write it here. Probably, the next time I post here I will not remember my pass again, so my mail is the best way, anyway.

Best regards,
Ramon - VirtuallTek
    

Re: Fighter Factory 3.0.1 Final

 April 24, 2015, 04:07:44 am View in topic context
 Posted by VirtuallTek  in Fighter Factory 3.0.1 (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, 1.0+

Final 3.0 version in the first post. Added a mirror too.
If it do not have serious bugs, I will work only in the 3.1 version that support stages, screenpacks, ... and the source code will be put on GitHub.
Thanks to everybody and hope to see you only next year!
    

Re: Fighter Factory 3.0 Final Release Preview v2 + UPDATE

 April 23, 2015, 05:32:16 pm View in topic context
 Posted by VirtuallTek  in Fighter Factory 3.0.1 (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, 1.0+

Yeah, I found a way to make the bug happen in 2 simple steps.
I already fixed half of the problem. More time and all bugs in the air editor will be fixed (text related) and other editors that uses the same parsing system will be free of this too.
Thanks!
    

Re: Fighter Factory 3.0 Final Release Preview v2 + UPDATE

 April 23, 2015, 05:05:26 am View in topic context
 Posted by VirtuallTek  in Fighter Factory 3.0.1 (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, 1.0+

Hell yeah, I made shit in this fix :)
Forgot it until I fix the bug. I found a perfect repro step to the air bug and the definitive fix to all air problems will come soon.
Thanks!
    

Re: Fighter Factory 3.0 Final Release Preview v2 + UPDATE

 April 21, 2015, 04:43:39 am View in topic context
 Posted by VirtuallTek  in Fighter Factory 3.0.1 (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, 1.0+

I won't say it's fixed until people who experienced the bug confirms the fix, but I found which cases it occurs and rewrote all code of the Dynamic Text Parser. This is a feature that I do not want to replace because it allow us to parse more than one data type in the same text file, in a very efficient way. It is the way FF 3.1 can edit stages (definitions, bgs, anims, in the same file), among all other mugen files. It keeps all source formatting as only the modified lines gets replaced and the graphic mode is notified sooner as a change is made, keeping all things in sync in real-time.

Patch to test the fix:
x86 - https://www.sendspace.com/file/qy2i89
x64 - https://www.sendspace.com/file/uc1gzr


For some unknown reason I commented a working code. Do not try this patch.
    

Re: Fighter Factory 3.0 Final Release Preview v2 + UPDATE

 April 20, 2015, 04:20:33 am View in topic context
 Posted by VirtuallTek  in Fighter Factory 3.0.1 (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, 1.0+

People asked for a Linux version, will you upload it?
Added the latest version in the first post.

It happens every now and then with almost any .air file and I can't exactly pin point when it does myself but here's what I do.

1. make new blank anim
2. paste some clsn/animation data
3. apply changes

Every so often it will completely remove the new animation created until I reopen the file. It will let me save the changes but it wont show up in air editor.
Still can't reproduce. Tried adding new animations at random places, then pasting code in the text editor (window mode), applying changes and no way something wrong happen. Trying to see what's wrong but is hard to fix something random. We need a fixed (100% success rate) repro step to solve this issue.

Also, one last request I'm not sure if I've asked before.

Can you add a "Centralize canvas" option to Sprites/Animations. Like how it is in the sprite editor.
View -> Centralize axis
    

Re: Fighter Factory 3.0 Final Release Preview v2 + UPDATE

 April 19, 2015, 09:20:07 pm View in topic context
 Posted by VirtuallTek  in Fighter Factory 3.0.1 (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, 1.0+

Do you can send your .air file and repro steps to check the issue? Can't reproduce this problem with all chars I tested. Any modification in text mode gets updated correctly for me.
I will try to fix these air issues before putting the full source code on git hub. After this I'm leaving Mugen.
    

Re: Fighter Factory 3.0 Final Release Preview v2 + UPDATE

 April 19, 2015, 04:26:04 am View in topic context
 Posted by VirtuallTek  in Fighter Factory 3.0.1 (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, 1.0+

New version in the first post.

Changes:
- Fixed some bugs in SFF v2 decoding
- Stability fixes in the AIR editor

Is all, thanks!
    

Re: Fighter Factory 3.0 Final Release Preview v2

 August 31, 2013, 02:41:24 am View in topic context
 Posted by VirtuallTek  in Fighter Factory 3.0.1 (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, 1.0+

Updated the Final release preview with all latest bug fixes, and some minor things.

If it proves to be stable this time, i'll finally move to the next version and make this the final 3.0, so people can use it without the risk of data loss or any other serious issue.

Thanks!
    

Re: Fighter Factory 3.0 Final Release Preview

 August 28, 2013, 05:21:43 pm View in topic context
 Posted by VirtuallTek  in Fighter Factory 3.0.1 (Started by VirtuallTek December 16, 2011, 11:37:46 pm
 Board: Your Releases, 1.0+

When you paste a copied selection from one sprite to another, the new layer is not automatically activated (set to "current"), which is counter-intuitive and inconvinent for instance when you need to adjust the alignment.
Yes, I will change this.

Yeeeeah, I'm still getting a strange error where hitting the 'copy all clsns of previous frame' causes the entire AIR file to be completely scrambled. Animations get moved around, and have their frames moved to other animations.
The bug is already fixed as I said in reply to the first report of it. But as you see, I never released any fix I made after the Final release preview, so is obvious that the problem persists.  --;
Just wait. I'm doing some things here that will require a full recompile to produce the new "fixed" version. Until the end of this week I will release the fix for all bugs reported here plus some things I'm implementing right now.

Thanks!