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Fighter Factory 3.0.1 (Read 1556937 times)

Started by VirtuallTek, December 16, 2011, 11:37:46 pm
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Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
#361  March 04, 2012, 02:49:47 pm
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Hey man thanks for GNU/LINUX package.
suggestion: Create a PPA channel in Launchpad for DEB packages.

Ubuntu is the easyest linux distro of world.

Thanks Virtuall!
Yeah, I use Ubuntu too  :sugoi:

Vituall help me please.

See this:
Code:
duke@duke-desktop:~/ff3$ ls
codecs         docs         languages  sctrls         syntax_lua.xml
colorsets      ff3          palFX      shortcuts.xml  syntax_mugen.xml
completer.xml  history.xml  presets    snippets
config.xml     iconsets     scripts    styles
duke@duke-desktop:~/ff3$ ./ff3
./ff3: error while loading shared libraries: libQtMultimedia.so.4: cannot open shared object file: No such file or directory

and this:
Code:
duke@duke-desktop:~/ff3$ sudo apt-get install libPhonon4 libQtCore4 libQtGui4 libQtNetwork4 libQtOpenGL4 libQtWebKit4 libQtXML
[sudo] password for duke:
Reading package lists... Done
Building dependency tree       
Reading state information... Done
libphonon4 is already the newest version.
libphonon4 set to manually installed.
libqtcore4 is already the newest version.
libqtcore4 set to manually installed.
libqtgui4 is already the newest version.
libqtgui4 set to manually installed.
E: Couldn't find package libQtNetwork4
duke@duke-desktop:~/ff3$

I can't run in linux. help me
Spoiler: Not Safe For Work (click to see content)
Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
#362  March 04, 2012, 05:42:15 pm
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sudo apt-get install libPhonon4 libQtCore4 libQtGui4 libqt4-network libqt4-opengl libqt4-xml libqtwebkit4
Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
#363  March 05, 2012, 09:16:34 pm
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A suggestion: in the SFF, drag on rulers could have the same effect of drag on the axis or outside sprite's boundaries: pan the whole workspace.

Like, I drew ^^' :

Left, a cropped shot. Right, I tinted Green the area where our mouse dragging would change the sprite's offset. I tinted Red, well, the area already works this way (paning workspace) PLUS the ruler I've mentioned.

OK, but why in the hell I'm pull this?

OK, working with big sprites, big enough to don't let even a little bit of background to "grab" and pull to pan the workspace, like this shot:

(in both images I've eneble "show tranparency color" for an obvious reason)

So, I want to get the top of that shitty wall (to align with onionskin, by instance). Will I scroll the mouse trying to guess where the focus will drop? :p (OK, I know you're thinking about that "center of zoom" thing, but even). At the moment, drag on the ruler will behave just like the ruler wasn't there. But, in this instance and in other involving larger sprites, pan the workspace in that ruler would be VERY nice.


Sakubona.
Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
#364  March 06, 2012, 12:50:02 am
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Good suggestion. But hold Ctrl and click/drag any point in the workspace to see what happens.  ;)
Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
#365  March 06, 2012, 02:17:58 pm
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Dunno if you've implemented some of these already, but I was thinking of a 'Diagnose' kinda function.
-To tell you if you're missing required sprites/anims.
-To tell you if code references anims/sounds that aren't there.
-To tell you if anims reference sprites that aren't there.
-Some kind of warning regarding infinite priority moves (as in huge redbox vs small or nonexistant bluebox).
Current release: SF vs MK, fully interactive
https://www.youtube.com/watch?v=7bM9DpmVXOA
Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
#366  March 06, 2012, 08:02:59 pm
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-To tell you if anims reference sprites that aren't there.

just throwing this out there to make sure, it would be a good idea to ignore any anim or sprite with the number -1

-Some kind of warning regarding infinite priority moves (as in huge redbox vs small or nonexistant bluebox).

This would probably be annoying to implement and yet fairly useless, as one should REALLY be aware if what they're making is off, and there are certain times where infinite priority is 'necessary'
Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
#367  March 07, 2012, 01:00:24 am
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Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
#368  March 08, 2012, 11:37:10 am
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I'm not sure if I've asked this or if it's been asked before, but could you make it so if you try to find a sprite and forget the ,0 that it'll just go to it?
I hate searching for a statedef/animation by typing the number, then looking for the sprite and it says it cant find it. If it could just automatically go from looking for 3100 to 3100,0 when you switch to sprites that'd be awesome.
vVv Ryuko718 Updated 10/31/22 vVv
Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
#369  March 08, 2012, 03:56:42 pm
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If I may ask, why not just put in the extra ",0" ?
Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
#370  March 08, 2012, 06:18:23 pm
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I can't run it on linux...
I've downloaded all the needed packages and it don't run...
When i try to open i got an error saying that i don't have an aplication to run it
Maybe i am doing something wrong, cause i am new to linux xD
Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
#371  March 09, 2012, 02:36:57 am
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Dunno if you've implemented some of these already, but I was thinking of a 'Diagnose' kinda function.
-To tell you if you're missing required sprites/anims.
-To tell you if code references anims/sounds that aren't there.
-To tell you if anims reference sprites that aren't there.
-Some kind of warning regarding infinite priority moves (as in huge redbox vs small or nonexistant bluebox).
No, isn't implemented. But, this type of suggestion requires a lot of time to be done, then I make it less priority. Thanks anyway.

I'm not sure if I've asked this or if it's been asked before, but could you make it so if you try to find a sprite and forget the ,0 that it'll just go to it?
I hate searching for a statedef/animation by typing the number, then looking for the sprite and it says it cant find it. If it could just automatically go from looking for 3100 to 3100,0 when you switch to sprites that'd be awesome.
No.

I can't run it on linux...
I've downloaded all the needed packages and it don't run...
When i try to open i got an error saying that i don't have an aplication to run it
Maybe i am doing something wrong, cause i am new to linux xD
You must make ff3 executable:
chmod +x ff3

Thanks!
Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
#372  March 09, 2012, 03:58:25 am
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Works nicely on OpenSuse 12 ;D
<- Foros Mugen en español. And also English forums.
Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
#373  March 09, 2012, 04:40:42 am
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I'm having some trouble un linking sprites.

I was trying to make a masked animation, by duplicating a sprite many times with " Copy the image ".  Later erase part of every sprite to make the masking animation.

After duplicating all those sprites, I noticed for some reason most of them came out linked anyway???

Now if I edit one, all are edited and if I delete one all are deleted.   I can't find any way to unlink the sprites.


Is there a way to unlink them?




The zooming is not working right in the image editor.  Often if I zoom in, I can't zoom back out.  Sometimes if I do zoom out I get a copy of the sprite that is still zoomed in but on the side, and I can't get rid of it unless I close the window.
Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)
#374  March 10, 2012, 06:10:47 am
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Quote
-To tell you if you're missing required sprites/anims.
-To tell you if code references anims/sounds that aren't there.
-To tell you if anims reference sprites that aren't there.
-Some kind of warning regarding infinite priority moves (as in huge redbox vs small or nonexistant bluebox).
Mugen
Mugen
Mugen (or playing the anim...)
No, if for any reason you make an attack you WANT to be like that you don't want to be annoyed by that.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: Fighter Factory 3 RC1 (updated 03/10/12)
#375  March 10, 2012, 09:40:55 pm
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First post updated with the version 3.0.1000 (RC1).
Available to Linux (32 bits) and Windows (32 and 64 bits).

Enjoy!
Re: Fighter Factory 3 RC1 (updated 03/10/12)
#376  March 10, 2012, 10:22:31 pm
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First post updated with the version 3.0.1000 (RC1).
Available to Linux (32 bits) and Windows (32 and 64 bits).

Enjoy!

Hey! We're at RC1 phase! great! So... 6.5 Mb only? it used to be heavier. did you compress it more than before or something? Also, is it me or the program is quite fast?
Anyways, at glance all I can say this looks great. I'll take a more detailed look when I have time.
I guess now it's time to add the cool new features we have been asking for!   8)
Re: Fighter Factory 3 RC1 (updated 03/10/12)
#377  March 11, 2012, 12:24:00 am
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Very cool, gonna test this ASAP.
Thanks for the hard work. :)
Re: Fighter Factory 3 RC1 (updated 03/10/12)
#378  March 11, 2012, 07:33:58 pm
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Got something weird in the 64 bits version: if you run the project in mugen 1.0 (I don't try on win), the game always read a pallete after  o_O.

for example, you got on pal.defaults = 4, and in the game show pallete 5.
Re: Fighter Factory 3 RC1 (updated 03/10/12)
#379  March 12, 2012, 03:03:53 am
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Hey! We're at RC1 phase! great! So... 6.5 Mb only? it used to be heavier. did you compress it more than before or something? Also, is it me or the program is quite fast?
Anyways, at glance all I can say this looks great. I'll take a more detailed look when I have time.
I guess now it's time to add the cool new features we have been asking for!   8)
Some devs like to have 3 builds - debug (internal testing), release (external testing) and production (final). This is my production build, it has all optimizations turned on and uses a custom build of the Qt libraries with some modifications.
And yes, the first goal is to make a stable version. Then now I will work on suggestions, new features, and so on.

Very cool, gonna test this ASAP.
Thanks for the hard work. :)
Thank you too for the good work in the most important phase of the project.  :sugoi:
I'm waiting a new wip like the Batman one now  :P

Got something weird in the 64 bits version: if you run the project in mugen 1.0 (I don't try on win), the game always read a pallete after  o_O.

for example, you got on pal.defaults = 4, and in the game show pallete 5.
It occurs in all versions. I updated the first post with an update. However, is a very small issue, update if you are uncomfortable with this.

Thanks!
Re: Fighter Factory 3 RC1 (updated 03/10/12)
#380  March 12, 2012, 04:19:14 am
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PCX thumbnails? VirtuallTek, you are a GOD.


EDIT:
Quote
Install

- Copy the file pcxThumb64.dll to the system32 folder
- Copy the file pcxThumb32.dll to the syswow64 folder
- Run the script 'reg x64.bat'

Uninstall

- Run the script 'unreg x64.bat'
- Delete the file pcxThumb64.dll from the system32 folder
- Delete the file pcxThumb32.dll from the syswow64 folder

Backwards?
Last Edit: March 12, 2012, 04:35:35 am by Jesuszilla