Jesuszilla: Sure, be prepared for it anytime in the next weeks. Air Text Guys: So I'll defend your suggestion for VT, he will ask about how this thing could be implemented though. Can I suggest the same Pop-Up likeness that it aready has, but making it possible to have as many of those as we want + the eclipse thing Iced just mentioned + the ability to mess with the default graphical stuff all together?
Dr. H said, May 02, 2009, 02:00:03 amJesuszilla: Sure, be prepared for it anytime in the next weeks. Air Text Guys: So I'll defend your suggestion for VT, he will ask about how this thing could be implemented though. Can I suggest the same Pop-Up likeness that it aready has, but making it possible to have as many of those as we want + the eclipse thing Iced just mentioned + the ability to mess with the default graphical stuff all together?I would prefer a side menu. One animation is fine. But i want to be able to write without needing to close the window to do extra stuff around the animation, like figuring out which frame is which. I often forget precisely what frame 2 looks like, the only method of actually checking is "close window, scroll through animation to correct frame, look, open window again, find frame". If it was just DISPLAYED there would be an immense time saving.I bet i can create a single animation in less than 1/8th of the time using edit in text than anyone could using the box method. Right now, along the bottom of the screen is just a load of pictures. That's kinda pointless really. Placing the text data there would be far more useful.Edit:QuoteI 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.As long as it's clear in some manner that the sprite you have just brought up is not added directly to your sff file. I expect this to be a seperate function and requires an "add to sff now" button after you've done the rest. They need to know what they're doing. If this means the thing automates bits but requires a mini wizardConvert to .pcx !Apply palette !Save sprite to disk !Add sprite to SFF !then that's fine. I would really really like to get less questions about why sprites don't show. Although palette's are hard to pick up, they never required this question quite so much. FF's automated features have made certain things far too easy for your average user and they don't have a fucking clue what they're doing in consequence.
Zierdan: As we stated, FFU is a totally different build, therefore it's probably fixed. Keep that one in mind and test it for youself when the time comes, then give us your veredict.But I still do not know why you're getting this one, it was never ever mentioned because nobody ran into it.QuoteI would prefer a side menu. One animation is fine. But i want to be able to write without needing to close the window to do extra stuff around the animation, like figuring out which frame is which. I often forget precisely what frame 2 looks like, the only method of actually checking is "close window, scroll through animation to correct frame, look, open window again, find frame". If it was just DISPLAYED there would be an immense time saving.But here is the point of my suggestion, you would not need to close it to see any other stuff, you can open as many text menus for as many anims you need, then work with everything at once. Reason I'm saying this is because VT probably won't screw all the interface at this point (then again, I'm just taking guesses here).If that's your final statement about it, just tell me and I'll post it there, but I think there's still room for improvement over your idea.One thing though, the bunch of pics is, like, the best thing about the air editor, that for sure won't fall.
How about a function that automatically makes CLSN that was already made for a particular frame? Like for example, if I make boxes for sprite 200,0 in anim 200, and that frame is reused in several other anims, how about a button that will copy from that spot that and put it wherever other instances appear?
Already in it. More of that, to avoid CLNS default and it's bugs, you will be able to make a clns for a frame then click an option to copy/paste the same clns in all the frames that follows.
Well .. Fighter Factory seems that this is a dream for many makers, facilitating the very life of the programming and also many people want it to be launched very soon, then the only thing to mention is good luck with this new engine for makers. Goodbye! Note: I saw the updates the program from the beginning MGbr. ^ ^
QuoteThis 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.But, at least for me, it always worked fine. I add the files at FF then I edit the plain text to put some comments and so. We can make a TEXT EDIT MODE to it, so people can edit as they want. I think its a wase of time and too much "purism", but everyone is free to have his own opinions.QuoteI'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.Err....i don't want to sound rude, but I think you can't blame the tool because you was making the mistake or because you don't know how to do use the tool (remember what I told to you, Dr. H?) . This is a common attitude: people make some mistake and say "damn computer, damn windows, etc". You had a loop problem at a animation? You just need to pay attention to the values at air screen, because FF shows everything...even the animation duration, in ticks.As I told to Dr. H today, people REALLY doesn't know how to use FF at its full power. I'm getting convinced of this more and more everytime. I dunno that because I'm one of his main betatesters, but to work with it its SO easy that I can't understand why people have so much trouble.QuoteGrammar Nazi here. Could I be of assistance?(nazi? its kind a bad joke...) Be my guest, I'm not a native english speaker.QuoteWith 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.Ah, I got it. But...its REALLY necessary?QuoteCan't go above 200.Strange, I never saw that bug (well, I never used that tool to make a 200+ offset). I will report it.QuoteI would prefer a side menu. One animation is fine. But i want to be able to write without needing to close the window to do extra stuff around the animation, like figuring out which frame is which. I often forget precisely what frame 2 looks like, the only method of actually checking is "close window, scroll through animation to correct frame, look, open window again, find frame". If it was just DISPLAYED there would be an immense time saving.I bet i can create a single animation in less than 1/8th of the time using edit in text than anyone could using the box method. Right now, along the bottom of the screen is just a load of pictures. That's kinda pointless really. Placing the text data there would be far more useful.hum....if you say so, I will report this to VT.QuoteAs long as it's clear in some manner that the sprite you have just brought up is not added directly to your sff file. I expect this to be a seperate function and requires an "add to sff now" button after you've done the rest. They need to know what they're doing. If this means the thing automates bits but requires a mini wizardConvert to .pcx !Apply palette !Save sprite to disk !Add sprite to SFF !Yeah, that makes me think in some noobs destroying the sff...and blamming FFU for it .QuoteAlready in it. More of that, to avoid CLNS default and it's bugs, you will be able to make a clns for a frame then click an option to copy/paste the same clns in all the frames that follows.Yeah, and that is very useful.FFU is beeing tested by us now, I've found an error today. I will talk with VT if I can give a private copy of it to some very known fellas here, so we can have more feedbacks.
WOW I wasn't expecting this! All the cool stuff happens while I'm at school! I'd love to be of some assistance in this. I encounter bugs all the time in Fighter Factory, especially stuff like:1. The offset viewer and the animation transparency viewer sometimes converting back to Portuguese.2. Closing All or closing FF and getting two errors.3. Using the CNS Var lister in the main CNS (the one with [Data] in it) clearing out that WHOLE FUCKING file. It only works in additional CNS files. Also, I should be able to highlight a section of text and then press the Var button and have it paste over that text, and not at the very bottom of the file. 4. Various grammar errors and other various errors in the premade sctrls.5. Some things are not highlighted in the CNS, such as the Trans controller parameters like addalpha, etc.If there's anything I can do to help, please drop me a line. (I am also a grammar nazi (it's an expression for someone who is obsessed with grammar and spelling precision) so I could also help out with translation and grammar)
Quote1. The offset viewer and the animation transparency viewer sometimes converting back to Portuguese.2. Closing All or closing FF and getting two errors.3. Using the CNS Var lister in the main CNS (the one with [Data] in it) clearing out that WHOLE FUCKING file. It only works in additional CNS files. Also, I should be able to highlight a section of text and then press the Var button and have it paste over that text, and not at the very bottom of the file.4. Various grammar errors and other various errors in the premade sctrls.5. Some things are not highlighted in the CNS, such as the Trans controller parameters like addalpha, etc.1. really? need to check it2. Yeah, I already got that error.3. strange, I use additional states too and never had such error of clearing the file.4. really? could you show me the errors?5. yeah, I know it.Sure you can!
Was the problem with linking sprites and displaying improperly in the anim viewers lower group menu fixed? I remember encountering a few problems when moving around/deleting linked sprites, and the anim viewer's group list showed the linked sprites numbers wrong (stopped using the link function after that)If you need more help with grammar and translation, i'd also be willing to help (grammar nazi, etc.)
K.O.D said, May 02, 2009, 08:20:33 amWas the problem with linking sprites and displaying improperly in the anim viewers lower group menu fixed? I remember encountering a few problems when moving around/deleting linked sprites, and the anim viewer's group list showed the linked sprites numbers wrong (stopped using the link function after that)If you need more help with grammar and translation, i'd also be willing to help (grammar nazi, etc.)AFAIK, yes.
O'Illusionista said:ability 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 numberPersonally, I see that they would do it, hard mode or easy mode regardless.and BTW I'd say that this FF upgrade/redo is looking to be...[size=80pt]AWESOME SAUCE!!![/size]
QuoteErr....i don't want to sound rude, but I think you can't blame the tool because you was making the mistake or because you don't know how to do use the tool (remember what I told to you, Dr. H?) . This is a common attitude: people make some mistake and say "damn computer, damn windows, etc". You had a loop problem at a animation? You just need to pay attention to the values at air screen, because FF shows everything...even the animation duration, in ticks.But, the tool makes it so easy to ignore this sort of thing. The air file is quite nicely explained up the top, and if you were editing it in text you would know what this stuff meant. But as you CAN'T and the provision made for it is awful, you don't know that unless you read the docs. Some people these days don't even realise that you CAN open those files in notepad.This isn't purism at all. This is trying to get base level people to understand the underlying stuff while still having a decent tool to work with.FF nicely surpasses both MCM and MEE as a working tool, however it's use is now so widespread we need to get it to the point where it prevents silly questions by providing enough information rather than expecting people to have the knowledge in advance. If this means locking off some of the stuff that causes problems (like being able to add bitmaps, god fucking damn KILL IT) then good.
Talked with him about the whole text thing, it probably won't make into the first release. What we can do for now is to polish the idea, making it useful yet as easy to implement as possible....Dude, I myself don't see the point in it. For sure I believe that all misleading options such as those brokens templates and CLNS default stuff should became extinct, but going all old school because people are getting too spoiled by technology looks like unneeded trouble for VT. Let's try to adequate our methods into the new standart, let's just make one heck of a good, brand new tutorial or something. FF is all about new methods to do old stuff.
Quotebut going all old schoolI don't want to go old school. I want provision made for people who don't understand what the fuck they're doing.If i enter something in the animation boxes, it would be nice to see a text version to the side populated with this information as well.Actually, one that i know you can do and won't cause any major problems. Can we have the time field autopopulate with "1" instead of "0" please? 0 causes an invisible anim but with a shadow, and isn't really a valid choice for mugen anyway.
QuoteI don't want to go old school. I want provision made for people who don't understand what the fuck they're doing.That's your golden chance of making me understand your point: How the heck a sidebar with text will improve a total noob's performance and why the current way of (not really) hided text isn't enough? QuoteActually, one that i know you can do and won't cause any major problems. Can we have the time field autopopulate with "1" instead of "0" please? 0 causes an invisible anim but with a shadow, and isn't really a valid choice for mugen anyway.Will tell him about this one, what he already did was to turn the default sprite address from -1,-1 to 0,0 so he will probably like this one.