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Messages by VirtuallTek

    

Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)

 April 17, 2018, 06:13:21 pm View in topic context
 Posted by VirtuallTek  in Fighter Factory Studio 3.5.3 (UPDATED June, 16) (Started by VirtuallTek April 04, 2018, 02:43:30 pm
 Board: Your Releases, 1.0+

Got your point. Someone else?
    

Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)

 April 17, 2018, 04:01:05 pm View in topic context
 Posted by VirtuallTek  in Fighter Factory Studio 3.5.3 (UPDATED June, 16) (Started by VirtuallTek April 04, 2018, 02:43:30 pm
 Board: Your Releases, 1.0+

But I will say, the auto-hitboxes would be a blessing if you could control How Many hitboxes are used.
If you could define it as 2, 3, 4, or 5, It'd make editing those boxes soooo much faster. You'd only have to pull one or two corners a frame.


Absolutely agreed. I hope they include this option.

As I said before, is unlikely that Elecbyte comes back and fix the parser (even KFM exploit undocumented behavior), but there's one thing every coder must keep in mind: exploiting parser bugs and/or undocumented things isn't good practice. If bugs get solved or undocumented stuff changes, your code won't work anymore.
The biggest changes from FF3 are stuff like Heavy, Med, ..., are gone. Even FF3 don't like Hamburger and things like this, and everything else Jesuszilla pointed out. That's not too much change from version 3.0.1 (of course, I missed some stuff people reported here and I'm adding that to the syntax database).
Replicating Mugen bugs will be more work than replicating FF3, as it accepts lots of "grammar errors". You can see the changes from FF3 to FFS looking at syntax.xml inside engines/mugen folder. FF3 was a great improvement but it fails on reporting errors with the precision level FFS aims to reach (there's, still, things I need to implement and/or fix).
It's unbelievable why people want to write, technically, grammatically incorrect code instead of good code that is fully guaranteed to work in every possible way.
Another thing to note, people seems to be scarry of their own mistakes, they don't like the program pointing out things they should fix. If you're editing SFF 1.0.1 or 2.0.0, why you want to save it after inserting 24/32bit sprites. If you do something wrong, it's best to KNOW WHY, so you won't repeat the same mistake again, than expecting the program to fix it some way, that probably, solves the problem (by brute force) but isn't the best solution. The next version will be less intrusive, so warnings that can be ignored and fixed later aren't treated as errors. This is happening in all Mugen forums. Some poeple said they will go back to FF3 because they don't want to fix their own mistakes in SFF and want a way to get rid of the error message. UNBELIEVABLE! Just fix your damn mistakes! :D

Someone can tell me why?

But I will say, the auto-hitboxes would be a blessing if you could control How Many hitboxes are used.
If you could define it as 2, 3, 4, or 5, It'd make editing those boxes soooo much faster. You'd only have to pull one or two corners a frame.


Absolutely agreed. I hope they include this option.

It's planned for future versions.

Thanks!
    

Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)

 April 17, 2018, 03:35:30 am View in topic context
 Posted by VirtuallTek  in Fighter Factory Studio 3.5.3 (UPDATED June, 16) (Started by VirtuallTek April 04, 2018, 02:43:30 pm
 Board: Your Releases, 1.0+

Now back to the subject.

There are some syntax problems with the new ff version. The same happened with the 3rd FF version.
XAngle, YAngle, etc.. are not recognized as explod arguments, even tho they were implemented in mugen 1.1

FF3 with fixed syntax:


FF Studio:


Its not a priority, but that just makes my OCD kick in.

Using nulls as a mean to set Vars now looks 10x uglier hence the fact that they have a different kind of color with non bold fonts:

It kind of makes sense and it kind of doesn't. People that arent familiar with Null will just assume that the code won't work, since it looks like it's disabled or something.

Interpolated animations do not animate. FF3 did it in it's quircky way but at least it was something. But FF Studio just don't animate the interpolation between frames. (I've just tested with 8bit Png images).

The rest was already mentioned in this thread. There's a really RARE bug that I found with the interface that I wasn't able to replicate, but the menus on the top of the program ("Project, Edit, View, Definitions...") stoped working for some stupid reason. it happened right after I had tested a char and closed down mugen.

That's about it. Great job so far I really like some aspects of FF Studio, it's a step forward for sure.
I will check this.
About syntax, again, Studio is based entirely on Mugen docs, and only stuff from there will be highlighted as right code. If FF3 accepts your code not means it's fully Mugen "standard" compliant. Exploiting Mugen parser bugs is not an option on this version.
Thanks for reporting.

---------------------------------------------------------------

New SFF error message and Issues list relocated.


Thanks!
    

Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)

 April 16, 2018, 10:59:30 pm View in topic context
 Posted by VirtuallTek  in Fighter Factory Studio 3.5.3 (UPDATED June, 16) (Started by VirtuallTek April 04, 2018, 02:43:30 pm
 Board: Your Releases, 1.0+

    

Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)

 April 16, 2018, 07:16:29 pm View in topic context
 Posted by VirtuallTek  in Fighter Factory Studio 3.5.3 (UPDATED June, 16) (Started by VirtuallTek April 04, 2018, 02:43:30 pm
 Board: Your Releases, 1.0+

Thanks for all bug reports.

I'm solving them all. In the next version I will introduce some things people requested, as empty project, open single file, and option to disable the lock to save SFF if it has errors.
But disabling this is very dangerous. This was made to prevent user mistakes, as some are critical like trying to save SFF v1 with 24/32bit images or wrong sprite order (in SFF v1, wrong ordering will change the sprite's palette). These are real errors and saving SFF without fixing them will lead to data loss (you can't simply fix it later). Don't ask me after!

EDIT: I'll' add an option in the error window to let FF fix them by sorting sprites and converting 24/32bit images to 8bits, warning about possible data loss, and change the error about same group/index to warning. This way people can save the SFF more safetly with less error messages, but still, with some data loss.
    

Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)

 April 08, 2018, 01:28:51 am View in topic context
 Posted by VirtuallTek  in Fighter Factory Studio 3.5.3 (UPDATED June, 16) (Started by VirtuallTek April 04, 2018, 02:43:30 pm
 Board: Your Releases, 1.0+

I downloaded FF with Chrome. Anyway I disabled SmartScreen, but am now getting this error instead:

And it still crashes when trying to load the Open window.
Right-click the executable and uncked the "block:" checkbox (or something similar).  Try running on another folder, drive.
If the crash window points to some crash dump file, send it to me.

I will see the code signing options for next releases.

Thanks!
    

Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)

 April 08, 2018, 12:56:20 am View in topic context
 Posted by VirtuallTek  in Fighter Factory Studio 3.5.3 (UPDATED June, 16) (Started by VirtuallTek April 04, 2018, 02:43:30 pm
 Board: Your Releases, 1.0+

Can confirm the sound player is better at least on Linux! There's still the odd DPI issue, though. Syntax highlighter no longer picks up "Heavy" as an issue for AnimType, however it still shows in the error list.

BindToTarget says it expects 3 parameters, but got 2; however it does have a default for the 3rd parameter which is Foot IIRC.

For SuperPause, it says it expects 2 parameters for sound, however this is completely valid:
Code:
sound = -1

For a StateDef, it says this is invalid:
Code:
;----------------------------------------------------------------------------------
; DEAD SAND
[Statedef 1106]
type = ScreenBound
movetype = AssertSpecial
physics = Null
ctrl = 0
anim = 1

[State 1106, DestroySelf]
type = DestroySelf
trigger1 = !Time

Yet once again, thanks to MUGEN's busted parser, it is valid (I do this just to mess with people lol).

It also says "Unknown parameter potarget" when I do this:
Code:
[State 147, BindToTarget]
type = BindToTarget
triggerall = NumTarget
triggerall = Time <= 1
trigger1 = Target, StateNo = 148
pos = 0,(target, Const(Size.head.pos.y)-7)
OK, I will check these errors.
About the State inside StateDef, you're hacking the buggy Mugen parser. As I said before, Elecbyte will not fix their mess, but people can, still, write code that is guaranteed to work in any situation following the docs.
EDIT: On Studio is a matter of standard, right code, not valid code exploiting bugs.
If we want to mimic Mugen bugs, I'll disable all syntax checks :D

I might know what that is, and it's not a pretty solution for VirtuallTek: you need to sign your code.

I say it's not pretty because the only way to do that is to buy what's called a code-signing certificate. The cheapest I know of is from DigiCert. The reason I know this is because we had to get around that Smartscreen crap for Windows 8 at work and that was how we managed to solve that for our customer, because Smartscreen and Norton go apeshit if your code isn't signed.

If you want, I can donate the cost to you because it's important to have as a Windows dev these days. Yes, it's total bullshit, I agree, but... we have to do it.

EDIT: Could try this, too https://www.globalsign.com/en/code-signing-certificate/code-signing-tool/
But, this happened because he downloaded using Internet Explorer or Edge right? The easiest fix is to download using another browser to bypass SmartScreen filter, no?

Thanks!
    

Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)

 April 07, 2018, 11:51:48 pm View in topic context
 Posted by VirtuallTek  in Fighter Factory Studio 3.5.3 (UPDATED June, 16) (Started by VirtuallTek April 04, 2018, 02:43:30 pm
 Board: Your Releases, 1.0+

Version 3.5.1 is online. I will continue releasing patches if necessary until the next major or minor build.

Thank you very much!
    

Re: Fighter Factory Studio + BIG FIX 2

 April 07, 2018, 09:06:53 pm View in topic context
 Posted by VirtuallTek  in Fighter Factory Studio 3.5.3 (UPDATED June, 16) (Started by VirtuallTek April 04, 2018, 02:43:30 pm
 Board: Your Releases, 1.0+

    

Re: Fighter Factory Studio + BIG FIX 2

 April 07, 2018, 08:43:32 pm View in topic context
 Posted by VirtuallTek  in Fighter Factory Studio 3.5.3 (UPDATED June, 16) (Started by VirtuallTek April 04, 2018, 02:43:30 pm
 Board: Your Releases, 1.0+

also the program keep crashing when you try to mess with the menus and also this happen when you close the program. its keep crashing...

I need to know exactly what you do in the "menus" to make it crash.

DPI scaling on Linux seems to have no effect. I tried 0.5 all the way up to 10 and I saw no differences.

Sound preview cuts off for some sounds in Linux (sound 2,1 in cvsfelicia I sent you is a good example) and it's slower than last time. If you need me to record a video, let me know.
Do you restarted FF after changing DPI scaling? It only takes effect on fresh launch.  It changes the environment variable we talked in private just like export does, so should work. For me it works, but I will double check this.

I optimized the wave viewer (in future versions will be an editor), it's a lot faster on 3.5.1. About sound cut, I will check. It cuts off in all sounds on macOS, for sure is a Qt bug, so likely I will need to replace Qt sound output by some other one that works.

Thanks!
    

Re: Fighter Factory Studio + BIG FIX 2

 April 07, 2018, 05:20:52 am View in topic context
 Posted by VirtuallTek  in Fighter Factory Studio 3.5.3 (UPDATED June, 16) (Started by VirtuallTek April 04, 2018, 02:43:30 pm
 Board: Your Releases, 1.0+

Just tested the new fixes. I think the crashing is delayed, but I still occasionally get them from time to time. Now it crashes when closing 4 character tabs while in sprites, states, command, or sound and then trying to view the animations of the 5th character. If it doesn't that time, then onwards. I should also mention if you are already on animations instead when closing character tabs and then switch to states, the program will crash that way too. I have so many crash logs on my computer and I don't understand why the program keeps doing this. Right now in my opinion, the program is great for testing finished characters but not so much for making/editing them in it.
Fixed all possible cases that can lead to all crashes you're having after closing tabs and switching to another editor. Thanks!
EDIT: I successfully reproduced everything you said, and fixed all issues.

thanks for the new release!!

i've a question. if i add/modify a sprite and then save SFF, it says it find 50 errors and i've to fix them before save.

in the old FF3 this message's never appeared (in fact i'm still using ff3 right now).

since i have more than 2700 sprites to check, is there a way to know at least which sprites has "errors", so i can try to fix them?

thanks in advance. ;) ;)

This was made to avoid user mistakes, as two sprites with same group/index are useless as they can't be referenced, and corrupted ones can crash Mugen. To see the error click at the red icon on status bar. In the window that opens, double click the error/warning, FF will go to the affected sprite and you can fix the problem.

Sound navigation seems even slower, as you have to wait for the waveform to load before the correct sound plays, which can take a second or two. Playing a sound before the waveform has loaded plays the previously loaded sound before getting cut off by the currently loaded sound.
Hell yeah. I optimized the wave code, so it will be a lot faster in the next version.

Wow, the new tools and improvements look really awesome.

But I got a serious problem while testing a project of mine: sometimes when opening a stage, I eventually closed FFS and opened it up again, and then noticed my original stage files were deleted. For sure this happened a couple of times, as I had been recovering the stage using a backup folder. Not sure if the crashes regarding the sprite editor are also related to that;
Edit: maybe it's related to a engine directory bug? I just noticed there are new copies of the stage .sff file in the folders listed for the "Run the project in engine..." function. Still, the original files were completely gone;

Nonetheless, thank you guys for the updates. This looks promising! :2thumbsup:
I'm checking this right now.
EDIT: You're opening the stage from the Mugen's stage folder, right? Fixed this case.

Thanks!
    

Re: Fighter Factory Studio + BIG FIX 2

 April 06, 2018, 05:41:21 am View in topic context
 Posted by VirtuallTek  in Fighter Factory Studio 3.5.3 (UPDATED June, 16) (Started by VirtuallTek April 04, 2018, 02:43:30 pm
 Board: Your Releases, 1.0+

Thank you too. Now it's close to the state which should have been since the launch. Everything is a matter of time.
I apologize for the huge amount of issues, I didn't had enough time to finish before April 4th, but no problem. The next minor build (3.5.1) is coming to save the world :D.

Very special thanks to everyone reporting bugs, this way we can fix them all lightning fast.
    

Re: Fighter Factory Studio + BIG FIX 2

 April 06, 2018, 04:46:00 am View in topic context
 Posted by VirtuallTek  in Fighter Factory Studio 3.5.3 (UPDATED June, 16) (Started by VirtuallTek April 04, 2018, 02:43:30 pm
 Board: Your Releases, 1.0+

BIG FIX 2 on first post. It solves all bugs people reported if I not forgot something.

- cannot save an edit project
???

- if adding a rgb image without transparency, it cuts to half the image and put a black block instead.
Fixed.

- it crash after trying to "save as" the sff file
Can't reproduce. Do you have a sample SFF that crashes?

- in the palette edit screen, if open a rgb image without transparency doesn't generate that image palette anymore
Yes. You should click on Optimized if you want one.

- don't have the palette organizer :(
Will be added in future versions.

Thanks!
    

Re: Fighter Factory Studio + BIG FIX

 April 05, 2018, 01:48:38 pm View in topic context
 Posted by VirtuallTek  in Fighter Factory Studio 3.5.3 (UPDATED June, 16) (Started by VirtuallTek April 04, 2018, 02:43:30 pm
 Board: Your Releases, 1.0+

Another problem I saw here was with adding sprites automatically (through the file name itself)
The option works normally when only 1 sprite is added. So if you load a file with the name "5.1" it will put the sprite in group 5 and in index 1 (as it should be)
But when you add more than one sprite at a time the program simply put all the sprites in the same group. I believe the correct would be to detect file by file. If you add the following files "1.0", "20.1", "50.2" at one time, it would add all I their respective groups and index or I'am wrong?
OK, I will check this too.

I can't export/save images from the thumbnails tab on the Animations Screen, independent of extension.
It works fine when i export from the Sprites Screen.
OK, thanks for reporting this.

Thanks for the fix regarding the "Run the current project in engine...". Now I can test characters before putting them in my roster. However, I've been encountering a crashing issue with the program. If you have 3 characters open, try to close 2 character tabs while in sprites, states, command, or sound and then view the animation of the 3rd character, the program will stop working and crash. Losing any work or edits if you haven't saved. I did this by accident the first time and I intentionally replicated it using the same method 10 times. I hope version 3.5.1 will fix this bug.
Checking this, thanks!

The new fix seems to be working great! ^^
From the problems I related here, I think the only one left is the resolution problem.
I'll keep testing it when I get back home (so I can use my 1080p monitor xD)
Great work so far, VirtuallTek o/
Yes, this will require scroll support on the left panel, so window dimensions will not be pushed outside screen boundaries.

---------------------------------------------------------------------------------------------------------------------------------------------------

Another thing, someone said about opening single file on FFS as argument. This is not supported yet, neither file association.

Thanks!
    

Re: Fighter Factory Studio + quick fix

 April 05, 2018, 06:43:15 am View in topic context
 Posted by VirtuallTek  in Fighter Factory Studio 3.5.3 (UPDATED June, 16) (Started by VirtuallTek April 04, 2018, 02:43:30 pm
 Board: Your Releases, 1.0+

Quote
Do you want to import with same group/index number?
Yes I do. Thank you!

Also, did I miss the button that toggles the right side window options? The one that changes things so we can sort and scroll through sff, air, and snd files? I couldn't find the button on the Neo default template. I had to go to Classic. But Classic hides a ton of other features.
OK, I will add this option in the version 3.5.1.

About the organizer, on Neo it's on the editor's toolbar. It's the blue icon with two arrows pointing to opposite directions, or under View Menu -> Organizer.

I will change Qt version to 5.6 on Windows x86 in the next version, so XP support will be back.

UPDATE: BIG FIX added on first post, it solves almost all bugs.

Thanks!
    

Re: Fighter Factory Studio + quick fix

 April 05, 2018, 06:06:11 am View in topic context
 Posted by VirtuallTek  in Fighter Factory Studio 3.5.3 (UPDATED June, 16) (Started by VirtuallTek April 04, 2018, 02:43:30 pm
 Board: Your Releases, 1.0+

Fixed all bugs people reported here.

All bugs related to sprites and palettes comes from the same bug, so I fixed one and all other issues are gone. I'm finishing the fix and will release a patch soon. In the end of the week I will release the full version 3.5.1, with all bug fixes and more adjustments.

Also I noticed it highlights errors when I write “Heavy” as the HitDef type; most flags for hitdefs, it not all, only check for the first letter, so “Hamburger” is also, oddly enough, valid to MUGEN.
FFS will highlight as error everything that's not listed on Mugen docs. If Elecbyte cames back and fix their parser, all "Hamburguer chars" will not work. We know this never will happen, but you got the idea.

When I open my character in FF3, it shows the green checkmark for No Errors Found

When I open my character in FFX, it shows a red X and 13 errors.

2 things:
1. Double clicking an error to jump to it only works if the relevant .CNS tab is currently active. IF possible, it would be great if FFX could also jump to the correct .CNS tab :)  I do see that it shows the tab # next to the error, which does help though.

2. Reviewing the reported errors against the MUGEN documentation, some of the errors are valid, and some are not.

Spoiler: Not Actually Errors (click to see content)
Spoiler: Actual Errors, which were overlooked in FF3 (click to see content)

Oddly, when I fixed the error pertaining to PosFreeze (changing 'y = 0' to 'value = 0'), a number of other errors suddenly appeared which seemed bugged.  When I saved and re-opened my project, they disappeared.


I am also experiencing the same error reported by SolidZone
I found a bug with Fighter Factory Studio. The "Run the current project in engine..." function isn't working as it's keeps not detecting the cns file of any character I load up. Example:

Error message: Can't read file: Constants.cns
Error loading chars/ffs_0/ffs_0.def
Error loading p1

Fighter Factory 3 doesn't have this issue and runs it fine. The cns file is spelled correctly and it's in the character's files. This makes it difficult for me to play test a character without having to run the engine itself. Do you know what's causing this?
Thanks, I will check these.

Minor question, do you guys still have an option to change the colors of CLSN1/2Default ?
At this time no, FFS can support multiple engines so a more generic, engine-independent way of doing things is needed.

I can not do it

Send me the .mdmp file.

Another thing I noticed that is inconvenient. For importing from another project you get 2 options. Replace sprites and skip sprites. There is no add as duplicate numbers option. So when I went to import some fx from another WIP and they shared some group numbers I had no way to import without changing them in the source sff
Do you want to import with same group/index number?

Thanks!
    

Re: Fighter Factory Studio + quick fix

 April 04, 2018, 05:51:11 pm View in topic context
 Posted by VirtuallTek  in Fighter Factory Studio 3.5.3 (UPDATED June, 16) (Started by VirtuallTek April 04, 2018, 02:43:30 pm
 Board: Your Releases, 1.0+

Added a quick fix to some bugs people reported here. Thanks to everyone reporting issues!

Another thing, and it's something that I had an issue with in FF3 and (I think) forgot to mention in the project thread is that there are three buttons in the sound editor that have no icons associated with them (or at least, they don't when using the Ultimate skin), so I imagine quite a few people don't realise they're there.
My bad. The Ultimate and Classic iconsets are designed to be used only with Ultimate and Classic presets, respectively. They don't have all icons needed by the Neo preset. I'll fix this in the next minor release. Thanks!

About the other bugs:
1) Palettes -> clear [crash]: can't reproduce.
2) Missing files on ffs_0 folder. Someone can send me a char that has this issue?
3) Don't fit on 768p resolution: I'll finish the scrollbar implementation to solve this.

About the new color on AIR, it's just some sort of revamp, not big deal.

Thanks!
    

Re: Fighter Factory Studio

 April 04, 2018, 04:34:18 pm View in topic context
 Posted by VirtuallTek  in Fighter Factory Studio 3.5.3 (UPDATED June, 16) (Started by VirtuallTek April 04, 2018, 02:43:30 pm
 Board: Your Releases, 1.0+

Thanks people.
Bugs are likely to happen, so I'm collecting them and I'll update soon. As now we have 3 versions I can't fix bugs one by one as I need to recompile in 3 platforms and upload.
I'm in the middle of a change but I do not have enough time to finish it, and I'm sick. But don't worry, all bugs will get fixed.

About the resolution issue, the only way to solve it now is to drag the top toolbar to the left or right to give more room. As I promised to release today, I did'n get enough time to finish all details, so I focused on functionality at first.

Thanks!
    

Re: Fighter Factory 3.0.1

 April 04, 2018, 03:06:09 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+

Released, guys!

I made another topic as this is more focused on FF3.

Thanks for the support!
    

Fighter Factory Studio 3.5.3 (UPDATED June, 16)

 April 04, 2018, 02:43:30 pm View in topic context
 Posted by VirtuallTek  in Fighter Factory Studio 3.5.3 (UPDATED June, 16) (Started by VirtuallTek April 04, 2018, 02:43:30 pm
 Board: Your Releases, 1.0+

Fighter Factory Studio released!

After one year of work, 13 years before release of the first edition, we are glad to launch Fighter Factory Studio to the public. This new version is a huge improvement over any previous edition.
Although it lacks some features, it's a solid base to upcoming functions that will be added. As said on previous announcements, we aim to be able to edit every single game asset, on any engine we add support. Fighter Factory was designed to be a character editor, version 3 added support to more formats, but on Studio we extend this to the maximum level.
The reworked code-base is powerful, scalable, extensible and very stable. Everything is ready for big new features like BGs editor on M.U.G.E.N's module and OpenBoR support. There's no limit for what we can do in this edition, and we have plans to extend almost all functions.
Here you can download latest version and older ones as well (including all versions from 1.0 to 3.0), and some important public content in our Blog. All exclusive content will be posted in our Patreon page.

Change log:

  • Split on modules with support for multiple engines.
  • Project file explorer (will be essential for full game development).
  • OpenGL is mandatory, but a software rasterizer alternative is available too.
  • Updated to latest version of Qt framework.
  • Hybrid parser/syntax highlighter (smarter, faster and more reliable).
  • Multi-threaded (long tasks are split across all available CPU cores).
  • Import from another project can import from any supported engine too, and has collision resolution.
  • Backup function restore files by replacing them and reloading, instead of just loading the backup on memory without changes in the original files.
  • 'Project -> Save' improved. Saves all modified files and call save as for those who lives on memory only as expected, on all projects of the same 'group'.
  • 'Project -> Save as' improved. Saves all files of the current 'project group' to a new folder (copy them in its current state to a new folder). Eg.: open a character, make a copy of it on another folder to create a new one based on the first.
  • We can even make a full copy of a default engine installation to make a full game.
  • 'Project -> Run in engine' improved. All bugs solved, faster than before, and on a full game 'project group' runs on the game itself.
  • Undo, redo, cut, copy, paste, find and replace available in all editors. You can even undo complex things like changes on sprites.
  • Zoom available on code editor too.
  • Built-in image editor inside sprites editor.
  • Import replace sprites with same group/number.
  • Ability to resize one or more sprites outside image editor (you can scale all sprites with hit box adjustment/scaling in one batch).
  • Default background is set based on localcoord.
  • Contact Box drawing always use the same type as current ones (default or not), or non-default if there's none.
  • Better support for frame interpolation, including timeline controls.
  • Onion Skin on animations changed from sprite to animation/frame.
  • Complete support for high DPI displays.
  • Palette generation and 'Adapt image to palette' with better support for alpha channel (can produce anti-aliased 8bit sprites).
  • Animated GIF generation works even with non-8bit sprites (adapts to 8bit).
  • Better interface preset system (adjusts to available space and scales nicely).
  • Drag and drop support on the Organizer.
  • Sound file viewer on sounds editor (basic editing functionality will be added over time).
  • Added fold all/unfold all for code editors.
  • Improved 'Export to HTML function' (tries to detect AI commands to uncheck them).
M.U.G.E.N.
  • Parser groups allowed code by file type.
  • Added A1 transparency shortcut in Animations editor.
  • Added full support for frame interpolation.
  • Improved offset viewer and throw creator.
  • Fixed PCX decoding (solves some issues on portraits in SFF v1).

Changes in 3.5.3

See our post on Patreon or Blog.

Requirements:

Windows (x86):Windows 7 SP1 or greater and Microsoft Visual C++ 2017 Redistributable: https://go.microsoft.com/fwlink/?LinkId=746571
Windows (x64):Windows 7 SP1 or greater and Microsoft Visual C++ 2017 Redistributable: https://go.microsoft.com/fwlink/?LinkId=746572.
Linux (64): libGL (OpenGL library) and Wine.
macOS (x64): Sierra 10.12 or greater and Wine Stable.

Download
http://fighterfactory.virtualltek.com

Patreon page
https://www.patreon.com/virtualltek

Known issues:

None.

Acknowledgment:

Thanks to everyone supporting our work over all these years. Very special thanks to O Ilusionista and Jesuszilla for testing this, and helping a lot as always. Thank you very much!