Board: Your Releases, Mugen 1.0 +
If you change to another interface preset, the font becomes right?
In previous versions, the sff organizer put the group 9000 automatically at first, in this last versions this doesn´t happen and if you move them manually simply doesn't read the palletes in the char (1.0)In the SFF v2 you can use any sprite order, that's the way FF3 organize sprites by group/index in this version.
Yup that's exactly what I was talking about. I didn't know it wasn't simple. I may be a programmer, but I'm nowhere near your skill level. I'm just a beginner. But if you ever do decide to do it I would love it.If you have a little knowledge about Mugen, you will see that Mugen uses a State machine language. You don't have classes or any other high level construct.
As for auto completion - Nice! I can't wait till it's activated again. Just that alone would go along way to help make it more like a full fledged IDE.
Heck I stopped working on my character because I was waiting on a version of FF that included most of the main "functions" you find in an IDE. As I basically used a text editor (notepad then notepad++) and I couldn't keep track of my code easily. It was a mess. I do know that FF does have something akin to the class view from Visual Studio. But I was waiting for all the features.
Keep up the good work m8. FF is an amazing application. I wish I had your skills.

YESSSSSSSS!!!!!!!!!!!! I've just installed it... I'll se if I can find something (but I'm almost sure I wontThe x64 version runs faster than the x86 one in a 64bit system because a 32bit program runs in an "emulation" layer, called WoW64 (Windows on Windows 64). And this version uses a lot of SSE instructions to do the hard work.)
P.S:: Im loving the fact that your are currently releasing a x64 version... now this runs EVEN faster in my PC... don't ask why or how sinse this isn't supposed to increase speed, but for me at least it goes faster than previous release

Just found 2 bugs:Isn't really a bug, but I will change this behavior to a more common usage.
1.- (If this one is a bug...) now palletes are exported as PNG files while exporting spres from a sff instead of act, making them unusable in photoshop (I cannot load them with the dialog because it asks for pal or act only...) makes sense, but in a certain way doesn't because they only contain color info, not the entire sprite.
2.- While exporting sprites for sprmake2, the def file is a mess while loaded in notepad, but in other editors (like PSPad or notepad++) looks fine...
Just this at the momentgreat improvement by now
See ya!!!
That may have been dodgy translation, but at least when top didn't work Up did.Yes, is up and down, sorry.
Left, up, down, right, these are the arrow key definitions. I've shortcutted the buttons now.
I have a minor quibble: there's a limit on how much you can decrease the width of FF in window mode; I like to work with two windows horizontally side-by-side but I'm unable to do this in FF3 because it's just too big.Unlocking for the next update.

Edit: OK, have reconverted the stylesheet to suit myself. I have one question. What is the definition for arrow keys in the shortcut creator? I want to use ctrl+arrow to cause 1 pixel shifts but can't find out if it's looking at a code for the key or a word. And if it's a word what word that is.Left, Top, Right, Bottom.
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?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.
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!
Very cool, gonna test this ASAP.Thank you too for the good work in the most important phase of the project.
Thanks for the hard work.


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 afterIt 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..
for example, you got on pal.defaults = 4, and in the game show pallete 5.
Dunno if you've implemented some of these already, but I was thinking of a 'Diagnose' kinda function.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.
-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).
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?No.
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.
I can't run it on linux...You must make ff3 executable:
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
If you're making a stage, can you open up that stage when you run the quick test? I know how I could set it up to load, say, 2 kung fu mans, but is there any way to set the stage to be the one currently open?Will be possible in the next version.
So I ran across a bug today. Not sure if it's been discussed.Is not a bug. Is a Qt behavior. If you don't like it, don't open so many tabs
It happens when there are too many cns files to fit on the line. The "left" button doesnt become solid until the last cns file is displayed on the line. It's kinda rare to have a character with that many cns files. I ran across MVCtabasa by ryokucha looking for ideas for my character.

Hey man thanks for GNU/LINUX package.Yeah, I use Ubuntu too
suggestion: Create a PPA channel in Launchpad for DEB packages.
Ubuntu is the easyest linux distro of world.
Thanks Virtuall!

I already implemented the support to test the current stage opened in Fighter Factory in the next version.
In mugen.cfg under [Debug] look for StartStage =
Works everytime.

If that were true there'd be no button at all.In the full text mode will be alot easier to do this, much faster and simple than a button.
It's just a pain when I have to scroll down to frame 32 of 59, copy and paste. Make adjustments, save, scroll back down to frame 33, copy and paste, make adjustments, save, scroll back down to frame 34, copy and paste.
Maybe if it's easy enough to implement it might be worth putting in.
I have a suggestion too!OK
As there is a function to show the Variables in use, it would be cool an option to show the Sound Channels in use.
It is hard to remember which state uses a certain sound channel... With this function i would be easy to know if i can reuse that sound channel in another state ^^
Dunno if someone said this already, but...But if you want to create more than one run configuration to change the stage, define p2, ... to more than one version of Mugen. You end up with a lot of buttons. I avoid this confusion with a list/text based approach.
When you press "Run in mugen' it first ask you which mugen to use from your list. It really annoying. Maybe adding new mugen to the list should add new button for it?
^ yeah I guess having it automatically run the only option if theres one option would be efficientWhat version do you guys are using? It's already implemented on Beta 8.4.
granted, I dont know why its so annoying to hit 'enter', but yeah.
Is there a way of decreasing or setting the amount the zoom actually zooms in at?In next versions, I will add an option to choose the zoom mode: large range (current mode), small range. But notice that some zoom levels can produce inaccurate offsets.
The amount that it jumps is OK for low rez characters but newer, larger characters the zoom in becomes too much.Spoiler, click to toggle visibiltyThat's too much in my opinion. I'd like it to be 1.25x as big and it seems 2x bigger.
You know what would really be handy? Something that checks if the new sprites you just added to a certain group already clash with a preexisting one.Do you mean the same image or index/number within the group?
the second coolest thing from FF3. The coolest thing is this:Yes, Jz suggested that.
you can make a clsn for a sprite and set the same CLSN for all frames which uses this sprite