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Fighter Factory Development Thread (Read 38226 times)

Started by VirtuallTek, September 04, 2010, 04:06:44 am
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Re: Fighter Factory Development Thread
#61  September 06, 2010, 07:11:21 pm
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yeah I just now noticed that =P
Re: Fighter Factory Development Thread
#62  September 06, 2010, 09:20:12 pm
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Wow, FF3 sounds like it's gonna be the next big Mugen tool. I just hope that that one bug in FFC where random sprites are replaced with the small portrait is done away with by now...

Also, I think a good idea would be to put FFC somewhere on the site, for people who still work with Winmugen - there are some things I prefer FFC for that FFU just doesn't do as well.
Re: Fighter Factory Development Thread
#63  September 06, 2010, 09:53:32 pm
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Actually, most people prefer to use FFUP3 instead of FFU. That is because it is more user friendly and it has more features than FFU. Such feature would be to edit stages by directly opening the def file and not the sff file. FFU also ruins the portraits one installs into a character and cannot add transparency to portraits. I have tried with no results. FFUP3 allowed me to add transparency to sprites and portraits when they were missing the transparency. You should check that out.

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.
>:)
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Re: Fighter Factory Development Thread
#64  September 07, 2010, 10:12:58 pm
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Hello,

Some important news:
- Can open/edit/save chars, stages, fonts among others.
- In the future you can use Skins.
- The whole program configuration is done by XML.
- Customization of the interface (icons, buttons, keyboard shortcuts, ...) can be done manually by XML or in the program itself in a separate window.
- Ability to create Presets to adjust the interface. By default, it will come with the Presets:
  * Classic - for an interface similar to the FCC.
  * Ultimate - for an interface similar to the FFU.
  * Character - a mix of both, but focused on usability and exclusively for chars, leaving aside the compatibility with previous versions (new interface).
  * Font - remains visible and accessible only the features related to creating fonts for Mugen 1.x (def and sff editors).
  * Stage - remains  visible and accessible only the features related to creating stages for Mugen 1.x and winmugen (def, air and sff editor).
- If you don't like any of the available Presets, create your own and be happy!  :sugoi:

Thus, probably there not will be a Stage Factory in the future. The addition of more editors (BGs, etc.) can extend the tools of the program without adding complexity. All in One.

More quetions:
- Apply the Presets per tab or per window?
- About new editors and features related to fonts, stages and screenpacks. What do you suggest?

Thank you guys!
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Re: Fighter Factory Development Thread
#65  September 08, 2010, 12:53:08 am
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how about adding the ability to loop your songs? this is a new feature that mugen 1.x allows

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
#66  September 08, 2010, 01:01:54 am
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how about adding the ability to loop your songs? this is a new feature that mugen 1.x allows
You need an Audio editing program that can display the position of the song in samples.

In essence you need to find the loop points yourself.
It's like color separating.
You can't do it without intervention from people.
Re: Fighter Factory Development Thread
#67  September 08, 2010, 01:07:07 am
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- Apply the Presets per tab or per window?

Per tab. Will work better IMO


Re: Fighter Factory Development Thread
#68  September 08, 2010, 01:31:55 am
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What presets?
Re: Fighter Factory Development Thread
#69  September 08, 2010, 01:34:54 am
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What presets?

I think Hero's talking about these.

Spoiler, click to toggle visibilty
Re: Fighter Factory Development Thread
#70  September 08, 2010, 01:43:19 am
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Per window. I do NOT want to have to change the preset each time I open a new tab. That's stupid.
Re: Fighter Factory Development Thread
#71  September 08, 2010, 03:33:02 am
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Re: Fighter Factory Development Thread
#72  September 08, 2010, 04:20:46 am
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Quote
- The whole program configuration is done by XML.

The language file could be done using .po files, its the stardard used by many frameworks.

Quote
Stage - remains  visible and accessible only the features related to creating stages for Mugen 1.x and winmugen (def, air and sff editor).

Will stages be supported again?

Quote
- Apply the Presets per tab or per window?
- About new editors and features related to fonts, stages and screenpacks. What do you suggest?

- per windows.
- For fonts, we have Font Factory, and it covers almost everything. Or will you include it on the new FF?
- For SP, take a look at Muge Windows Configurator, its a good start. *and hey, you could do something like that, since Bytezero seams to be vanished.

Re: Fighter Factory Development Thread
#73  September 08, 2010, 10:55:46 am
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For stages, I don't know if this is feasible in FF, or if we would rather have to wait for a real Stage Factory, but some things would be nice :
- When you code an animation, be able to display it in a preview window on the fly.
- Same goes for each BGDef independently (be it a normal or an anim), so we can see how the vels, addalpha, sinadd, etc. look like.
- Best would even be to be able to choose an ID an display the animation, sprites and BGCtrls (this is the most important) corresponding to the ID on the fly.
- You could take a look at my "automatic stage creation tool" for little ideas which would make creation easier for people : placing a sprite on the floor to get zoffset, filling the [info] part automatically with a few sample questions, etc.
Re: Fighter Factory Development Thread
#74  September 08, 2010, 03:14:33 pm
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For stages, I don't know if this is feasible in FF, or if we would rather have to wait for a real Stage Factory, but some things would be nice :
- When you code an animation, be able to display it in a preview window on the fly.
- Same goes for each BGDef independently (be it a normal or an anim), so we can see how the vels, addalpha, sinadd, etc. look like.
- Best would even be to be able to choose an ID an display the animation, sprites and BGCtrls (this is the most important) corresponding to the ID on the fly.
- You could take a look at my "automatic stage creation tool" for little ideas which would make creation easier for people : placing a sprite on the floor to get zoffset, filling the [info] part automatically with a few sample questions, etc.


I think the last beta of Stage Factory that I saw do all of this (minus the automatic stage stuff). The layers are like in photoshop, you can drag them and put where you want.
Re: Fighter Factory Development Thread
#75  September 08, 2010, 03:38:57 pm
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Great !!! :2thumbsup:
Re: Fighter Factory Development Thread
#76  September 08, 2010, 05:19:40 pm
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OK, Presets applied per Window.

Quote
The language file could be done using .po files, its the stardard used by many frameworks.
I used .xml  :)

Quote
Will stages be supported again?
Yes, Stages are supported, and new features can be added.

Quote
- For fonts, we have Font Factory, and it covers almost everything. Or will you include it on the new FF?
- For SP, take a look at Muge Windows Configurator, its a good start. *and hey, you could do something like that, since Bytezero seams to be vanished.
About fonts, is only for Mugen 1.x, that uses an .def and .sff.
About screen packs, I will see it.

For stages, I don't know if this is feasible in FF, or if we would rather have to wait for a real Stage Factory, but some things would be nice :
- When you code an animation, be able to display it in a preview window on the fly.
- Same goes for each BGDef independently (be it a normal or an anim), so we can see how the vels, addalpha, sinadd, etc. look like.
- Best would even be to be able to choose an ID an display the animation, sprites and BGCtrls (this is the most important) corresponding to the ID on the fly.
- You could take a look at my "automatic stage creation tool" for little ideas which would make creation easier for people : placing a sprite on the floor to get zoffset, filling the [info] part automatically with a few sample questions, etc.


I think the last beta of Stage Factory that I saw do all of this (minus the automatic stage stuff). The layers are like in photoshop, you can drag them and put where you want.
I'm planing to include the BGs editor of Stage Factory in FF3 and quit the Stage Factory development.
But, is only a possibility.  ;D

Thansk you guys!
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"With great power comes great responsibility."
Re: Fighter Factory Development Thread
#77  September 08, 2010, 05:22:39 pm
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Have a magic button to appear on the right, red big one that says just MAGIC BUTTON TO MAKE CHARS, when pressed it opens the docs and a pop up says "THERE IS NO MAGIC BUTTON", with the button being hidden from then on.
Re: Fighter Factory Development Thread
#78  September 08, 2010, 05:24:39 pm
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Re: Fighter Factory Development Thread
#79  September 09, 2010, 12:40:42 am
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Have a magic button to appear on the right, red big one that says just MAGIC BUTTON TO MAKE CHARS, when pressed it opens the docs and a pop up says "THERE IS NO MAGIC BUTTON", with the button being hidden from then on.
:twisted:


;D :kugoi:

Another question:
FFC have the sprite/sound organizer in a separate panel. FFU have it on each editor.
What is the better aproach?

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Re: Fighter Factory Development Thread
#80  September 09, 2010, 12:46:24 am
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I personally liked the sprite/sound organizer in a separate panel in  FFC. My personal opinion though.

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.
>:)
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