Hello there,As some people know (some don't), I'm, with {_Carnificina_}, one of the main beta testers & mentor of Fighter Factory (with the help of some old good fellas like Tony3RD, BIA and Dr. H), that was greatly done by VirtualTek, a very skilled programmer. Thanx to Fighter Factory, we could land a mark into Mugen's history with the most complete, easier and better Mugen ever done.The newcomers could not never faced this, but some old creators like me had started when you have to use MCM + Airedit + SounDzGood + notepad to make a character, back to a time when we haven't even a CPS2 emulation and artmoney wasn't in the scene...so we done the characters on the hardcore way, baby SmileyMEE was a good tool, but have some problems, as the ZCharCad - and old tool - have too. But thanx to VirtualTek, this is history.========================================================================================FIGHTER FACTORY ULTIMATEVT (and us) is working on a newer version called Fighter Factory Ultimate. You may ask why..because the previous version wasn't perfect yet. VT had decided to remake it FROM THE SCRATCH...I was shocked when he said that, but he was right.The new version, private to just MGBR members who had Creator status, is comming nicelly, with some really wonderful new features. So I've decided to share this development with you all, so we can have a even better tool.BUT, I would like to receive SERIOUS comments. Noob comments, or weird ones, will be just ignored. This is why we had the development process locked to MGBR creators (even PDM aren't allowed there)and now I'm posting here, just the big guys are there. So, this is more serious than some people can imagine...we are here to make a revolution again, and we want your help too.Enough talk, lets start! Enjoying the show!WHat is new? (some of the images are from a early beta)- New interface (beta), with easier look, more room to work.- the ability to open more than one character at the same time (the image above shows two open chars)- background image on SFF, so you can check the sprite aligment (this can be customized)- Improved performance: FFU works a lot faster than FF, thanks to the new memory acess system. You can choose to store the temp data workflow into disk cache (less ram need, but slower) or into RAM (more ram needed, faster).- Live preview of Air effects, like A, A1, S and ASXXDXX formats:- Hability to copy images from another SFF ON-THE-FLY, without have to export and remount the whole sff (avaliable on the previous version by my request, because we use it a lot to Spec Ops, hehe). I HOPE THAT NOOBS WON'T USE THIS TO STEAL. You can copy one image, a group, a interval and maitain the same number or change the number- Option to have COMPRESSED chars into the .FFZ format, using a LZW compression and saving 50% of all the size:The whole charcompressed version- New code highlight (with underlines), state numbers with name (as you can see on the left), chained states (you can jump to any trigger that is chained inside a statedef), CNS files organized into a dropdown menu (not on tabs anymore):- Quick jump to any CMD command with a right click. You don't need even to click, just a mouse over and you see it.- Improved image insert - now you can choose shared palete, unshared palete or the first image palete, with the buttons to set the default axis and even crop the images:- You can remove all CLSN from a frame (like when you will be redoing all clsn from a char with tons of CLSN) or from entire animation- Autocomplete sctrls: you put the first letters then press CTRL+J and FFU will put the whole Sctrl commandsWHAT WAS REMOVED?- Auto CLSN tool - Some new creators are OVERUSING that making chars with tons of CLSN into a single sprite. This isn't smart, is was stated on Mugen docs and it slows mugen baddly. By my request, its gone and won't return, sorry guys.- The one stance limit - now you can open as manyu FFU you want to (besides, you don't need to open two FFU when you have the tab hability). You can open the new and the old at the same time, but you need to open the old first.And now, the two better new stuff to me:- New Throw Creator - now you don't need to make a custom anim first to make a throw. You can choose which required sprites you will use (thats is why required sprites MUST BE RIGHT) and FFU will make a new anim to you (beta):You can use the old style (I dunno why some people doesn't use it, maybe they don't know how to use it?), where you make a animation first then you use the TC to align itOr the new mode, where you can alingn AND choose wich sprites will be used on p2 anim, on-the-fly. See the image below.- Live, on-the-fly palete insert/change in images! You choose a new palete, with colors in different positions and you can choose to keep the previous order (like the old FF do) or the ADAPT THE IMAGE TO THE NEW PALETE. This means that you DON'T NEED TO EXPORT, APPLY PALETE and IMPORT BACK...its on real time!===================================================================================So, as you can say, its a lot of progress! I've beeing working with it and I can say: its amazing.If you know something that would help the creators' life, drop a line here and I will send to VT myself. I've sent to him all old FF bugs, but many of them aren't on FFU, like the problem with Throw Creator (that wasn't a FF bug, but is because you can't use humbers above 32.000 and something on its older language)., are now fixed.WARNING: THIS IS A PRIVATE TEST, DO NOT REQUEST FFU.Any ideas or questions, drops me a line (or to Tony3RD, since he speaks english better than me).
I came.This is awesome, hope this will fix al the problems cyanide mentionsAnd, will this be released in english too?
Yes, it will be released in english for sure.Like the other time, I will release a portuguese version to someone who speaks a better english than me could translate it to english. After that, people that want to help to translate it to their original languages are free to do so.
I seem to recall this persistently annoying glitch where when you are in the Palettes Edit screen and click Optimize, over half of the time the application will throw an error, and you will have to completely close the program and reopen it.Hopefully, this has been fixed.
ultimatedude said, May 01, 2009, 10:11:26 pmThis is awesome, hope this will fix al the problems cyanide mentionsFunny of you to say that, we were discussing some of those mentions few hours back. Yes, since he remade all from scratch, pretty much all of those problems ended up being fixed. In fact, any performance related stuff from FF shouldn't even be parameter to discussion here if we follow this line of thought, only concept and ideas should, but feel free to point anything just in case.
I can translate it into Spanish, Valencian and Catalan, but that would take a time, now I'm more centered in my exams.If you're interested or so, just let me know. I don't care if the text is in Portuguese(tbm falo portugues (ums falan que mais brasileiro, outros que mais europeo ...)), so it works for me.I'm sorry I can't post anything more costructive aside this...if I can help translating, you know
Did you fix that error in the SFF Tools where you can't realign the sprites to a value higher than 200,200?
Requesting.Def file. This HAS to have a pure text function on the right. You just display an image atm. That's fricking useless. Pure text so people can read the damned comments. It also tends to overwrite things a bit. If i enter st2 = blah, FF expects an ST1 and adds it for me. Mugen doesn't care about this, but it gives me an unsaveable copy of a file that disappears when i quit FF.Air editing.I want the ability to edit in text on the fly. This means i wish to see[begin action ####]group, image, x,y, timesomewhere on the screen so i can type, copy and paste my animations around. Going through a menu isn't helpful. Clicking round the boxes is slow and cumbersome. This can be an on/off option if you wish, but it's far simpler than your boxes on the left. They're a pain to deal with.Anti-Newbie requirements.Please. Don't make FF import EVERYTHING. Force it to only import, and correctly view, images in the correct format. If you select a sprite that's unpaletted, or a different type, like BMP, FF should either not pick it up, or display it as gibberish. It should not be capable of displaying anything mugen is unable to. There are conversion and palette tools WITHIN FF, people should be using these first. Even if they don't want to do it properly.Autclsn's gone is AWESOMERequesting ability to move sprites in the sff one pixel with hotkeys. + and - should be available to create and remove clsn boxes.Touch up all your .sctrl files. Check for spelling and syntax errors. I've done this with some of mine but hitdef had about 3 syntax faults that would crash mugen. Get rid of the templates. Or supply KFM with it. This does not make things easier for newbies. It makes it far hard cos they expect things to work. Oh look it's a template and i add this and why does everything not work. It's just files. They are simple enough to create and it's far better people learn wtf everything does by having to start properly.The only bugs i've encountered you've probably fixedEntering offset viewer and leaving it with either of the flips ticked causes an error on re entryClicking add new frame in the .air right after entering a number causes the number to 0.
Konata~ said, May 01, 2009, 11:21:31 pmAdd Keyboard shortcuts for the life of god.Already done. Zierdan said, May 02, 2009, 12:15:08 amDid you fix that error in the SFF Tools where you can't realign the sprites to a value higher than 200,200?HUH? I never saw such error.Quote.Def file. This HAS to have a pure text function on the right. You just display an image atm. That's fricking useless. Pure text so people can read the damned comments. It also tends to overwrite things a bit. If i enter st2 = blah, FF expects an ST1 and adds it for me. Mugen doesn't care about this, but it gives me an unsaveable copy of a file that disappears when i quit FF.The actual .DEF screen:I will send your suggestion to VT, so FF won't erase any comment.[begin action ####]Quotegroup, image, x,y, timesomewhere on the screen so i can type, copy and paste my animations around. Going through a menu isn't helpful. Clicking round the boxes is slow and cumbersome. This can be an on/off option if you wish, but it's far simpler than your boxes on the left. They're a pain to deal with.hum, I don't get it. What is the difference to edit the animation the way it is done today or at his text version?QuoteAnti-Newbie requirements.Please. Don't make FF import EVERYTHING. Force it to only import, and correctly view, images in the correct format. If you select a sprite that's unpaletted, or a different type, like BMP, FF should either not pick it up, or display it as gibberish. It should not be capable of displaying anything mugen is unable to. There are conversion and palette tools WITHIN FF, people should be using these first. Even if they don't want to do it properly.I agree with you on this. But there is a way to import a 24bit png and FF apply a pallete to it on the fly, converting it to pcx.QuoteRequesting ability to move sprites in the sff one pixel with hotkeys. + and - should be available to create and remove clsn boxes.Done.QuoteTouch up all your .sctrl files. Check for spelling and syntax errors. I've done this with some of mine but hitdef had about 3 syntax faults that would crash mugen.Arfe you really sure about that? I never find such error. The .sctrl files was copied from Mugen docs.QuoteGet rid of the templates. Or supply KFM with it. This does not make things easier for newbies. It makes it far hard cos they expect things to work. Oh look it's a template and i add this and why does everything not work. It's just files. They are simple enough to create and it's far better people learn wtf everything does by having to start properly.Templates are thing who help the new creators...or creators that make many chars to the same project, like me for example. So, we save all the basic an required stuff into a template and use it. I'm planning to include N64Mario's SFZ templates, but I need to talk with him first.QuoteThe only bugs i've encountered you've probably fixedEntering offset viewer and leaving it with either of the flips ticked causes an error on re entryClicking add new frame in the .air right after entering a number causes the number to 0.yes, that was in the old version.Thanx for your feedback buddy, this helps not just us, but everyone.
The syntax error stuff is one of those problems we were discussing today, Ilu. You know, ground.hittime and stuff.VT will probably take his time in this one though.Quote[begin action ####]group, image, x,y, timesomewhere on the screen so i can type, copy and paste my animations around. Going through a menu isn't helpful. Clicking round the boxes is slow and cumbersome. This can be an on/off option if you wish, but it's far simpler than your boxes on the left. They're a pain to deal with.hum, I don't get it. What is the difference to edit the animation the way it is done today or at his text version?This is one and the def suggestion may need some more elaboration. Don't really see the benefits of using a tool for that, when you just want a simple text editor like notepad for the job.
I'm not sure if you should go as far as Cy has suggested, but it does have it's usefulness. As a noob, I had a loop problem on an animation, I just couldn't figure out. I started looking at the file instead of a graphical interface. If I had known what the hell I was doing, there wouldn't have been a problem. Since I was a noob, the graphical interface was the be all, end all for me.Remember that in order for noobs to understand what is going on, they need to know how each piece works. I learned everything backwards because of FF.Now all of that might be a Fighter Factory docs and mugen docs problem. The solution would be to explain things better in the docs. A well written tutorial could solve a lot. Even if you do that, some won't bother to look.P.S. Thanks for the work guys.
So... your problem is that you had a loop parameter somewhere, you couldn't find using the graphical display, but managed to find it using text version? If so, I still don't see the point here, it does has a text ver menu for that... I might be walking in circles here, but I really can't see much of your point, maybe o Ilu will have some more luck than I'm having.
O Ilusionista said, May 01, 2009, 10:15:18 pmYes, it will be released in english for sure.Like the other time, I will release a portuguese version to someone who speaks a better english than me could translate it to english. After that, people that want to help to translate it to their original languages are free to do so.Grammar Nazi here. Could I be of assistance?
Yes it does appear in the interface.I'm giving an noob example. -1 meant nothing to me under time. When I compared the problem in text, -1 stood out like a sore thumb because, I had the ability to compare non-looping code at a glance. This revelation to a noob increased my understanding of how to create. I could suddenly understand the docs much better. On top of that, the at a glance ability text has, came handy in many other situations.
Oh I think I get it.Like in eclipse where you can see the text but the help stuff is all ALSO there, so that when you edit one you can see where its being changed?
With an on/off ability. It would be nice if it was big enough to see more than just one animation's code. That might be asking for to much.