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VirtuallTek

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Messages by VirtuallTek

    

Re: Fighter Factory Studio coming on April, 4 - support us now!

 March 28, 2018, 05:35:46 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+

This can be done with the "Export" function on Sprites menu. It exports all sprites and a INI-like text file describing group, index, axis, palette, ...
You can edit exported sprites and use the "Import" function to rebuild the SFF from this text file.

On Studio you can do what you said as it have an option to detect group and axis from file name and collision resolution (can choose to replace existing ones).

Thanks!
    

Re: Fighter Factory Studio coming on April, 4 - support us now!

 March 27, 2018, 03:56:25 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 @Odb718!

About the docs, people suggested before, and I will try to implement some sort of link on SCtrls to jump to docs.

About resize plugins, XBR is a great candidate as it's OpenSource. Perfect Resize or Blow Up are proprietary software, thus impossible to add support.

Thanks!
    

Re: Fighter Factory Studio coming on April, 4 - support us now!

 March 24, 2018, 01:41:40 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+

I just squashed a bug in one of my characters. And I noticed something that FF3's State Controllers could use.
Some, like TargetDrop, will produce debug flood if you dont have certain triggers to stop it.
2OS was kind enough to make this post a while back that shows how to stop the flood.

I think it'd be super useful if FFS came with updated state controllers with common TriggerAll = commented out.
Also, If Ignore hitpause and persistent were preloaded with non-default values but still commented out it'd help out a lot. Something like
Spoiler: TargetDrop (click to see content)

The only reason I say to add the non-default values is because when they get commented in, it's to switch to being on.  I'd say 99.9% of the time I use ignorehitpause I set the value to 1.

If this sounds like a good idea, and you don't want to do the edits let me know how I can do them so you can use the changes and I'll do it.

That's great idea. I can do the edits, but it will take more time as I have lots of things to do. If someone want to help doing this will be awesome, and I can include the changes in the first release ;)

Thanks!
    

Re: Fighter Factory Studio coming on April, 4 - support us now!

 March 20, 2018, 04:53:03 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+

Will I have to uninstall FF3 to use FFS? (Not ForFucksSake)
No.

Also, Will I be able to import my *.ffc3 file(s)? Not that making 12 set-ups to launch to debug is a big deal. I was just wondering.
No, configuration file is a bit different now, and engine set-ups to launch are stored in the engine's module configuration file. But the syntax is almost the same, so you can edit the xml in some text editor and copy your set-ups easily.

Thanks!
    

Re: Fighter Factory Studio coming on April, 4 - support us now!

 March 20, 2018, 03:56:47 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+

Cool that we are getting a new version soon, great work so far VirtuallTek.
I'd like to report a bit of a bug, that happens only with specific images (not indexed Png images) and Fighter Factory 3's crop tool.
I do not know if that was corrected in the new version, but hey, here we go:

Sometimes when you use the crop tool to trim the image, it also deletes some of the "actual" used pixels in the image. It's kinda hard to explain so I recorded it happening, and i'll provide the same image for test purposes. That's can be really annonying if you work with 8-bit Png Effects for example, and every time you use that tool you get some images that are getting trimmed away, which can be really troublesome if you don't have a backup of your effects.

This does not happen with all 8-bit png images, as showed in the video, just with some of them.

Spoiler, click to toggle visibilty
https://s10.postimg.org/smq3ylr6x/image.png

That's bout it. Keep up the good work!
Fixed. FF3 uses the color of index 0 (the transparency for Mugen), or the first one at upper left corner. Now it's smarter, thanks!

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

Finished the first version. Fixed all bugs I found after testing every single function. After the first round of optimizations, now, it's very, very fast and more responsive. It will try to use as many CPU cores as possible, so the faster is your PC, faster it will run.

I'll take the time until launch to make the latest adjustments and optimizations.

Thanks!
    

Re: Fighter Factory Studio coming on April, 4 - support us now!

 March 15, 2018, 04:45:31 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+

Hi ''VirtuallTek'' I have another tip, of course if you find it interesting, if you can add it to the program or if you want:

It is the option to be able to add image conversion plugins same exists in photoshop, or add more image plugins in the program itself when changing the size of the image, type the '' alien skin blow up 3 '' the '' OnOne.Perfect .Resize.Premium.Edition.v9.5.0.1640.x64 '' the '' VHRUnsharpMask '' and the ''XBR 4x [NoBlend]'' 'plugin that comes bundled with the program ImageResizer-r133.exe'
If you can add this option in Fighter Factory Studio it will greatly help people who use the program to create or edit chars and easily convert the images to HI-RES, filtered images etc.
This will give you more features and more attention to game publishers.
I will add more filters later, and some sort of extension/plugin system to extend support for new file formats, filters, ...

A simple request. (hopefully)
In Image Editor. Image>Properties Ctrl+P
The pop up box. Can you make O, or Alt+O, or Ctrl+O, activate the OK box, and C, or Alt+C, or Ctlr+C activate the Cancel box.
Switching from keyboard to mouse sucks when you do a ton of images in Image Editor.
OK = Enter, Cancel = Esc.

I've a request too: the function of searching for certain "types" (trans, screenbound, etc.) simultaneously in a cns file. It can be useful when you need to convert a character to mugen 1.0.
You can use regular expression, like this: trans|screenbound . You will need to enable RegExp (the first button on quick search) to use it.

Can we please move the "Close all other projects" button FAR away from the save buttons? I get tired of accidentally clicking it trying to save =p
:D The new version do not close if you have unsaved changes, it asks if you want to discard changes, so this problem is avoided and you won't lose anything not saved. But I will put a separator so you gain a little more room.

Thanks!
    

Re: Fighter Factory Studio coming on April, 4 - support us now!

 March 04, 2018, 09:55:31 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+

I finished testing half of all functions in the program and fixed all bugs in the process. Now, I'm trying to eliminate as much bugs as possible, so later just documentation will be missing.

haha holy shit, i totally 4got about MCM and Z-CharCAD! and that other one, what was it? like N.O.M.E.N or something, for creating the sffv2 files.
Man i stopped touch those like a squillion years ago. Praise Virtualtek, and praise GABEN
GABEN is Gabe Newell? :D

Thanks!

    

Re: Fighter Factory Studio coming on April, 4 - support us now!

 February 28, 2018, 02:04:40 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 still need time to finish the site, documentation, do fine adjustments, fix things (found some bugs) and try to address as much as possible, as some surprises :D.
I think is better to have a release date now than extending it forever. I'm pushing myself to the limit, no one wants to see it done more than me, for sure.
Thanks!
    

Re: Fighter Factory 3.0.1 Final

 February 28, 2018, 12:31:47 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+

We are glad to announce the next version of Fighter Factory. It's written from scratch along the last year, based on version 3 but all code has been reworked to achieve better modularity, performance and opening room to massive improvements and new features.

Almost all functions of Fighter Factory 3 will be present in the first release (some less relevant ones will be missing) and many suggestion people made here too. This version is the beginning of our path to make a full IDE for not just M.U.G.E.N. but other 2D engines as well. Our goal is to be able to edit every single asset, on every engine we add support. All of this unified in just one tool, with focus on keeping things simple and accessible to everyone, allowing you to focus on content creation, in a fast and clear workflow.

Fighter Factory Studio will be released on April, 4. Stay tuned for more information and tips along the next weeks on our Patreon page - https://www.patreon.com/virtualltek. About it, developing a huge free software is a time-consuming project. We have been working on Fighter Factory for years, helping the M.U.G.E.N. community as much as possible. With donations you can show your appreciation for this effort and at the same time support the development.

Very special thanks to everyone that support us and makes this possible!

In this interval, I will show some cool new stuff and improvements, while I do the final adjustments for the first release.

I can surely say you made a great job! And it was an honor to beta test your work again :)
Now I think you could post your Patreon page, because I think you deserve support for such hard work all over the years.
The honor is mine, words can't describe how much I thank you for the hard work along all these years, from the first FF version to now. Thank you very much, my friend!
    

Re: Fighter Factory 3.0.1 Final

 February 26, 2018, 04:41:27 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+

since you allow people to edit images we it would if cool if you can add the line tool where you can ether have a straight line or curve lines for those who want to edit more without going back and forth to fighter factory and paint programs :)
I will add more tools later.

Hi VirtuallTek and testers, good updates to make, or add to the new Fighter Factory program if you want:

I do not know if I can say that and whether you will be welcome or not, or can help improve the program. Or maybe I'm late to say that. But who knows the creator of the program see this or the people who test the program before launching can speak this to the creator of the program, but anyway it goes there:

There is an option that does not currently exist in Fighter Factory 3 and would be great for anyone who wants to convert chars to HI-RES using only the program '' Fighter Factory 3 '' and '' ImageResizer-r133.exe '':

That is to add an option to select multiple groups at the same time in the '' Image Editor / File / Open from / Current Group ''
Already after I select several groups I could go in the part: '' Image / Properties '',
And change the image background size of all those selected group at the same time.
And then go into '' Image / Resize '' and be able to resize all these groups of images at the same time.
Then in the end we go in the part that already exists that is '' Save one or more sprites as image file '' and select the '' Everything '' option.

Soon if those new options were created it will save a lot of people time to convert chars images to HI-RES.

Just one click.

Thanks!
    

Re: Fighter Factory 3.0.1 Final

 February 19, 2018, 04:10:08 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+

    

Re: Fighter Factory 3.0.1 Final

 February 19, 2018, 04:04:50 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+

It's done. Finished all things I wanted to do in this version,
Now, I'm doing some things unrelated to programming to release it as soon as possible.

Thanks!
    

Re: Fighter Factory 3.0.1 Final

 February 07, 2018, 01:37:19 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'm doing final adjustments, It's close! :D

Very excited about the source code becoming available, any idea for when that might take place?
I don't know. I need to comment things better and make some tips about how to compile it. It's being developed by one person all time so to speed up things the code has little comments and some weird identifiers :D But, make sure yout C++14 compiler ready for it.

I haven't read to check if anyone else has asked this but, will there be a 64bit version?

Either way, Really looking forward to this Virtualtek, you're a true legend XD
Even the current version is awesome enough but to hear about all these improvements & high DPI support is awesome.
Keep up the good work!
Yes. Windows (32 and 64bits), Linux (64bits), macOS (64bits).

@VirtuallTek: Sweet Jesus I almost forgot to request an old feature be put back in!!
PLEASE PLEASE PLEASE make it so if I don't have the default palette selected, the animations will play with that palette!
Like if palette 1,4 is active in Sprites and I switch to Animations it doesn't go back to 1,0.

Yes please!! I'm with Odb718 on this one! I totally forgot about that small issue! And will this update fix a bug where if you edit the fighter's .def in Fighter Factory and try to close that fighter's tab, the app will crash.
You can use the Palette remap window to view animations with alternate palettes (Palettes -> Remap).
Yes, fixed.

@VirtuallTek: are you making changes in the remappal tool? It would be extremely useful to have more than 5 colors selected at once, since many chars use more than 5 shades of color
As I said before, I will try, but we have a space issue on lower resolution displays.

This version doesn't have big new features, but for sure, It's a massive improvement over FF3.
Thanks!
    

Re: Fighter Factory 3.0.1 Final

 January 27, 2018, 09:16:21 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+

First version is ready!
I will debug it a little more, but expect a release in the next days (time to finish some things, upload the new site and start the campaign on Patreon)!

Thanks!
    

Re: Fighter Factory 3.0.1 Final

 January 24, 2018, 06:38:47 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+

I wouldn't spend too much time on the auto-CLSN thing. Just toss in the algorithm you used last time (unless you REALLY want to have fun having it detect perfectly the non-alpha regions of sprites and creating the boxes to fill that area since that is an interesting problem).

Also, if you need ANY testing, especially on macOS, I'd be more than happy to help! I've helped you the last few times and feel it's only appropriate that I continue doing so! I also have a lot more experience debugging than I did 9 years ago.
If this feature comes back, I will need to put limits as people don't see that it's fully customizable, so you can generate less boxes if you fine tune it.
About testing, I will send you something when i manage to compile the latest version on macOS. I'm having some strange issues now :D

When I tried to use the auto generation of clsn boxes it'd pump out 20 to 30 boxes.
I think if you do put it in, it should have a pop up box asking the number of boxes to produce.
Either that or do 3 or 4 maximum.
That's the problem, it's fully customizable, so you can produce less boxes fine tuning it. But as I said above, if this feature comes back, for sure, I will put limits.

@VirtuallTek
sry if my explaination somehow hard to understand,if the words i use in my post offended you,i apologize
i don't speak engish too well and my vocabulary is limited
if the forget thing gets to you i apologize,i just can't explain very well about the matter, so it would be better to forget about it
i hope this time you understand what i'm trying to say

about the crop thing,i was hoping maybe you can add another option
an option so the croping can occur 5 pixel before the edge of the croping take place[left,right,up,down]
that 5 is just for example

if it can't be done or you still dont get what i'm saying...let's forget together.

i'm just glad that you actually going to update ff3
good luck with the update ;)
Oh, no problem :D
About suggestions, I will do something ;)

EDIT:
Finished the new preset system plus complete support for high DPI. Tested on 300ppi display and it looks awesome on Windows 10 - 200% scaling.
Full support for alpha channel done. Palette generation and 'adapt to palette' can be used on 32bit images to make 8bit sprites with anti-aliasing (will work on Mugen 1.1 only, to save you must use PNG and will be editable only on FF as Photoshop will open these as RGB, not indexed).
It's almost done. I will finish some things in the scripting system to bring back templates and I think FF will be ready for a first release.

Thanks!
    

Re: Fighter Factory 3.0.1 Final

 January 22, 2018, 02:15:07 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+

32 bit png palette editor possible?
What do you mean? Alpha channel? Or palette for 32bit png which is impossible.

Well... I'm not here to make complaints or give suggestions to this program, but to thank for several hours in which I could take advantage of free time for single editions or full chars ... Thank you Virtualltek, for creating this a creation machine called Fighters Factory, from the first or "classic", to Ultimate and FF3, the tool that has always evolved according to the evolution of the MUGEN engine ... For this creation there is a Brazilian who works and during his spare time tries some basic issues, where he ends up having an option, since where I live what can be done to pass the time is somewhat scarce (Or the person goes to the world of crime or turns drunk hahaha), where I ended up knowing and like this creative machine ... No more words, "É Nois" ... :)

Spoiler: PTBR, meu inglês é uma bosta, pura tradução (click to see content)
Glad to know that you took this path. É nóis!


Do you mean we would be able to reorganize statedefs' order, or even drag and drop statedef sections between multiple cns files with some kind of tree panel ?? THAT WOULD BE AWESOME !

I'm already dreamin, so i'll go even further with a suggestion :
Would it be possible to display 2 cns files (edit: 2 cns files from 2 different projects), one next to the other, like for a comparison sake ?
(like in Notepad++ . I have very little coding software experience, so that's the only example that came into my mind)

Thank you once more for all your efforts and also for your time to answer us here in the forums.
No, haha. About the split view for two files, I will put it on my to do list.

I'm running Fighter Factory on macOS right now.  So, a version for this system is likely to be released too.
Thanks!

Thank you for your answers ! :°) 
And cool to hear about macOS ! If i'm not mistaken, that means it could also run under Linux systems without going through WINE (as macOS has a Linux core) ? That'd be really cool !

Thanks once more and keep it up VirtualTek !
Cheers
FF3 already has a Linux version. The new FF is being half-developed on Linux due to awesome tools like Valgrind, so expect a version for this system too. It's already fully functional and looks great due to the better support for larger fonts and DPI configurations. But you will need Wine to run Mugen anyway.

Planned features for the second release:
- BGs editor (for stages and motifs, timeline-based editing of bg controllers)
- Simulation mode (built-in lightweight implementation of Mugen finite state machine for faster development and debugging (breakpoints :D) )
THIS! Is really going? Thatd be some serious workflow improvement
Also many thanks for FF best software i have used (using since first one)

Keep up the good work

These features are planned for future releases. Some, probably, will be some goal on Patreon campaign as they require a lot of work.

Am I too late for the party?
I'm so glad to see you back, VirtualTek!
There sure are so many future updates.
Yeah, thank you!

hello VirtuallTek

for convenient sake, can you add a feature to convert all/group of 8 bit sprites into 32
also resize all/group of sprites if possible.

auto semi trans pal based on the image transparency when indexing with ff3...hope you get waht i mean
if you dont get it or it's not possible...then nvm,don't know if ppl would find it useful...well,who knows.

more option for indexing/pal editor, i use xnview sometimes if i want to make pal from a 32bit image
just so i can arranged the color with less effort and time later on with ff3.

pal based on an image, lets say there's this image represent a pal structure
if ff3 able to adopt it as pal that would be awesome.

can you also make ff3 able to merge 2 project into 1
i mean merge the sprites,this should probably come in handy for those who would like to do cs
i can only do copas 1 by 1 on ff3[copy from 1 project and then paste to the other]
maybe i missed something?...or maybe i jsut don't know waht i'm doing,i use only ff3 when tried to do cs btw
and dont follow any tutorial...i was just messing with this app,now i'm not sure if it's a good idea.

current ff3 is great already
just suggestion, dont know if those can be done

tyvm
* Resize is already done. Convert to 32bit can be added later.
* I will take alpha channel into account on palette generation then ;)
* Not sure what do you mean by palette based on image
* You can import sprites from another opened Project

Quote
This function is very polemic :D, but I will try to add it back.
Oh God, please no. People will use it in the wrong way and blame the tool for it.

I am beta testing this tool and I can say that VT is making a GREAT work!
The only thing that comes in my mind when I think about it is that people can draw a bunch of hit boxes by hand too, nothing stops them from doing crazy things.

There's little things left to finish the first version. Very special thanks to O Ilusionista. He's helping a lot testing FF. We can avoid some crashes and bugs Thanks to him.

Thanks!
    

Re: Fighter Factory 3.0.1 Final

 January 19, 2018, 02:12:49 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+

I can send you an Air File with Error

Here my explain: in FF3 is the " Auto CLSN Kartograph "  sadly missed
(this was very very good function, if the mugen creator knows to use it. )

But all air files with moves who are generated by "Auto CLSN Kartograph" crash FF3 by loading the Air file :(

can this be fixed without fighter factory crashes?

will an internet address go online again when fighter factory is published?
http://www.virtualltek.com/
This function is very polemic :D, but I will try to add it back. I never experienced any crashes on the new version while loading files.
About the web page, It will become available on the first release.

Thanks!
    

Re: Fighter Factory 3.0.1 Final

 January 18, 2018, 03:12:09 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+

One idea that came to mind while typing this,

Could you make it so if I do search for
500]
and the creator uses multiple CNS, the Find function will search and put an alert or change the tab color of another CNS file that contains 500]?

It should work just like normal, but maybe change the tab to yellow or something. Maybe a ! or * on the CNS that has it?
One reason is Common.cns. If a creator has the standard states outside of their common file it'd be nice to know with just one search. I've had it where I edit the common file to fix a problem, but mugen is using the statedef in the main cns file. After some aggravation I figure it out and fix it. I've had more than a few people in Dev Help with the same problem.
OK.

Do you mean we would be able to reorganize statedefs' order, or even drag and drop statedef sections between multiple cns files with some kind of tree panel ?? THAT WOULD BE AWESOME !

I'm already dreamin, so i'll go even further with a suggestion :
Would it be possible to display 2 cns files (edit: 2 cns files from 2 different projects), one next to the other, like for a comparison sake ?
(like in Notepad++ . I have very little coding software experience, so that's the only example that came into my mind)

Thank you once more for all your efforts and also for your time to answer us here in the forums.
No, haha. About the split view for two files, I will put it on my to do list.

I'm running Fighter Factory on macOS right now.  So, a version for this system is likely to be released too.
Thanks!
    

Re: Fighter Factory 3.0.1 Final

 January 12, 2018, 12:37:49 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+

I apologize in advance if this had already been suggested.

How about a way to quickly bring up / load the page of the documentation of an sctrl upon ctrl + clicking on it?
Basically the idea would be similar to how one could ctrl + click on a function in a coding IDE to bring up its declaration.
OK.

To add onto that, maybe a way to quickly jump to a state when ctrl + clicking on a place where it's used?
I'd imagine that it would be difficult to detect which values are supposed to represent a state, and which state to jump to if a lot of math is involved.  But maybe this could work for simple ChangeStates, where the state to change to is a specific value.

I do this by just using the Find button. Say I'm launching a helper 1650 and now I need to jump to that statedef. I just type in
1650]
in Find and press Enter. 9 times out of 10 times it jumps to the exact spot I need. The 1 out of 10 is because I need to go to statedef 400, or something very similar, and it jumps me to 1400]. Pressing Enter a second time gets me to 3400], but the 3rd time cycles back up and brings me to [Statedef 400].
Now that I'm thinking about it.

Can you make it so when you highlight something and press Ctrl+F it copies it to the Find box and searches??

@VirtuallTek: Did you see my last two suggestions?
OK, I will make the find function grab the current selection. About what you said, why not search the string 'statedef 400'. Another thing you could do is the use of regular expression to catch some complex pattern.
About the last two suggestions, yes. Sorry not mentioning it.

EDIT: Done, now it grabs the current selection and you can exit pressing Esc. Another thing that came in my mind, if you want to jump to some state or statedef, isn't faster to click on the tree (left panel)?
Drag and drop on organizer will be possible :D. I'm checking it right now.

Thanks!
    

Re: Fighter Factory 3.0.1 Final

 January 12, 2018, 05:41:38 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+

Was "replace from other project" already suggested? And any chance of an auto save function that can be toggled on and off?
The new import from another Project will allow you to choose collision resolution, so you can let it replace instead of add.
About the auto save, I will think something.

Now that i think about it, there is a thing i'm gonna do by hand, that could be helpful if automated.

For my project i'm going to prepare, alongside with spritesheets, ( SFF ) a text file, i call it: "Presumed collision info" where i store the CLSN boxes used in a sprite, in the end it kinda looks like a AIR paragraph where the cels of the SFF are listed as if they were part of the animation that would be obtained by sliding from first to last.
When i'll do a new move in the AIR, i'll pick the CLSN from said file, because there will be a lot of reuse. (perhaps even more than Guile's "Jack-knife kick" sprite in SF2, ghghgh! )

Basically what i'm doing is like putting the CLSN in the SFF, and when i use a cel in the AIR, i'll check if i'm happy with the "presumed" position and CLSN

Generating a "Presumed Collisions Info" file (that is absolutely not needed for a character) by putting "fake" CLSN in the SFF editor alongside with the SFF and then putting a button in the AIR editor that retrieves the presumed position and CLSN info for that particular cel may help spare time in character that reuse the cels a lot.
I think it's needless as you have a function in AIR editor to copy all CLSNs of this frame to all other frames with the same sprite. This should do the trick.

^
Sounds like you're suggesting being able to save CLSN data as "Favorites"?

I really like that idea.  But in my mind, I'm thinking it would be a windowed list where you can save (or remove) CLSN data while giving it a meaningful title.
So I might save anim 0 CLSN as "Stand".  Then anywhere I want I could choose "Stand" from the window and it would apply that CLSN.

*fingers crossed* that would be awesome

Edit Or, at least, it would be nice to be able to choose an anim/animelem to copy the CLSN from, instead of having to enter the text editor to select/copy/paste.
This already can be done on FF3, look at View -> Clipboard container (on AIR you must be in full text mode to copy and paste Clsn code).
I will add support for CLSNs selected from the graphic mode, so no need to enter the text editor.

I actually made something similar for my engine (Blugen) that's stored in the .AIR file: stand, air, and crouch defaults.
Wow, you're making a new engine based on Mugen? Interested to see more info about this.

I found a while back that you can actually store a lot of data in MUGEN's files and it won't break anything. Its parser only looks for data it can recognize, so you can easily add things such as this to be forward-compatible and whatnot. In other words, you can totally add what I just said to a .AIR file and MUGEN won't complain. It also won't complain if you do this in a .def file:
Yes, and it's a bad design. Is good for this purpose, but makes harder to see your mistakes as it only complains about very critical errors.
I'm in the team of strict parsers. You can still ignore some things, but what you recognize must be exactly as you wanted, with no exception, as majority of serious programing languages.

Thanks!