MagnetoPro said, June 26, 2009, 02:49:11 amJarek Bachanek said, June 25, 2009, 07:04:32 pmJesuszilla said, June 25, 2009, 12:45:16 amlol shugenfuWhy you always post this when someone ask for compatibility with ShugenDo ? You have something against it or what ? BECAUSE Hes stuck in the past and can't stand the fact alot of people support shugendo, and he likes to limit himself to dos and winmugen. Poor guy yeah that's why I leave feedback for every release of xnaMUGEN. tard.
Jesuszilla said, June 26, 2009, 11:02:36 pmMagnetoPro said, June 26, 2009, 02:49:11 amJarek Bachanek said, June 25, 2009, 07:04:32 pmJesuszilla said, June 25, 2009, 12:45:16 amlol shugenfuWhy you always post this when someone ask for compatibility with ShugenDo ? You have something against it or what ? BECAUSE Hes stuck in the past and can't stand the fact alot of people support shugendo, and he likes to limit himself to dos and winmugen. Poor guy yeah that's why I leave feedback for every release of xnaMUGEN. tard.aww that's so sweet. Feel better?
QuoteAs for compatibility FFU is NOT compatibile right now. Sakir told me he need contact with FFU developers, but now he is bit busy with University, and other things.This is on our plans, but not for now. First, mugen, then we go to ShugenDo.QuoteWill the "throw maker" be updated to be more complete?So you can use it to code the entire throw.Perhaps with some basic templates to edit:Launch typeHold/strike typesmack down typeother...Because for the moment, the throw maker is more an incomplete tool.Its not an incomplete tool...you're are requiring templates to make all the job for you, its different.
Hi guys,with the new Mugen version, FF must be updated too.But I saw some people saying some bugs that are still there.I would like to ask you to speak it clearly, and try to recreate the bug.Also, you can post your bug report here http://www.virtualltek.com/bugtrack
Hi there.Just to inform that there is a plugin that bring the good old FF pal editor tool.But you need to have the latest version (either by updating or by downloading it again)Link - http://www.2shared.com/file/10193188/8e69f4dc/PalEditor.htmlPut it on the PLUGINS folder. After that, you will see a new icon when you go to the Pal editor
.(O). said, January 24, 2010, 08:35:50 pmHi there.Just to inform that there is a plugin that bring the good old FF pal editor tool.But you need to have the latest version (either by updating or by downloading it again)Link - http://www.2shared.com/file/10193188/8e69f4dc/PalEditor.htmlPut it on the PLUGINS folder. After that, you will see a new icon when you go to the Pal editorSo now I can work with bmp images just like in the old FF?If so then I love you
its the goold old FF pal editor, inside FFU About Mugen RC features, it won't be include so soon. Thanx to Elecbyte, that doesn't answer any question fully, they keep hidding things.
Some news:VT is constantily updating FFU, so its better run the update check (under HELP menu).Since some previous updates are needed before you aplly all the updates, its better to run the update check more times, until you the the up to date version.On the last update, we got:automatic color sorter on palettes.- About the error to save image in BMP or PNG has been corrected. Just do the latest updates. As I said before, it's good to look more than once because, normally, the latest updates need another previously installed.- Cursor pencil and paint in image editor- Do not saving the new position in align axis of the air when you move the cross and the image- Selection of the inverse color palette with the dropper.- Now you can change the position of more than one color at a time in the editor palette. Type select 5 colors, it reverses the position of 5.- Possibility of increasing the size of the text editor in the air. YES- Improves reproductive performance animation (if using slow, it is highly recommended to hide the CLSNs).- And one of the biggest bugs in the history of FF since the first version, the problem is impossible or associate / disassociate a file extension.
im glad i saw this thread. Im a semi-new linux user and while Mugen runs with no problem i cannot run fighter factory. I have wine and have tried running it a few different ways but to no avail. I have looked for a fix elsewhere but i figure you guys might have a better handle on this. Please let me know if theres a way around this or if i have to use my windows box to use fighter factory, thank you in advance
Since this got a bit of a bump recently, for what it's worth, a little question/suggestion:is there any way to include a sort of "what links here" feature so you can check which animation number(s) link to a sprite in the SFF, which states refer an animation number, achich command refer a state, anda way to quickly notice if any of these things isn't being used at all by any of the code?I figure something like this would make it simpler to work if you like to get certain tasks done in one go, then build from there.For example, you first get all your sprites ripped (or get a set of rips online, whatever) and build an SFF from that.By opening the SFF in FFU (well, at least once there's a DEF file to refer to it), the software could list which sprites aren't being used anywhere - so the coder starts building the AIR file with animation referring the sprites marked an unused, until they're all used (for that particular case, I guess the default portrait sprites would be excluded from the list - then again, I guess if some mandatory sprites (for throws and whatnot) aren't in the SFF, there can be a warning about that too).Once all sprites are referred in at least one animation each, the process could repeat, this time to create states that refer those animations. Possibly some default animations like standing or walking wouldn't have to be listed (or that could be optional, or depend on a selectable common1.cns, whatever), so you could code states until all your animations have been given some use.Then the same thing with commands, (once again considering the defaults like walking or crouching, for example).I at least like the layered approach, an in my coding experiments I've found myself checking the files top to bottom to look at this sort of thing, so automating it would be handy IMO.It might not work for all cases - for example, if you like to point to state or animation numbers through math formulas in your code - but if viable with the current code structure it could be useful.My two cents...
> I don't know if anyone else has pointed this out, but there's an apparent problem with the animated GIF button. Whenever I try to use it to make a GIF out of one of my animations, the colors are all messed up, and the transparency is all out of whack, even though I'm sure my palettes are applied to my sprites correctly. I'm not sure if I was using the tool correctly or not, but it's something I use a lot, and I can't upgrade to FFU until this problem is fixed, assuming that's what it is.