YesNoOk
avatar

Fighter Factory Development Thread (Read 38227 times)

Started by VirtuallTek, September 04, 2010, 04:06:44 am
Share this topic:
Re: Fighter Factory Development Thread
#21  September 04, 2010, 08:43:21 pm
  • ***
  • WHAT AM I FIGHTING FOR?!
    • USA
Great to see the project with some progress here.

So, will it have a automatic color seperation tool? You know, which there's a button you can click on that can seperate the colors of the sprites with ease?
Current Status: N/A
Re: Fighter Factory Development Thread
#22  September 05, 2010, 01:18:59 am
  • ****
  • Recreation
So, will it have a automatic color seperation tool? You know, which there's a button you can click on that can seperate the colors of the sprites with ease?
That requires manual hard labor.
No tool can do that at the moment.
Because certain colors are often shared with each other.

Like Iori's Hair and Pants.

You have to manually separate it yourself.

Again, .DEF files are too easy to people make mistakes.
If people end up mucking up DEF Files then they should not be coding to begin with.
Re: Fighter Factory Development Thread
#23  September 05, 2010, 01:42:37 am
  • ******
  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
    • network.mugenguild.com/cyanide/
There are no additional features in 1.0 that classic cannot handle EXCEPT for the newer sff filetype.

If you want to add sctrls, do it. I do and have. Triggers, does anyone use the "autoadd" triggers? Or do most people type them out? Neither of these are stumbling blocks to using older versions of fighter factory to develop for 1.0

I wouldn't have thought replicating the interface of FFC would have been too bad. Aside from the things that obviously cannot be replicated of course.

If you replicate it. Move the lock button to the file menu. I keep clicking it accidentally. FFC U3 was the best thing i've used for character development. Aside from some bugs and streamlining it was perfect. It was intuitive and sensible. FFU went too far towards the "casual" developers and made everything harder for people who actually wanted to code full characters.


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 Development Thread
#24  September 05, 2010, 05:30:35 am
  • **
  • An improper mind is a perpetual feast
    • brianjesusdiaz.webs.com
There are no additional features in 1.0 that classic cannot handle EXCEPT for the newer sff filetype.

If you want to add sctrls, do it. I do and have. Triggers, does anyone use the "autoadd" triggers? Or do most people type them out? Neither of these are stumbling blocks to using older versions of fighter factory to develop for 1.0

I wouldn't have thought replicating the interface of FFC would have been too bad. Aside from the things that obviously cannot be replicated of course.

If you replicate it. Move the lock button to the file menu. I keep clicking it accidentally. FFC U3 was the best thing i've used for character development. Aside from some bugs and streamlining it was perfect. It was intuitive and sensible. FFU went too far towards the "casual" developers and made everything harder for people who actually wanted to code full characters.

I think it would work better for working with stages too. However, a program for spriting and programming stages exists, then users who are reading this, LEAD ME TOO IT!!! And I shall not worship you, but thank you.
I'm on a 5000 calorie diet! :D
Re: Fighter Factory Development Thread
#25  September 05, 2010, 06:06:09 am
  • ***
  • WHAT AM I FIGHTING FOR?!
    • USA
So, will it have a automatic color seperation tool? You know, which there's a button you can click on that can seperate the colors of the sprites with ease?
That requires manual hard labor.
No tool can do that at the moment.
Because certain colors are often shared with each other.

Like Iori's Hair and Pants.

You have to manually separate it yourself.
Sorry, but doing color seperation manually with Paint Shop Photo Pro X3 is a huge waste of my energy and confusion for me.

EDIT: So does doing Hi-res FX.
Current Status: N/A
Re: Fighter Factory Development Thread
#26  September 05, 2010, 07:41:11 am
  • ******
  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
    • network.mugenguild.com/cyanide/
Tell me how the program knows you want 255,255,255 to be the white on his pants, 255,255,255 to be the white on his shirt and 255,255,255 to be the white on his eyes then. Cos that's all the program sees, a colour. It doesn't know what the colour is.

And if you're just trolling which is the vibe i'm getting, go away.


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 Development Thread
#27  September 05, 2010, 10:56:23 am
  • ****
  • Accomplished many things you can't comprehend.
    • USA
    • http://clubsyn-x-treme.com
Sorry, but doing color seperation manually with Paint Shop Photo Pro X3 is a huge waste of my energy and confusion for me.

EDIT: So does doing Hi-res FX.

Lazy.........


That's the same as the pressing a button INSTANT CHARACTER silly dreams ppl thought fighter factory was for when it first debuted.
And if you are aware of it, making actionscripts for such things, color separating and hi resing effects are a god send.
No it wont automatically do everything for you in one shot but it will save alot of time and make the job slightly easier.
Re: Fighter Factory Development Thread
#28  September 05, 2010, 10:12:20 pm
  • ***
  • www.virtualltek.com
    • Brazil
    • www.virtualltek.com
Quote
Tell me how the program knows you want 255,255,255 to be the white on his pants, 255,255,255 to be the white on his shirt and 255,255,255 to be the white on his eyes then. Cos that's all the program sees, a colour. It doesn't know what the colour is.
Yes, automatic color separation is impossible without user intervention.

There are no additional features in 1.0 that classic cannot handle EXCEPT for the newer sff filetype.

If you want to add sctrls, do it. I do and have. Triggers, does anyone use the "autoadd" triggers? Or do most people type them out? Neither of these are stumbling blocks to using older versions of fighter factory to develop for 1.0

I wouldn't have thought replicating the interface of FFC would have been too bad. Aside from the things that obviously cannot be replicated of course.

If you replicate it. Move the lock button to the file menu. I keep clicking it accidentally. FFC U3 was the best thing i've used for character development. Aside from some bugs and streamlining it was perfect. It was intuitive and sensible. FFU went too far towards the "casual" developers and made everything harder for people who actually wanted to code full characters.
Yes, SFF v2 and UTF-8 text files.
OK, will be changed to match FFC interface and the Backup button will be removed from toolbar.

Some decisions:
- .Def will be edited in text mode.
- The "default appearance" of the interface will be very similar to FFC. But can be changed in the Options window.
- All features are targeted to the 1.x version, but will be possible to make chars for WinMugen with some automatic small adjustments when needed.

New features:
- Includes new levels of zoom for working with large images: 0.5X and 0.25X.
- All levels of zoom is aplicable to all tools, such as Offset viewer.
- Allow to select, move, resize, copy and paste multiple CLSNs in one shot (multi-select feature).
- All tabs in CNS editor can be moved (drag and drop) and closed (small close button), like internet browsers.

New question: Multiple chars in one window (FFU) or multiple windows with one char in each (FFC)?
The FFU approach have advantages but caused some problems on interface update.
I can make copy and paste functions for other editors in the "multiple window" alternative.
Another alternative is MDI (Multiple Document Interface - http://en.wikipedia.org/wiki/Multiple_document_interface).

[]s
Programming is a Super Power
"With great power comes great responsibility."
Re: Fighter Factory Development Thread
#29  September 05, 2010, 10:28:16 pm
  • *****
  • 11 years of MFG and counting :)
    • Brazil
    • www.brazilmugenteam.com
Quote
That's the same as the pressing a button INSTANT CHARACTER silly dreams ppl thought fighter factory was for when it first debuted.

And something I told VT many times to add, a joke button with INSTANT CHARACTER label :)

Quote
OK, will be changed to match FFC interface and the Backup button will be removed from toolbar.

Why? Just because a user with Dyslexia can't hit the proper button? Its smarter to have that button exactly where it is. Leave it there.

Quote
All features are targeted to the 1.x version, but will be possible to make chars for WinMugen with some automatic small adjustments when needed.

Like what?

Quote
New question: Multiple chars in one window (FFU) or multiple windows with one char in each (FFC)?
The FFU approach have advantages but caused some problems on interface update.
I can make copy and paste functions for other editors in the "multiple window" alternative.

Hum, good question. Multiple windows will be mutiple instances of the same program right?

Quote
- All levels of zoom is aplicable to all tools, such as Offset viewer.

Offset viewer needs or support to transparent images or a cross sprite, to be used as a reference when we are handling animations of scaled down sprites
Re: Fighter Factory Development Thread
#30  September 05, 2010, 10:52:31 pm
  • ****
  • Mach Punch Zoning Arm
    • USA
    • tinyurl.com/zstrinmu
Why? Just because a user with Dyslexia can't hit the proper button? Its smarter to have that button exactly where it is. Leave it there.

Um, yeah, O? Dyslexia has nothing to do with clicking a button that's really close to the other one accidentally. Reading on the other hand is just a little bit more difficult.

But I digress.

Related to Fighter Factory:

Since I do the same thing that Cyanide mentioned doing, it would be very useful to have the backup button moved somewhere else.

Multiple windows, or some sort of multiple-character editing, sounds good to me; it's one of the things I really liked about FFU.
Youtube 
Twitter
Ask.fm
Zero-Sennin's Workshop
Quote
[22:18] <Ebil_Homer> because you messed up?
[22:18] <Ebil_Homer> well that's a fucking shame
[22:18] <Ebil_Homer> pick up your sucks
Re: Fighter Factory Development Thread
#31  September 05, 2010, 11:00:02 pm
  • ***
  • Add-on Pro :P
    • Mexico
I personally like the all characters in one window, but don't use it since FFU limits itself when it comes to palletes and portraits.
Use the all characters in one window, it makes it easier to go from character to character rather than looking for the correct window with the character one is looking for.

TempesT said:
I just got back from having really hot and raw sex with sal and seph, oh my gosh they violated my body many times, IT WAS GREAT!!!!! They have many big dick and used to have sex with my sex holes! Also my armpits are strictly OFF LIMITS especially to foreign weiners.
>:)
[/center]
Re: Fighter Factory Development Thread
#32  September 05, 2010, 11:03:18 pm
  • *****
  • 11 years of MFG and counting :)
    • Brazil
    • www.brazilmugenteam.com
Quote
Um, yeah, O? Dyslexia has nothing to do with clicking a button that's really close to the other one accidentally. Reading on the other hand is just a little bit more difficult.

Dyslexia has everything with it, one of its definitions is the lack of syncronism on what you think with what you do, hance they had posted this:
Quote
There are three proposed cognitive subtypes of dyslexia: auditory, visual and attentional
I know people with Dyslexia, I know what I'm talking about.

Back to FF,

As I said before, its smarter to have the backup button where it is, since is save function related.

Quote
- All tabs in CNS editor can be moved (drag and drop) and closed (small close button), like internet browsers.

This is cool. Is this exists thanks to *THAT* programming language?
Re: Fighter Factory Development Thread
#33  September 06, 2010, 03:36:25 am
  • ***
  • www.virtualltek.com
    • Brazil
    • www.virtualltek.com
Quote
Like what?
SFF and palettes editor. The rest don't depends on changes in Mugen except UTF-8.

Quote
Hum, good question. Multiple windows will be mutiple instances of the same program right?
Yes, multiple instances.

Quote
Offset viewer needs or support to transparent images or a cross sprite, to be used as a reference when we are handling animations of scaled down sprites
OK

Multiple windows, or some sort of multiple-character editing, sounds good to me; it's one of the things I really liked about FFU.
I personally like the all characters in one window, but don't use it since FFU limits itself when it comes to palletes and portraits.
Use the all characters in one window, it makes it easier to go from character to character rather than looking for the correct window with the character one is looking for.
2 votes to multiple-chars per window.  :)
And about MDI?

Quote
This is cool. Is this exists thanks to *THAT* programming language?
Yeah, thanks to C++.

[]s
Programming is a Super Power
"With great power comes great responsibility."
Re: Fighter Factory Development Thread
#34  September 06, 2010, 03:53:59 am
  • ****
  • *Hate my old Posts
    • Chile
    • fir3l0rdmug3n.webs.com/
Nice!

Multiple-Chars per Windows (Is the Best of FFU)

And Add something to help create stages more easy... like the project "Stage Factory" but all in one.. :sugoi:
MK vs. SF - Fight for the Universe
Re: Fighter Factory Development Thread
#35  September 06, 2010, 04:03:39 am
  • ***
  • WHAT AM I FIGHTING FOR?!
    • USA
I'm going for multiple characters per window as well.
Current Status: N/A
Re: Fighter Factory Development Thread
#36  September 06, 2010, 04:04:28 am
  • ****
  • Accomplished many things you can't comprehend.
    • USA
    • http://clubsyn-x-treme.com
And Add something to help create stages more easy... like the project "Stage Factory" but all in one.. :sugoi:

Well you already have Cybasters One click stage tool. lol
Isn't that enough for the Lazy ones........
If you are lucky, that may be embedded in this build, who knows.

But on the otherhand, Since I like to make complex stages using both normal stage and slightly advanced character coding, the previous version of FF before FFU was released was perfect for that. Hopefully we can see this return to this new build in progress.

;)

P.S.
Spoiler, click to toggle visibilty
IF mentioned already, Sorry, I didn't know.
Re: Fighter Factory Development Thread
#37  September 06, 2010, 04:30:19 am
  • *****
  • 11 years of MFG and counting :)
    • Brazil
    • www.brazilmugenteam.com
Quote
And Add something to help create stages more easy... like the project "Stage Factory" but all in one..

Its on his plans, the Stage Factory tool, but not for now.

When the time comes, we will invite skilled stage creators (right, Syn? :)) to test it.
Re: Fighter Factory Development Thread
#38  September 06, 2010, 04:40:00 am
  • ******
  • I'm a fuffy.
    • USA
    • www.trinitymugen.net
I too vote for multiple chars per window. It was one of the reasons I made the switch to FFU.

Bea

Re: Fighter Factory Development Thread
#39  September 06, 2010, 04:41:26 am
  • *****
  • A paragon of purity, chastity and innocence
    • Brazil
    • www.smeenet.org
Since I don't use FF often, I just noticed this now.

Why in the effing 9 layers of hell the back up button is right next to the tool navigation buttons?
IT SHOULD BE ISOLATED FROM THE OTHER BUTTONS!  >:(
To quote Lt. Frank Drebin: "Cheer up, Ed. This is not goodbye. It's just I won't ever see you again."

All your MFG bandwidth is belong to me.
Re: Fighter Factory Development Thread
#40  September 06, 2010, 04:44:42 am
  • ******
  • I'm a fuffy.
    • USA
    • www.trinitymugen.net
I'd have to agree, though I might have only accidentally hit it once.