The Mugen Fighters Guild

M.U.G.E.N Central => Your Releases, 1.0+ => Topic started by: VirtuallTek on April 04, 2018, 02:43:30 PM

Title: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: VirtuallTek on April 04, 2018, 02:43:30 PM
Fighter Factory Studio released!

After one year of work, 13 years before release of the first edition, we are glad to launch Fighter Factory Studio to the public. This new version is a huge improvement over any previous edition.
Although it lacks some features, it's a solid base to upcoming functions that will be added. As said on previous announcements, we aim to be able to edit every single game asset, on any engine we add support. Fighter Factory was designed to be a character editor, version 3 added support to more formats, but on Studio we extend this to the maximum level.
The reworked code-base is powerful, scalable, extensible and very stable. Everything is ready for big new features like BGs editor on M.U.G.E.N's module and OpenBoR support. There's no limit for what we can do in this edition, and we have plans to extend almost all functions.
Here you can download latest version and older ones as well (including all versions from 1.0 to 3.0), and some important public content in our Blog. All exclusive content will be posted in our Patreon page.

Change log:

M.U.G.E.N.

Changes in 3.5.3

See our post on Patreon or Blog.

Requirements:

Windows (x86):Windows 7 SP1 or greater and Microsoft Visual C++ 2017 Redistributable: https://go.microsoft.com/fwlink/?LinkId=746571 (https://go.microsoft.com/fwlink/?LinkId=746571)
Windows (x64):Windows 7 SP1 or greater and Microsoft Visual C++ 2017 Redistributable: https://go.microsoft.com/fwlink/?LinkId=746572 (https://go.microsoft.com/fwlink/?LinkId=746572).
Linux (64): libGL (OpenGL library) and Wine.
macOS (x64): Sierra 10.12 or greater and Wine Stable.

Download
http://fighterfactory.virtualltek.com (http://fighterfactory.virtualltek.com)

Patreon page
https://www.patreon.com/virtualltek (https://www.patreon.com/virtualltek)

Known issues:

None.

Acknowledgment:

Thanks to everyone supporting our work over all these years. Very special thanks to O Ilusionista and Jesuszilla for testing this, and helping a lot as always. Thank you very much!
Title: Re: Fighter Factory Studio
Post by: President Devon on April 04, 2018, 02:52:22 PM
Much appreciated.
Title: Re: Fighter Factory Studio
Post by: adriano gt on April 04, 2018, 02:52:45 PM
thanks a lot for working and time in this
Title: Re: Fighter Factory Studio
Post by: Evergarden on April 04, 2018, 03:05:19 PM
It's great!
Very appreciated.
Title: Re: Fighter Factory Studio
Post by: cidiego on April 04, 2018, 03:20:18 PM
Thank you sooo much. That means a lot to the MUGEN comunity!
Title: Re: Fighter Factory Studio
Post by: PlasmoidThunder on April 04, 2018, 03:26:26 PM
I'm liking it so far, though a few things caught my attention:
Title: Re: Fighter Factory Studio
Post by: VGames on April 04, 2018, 03:35:39 PM
Awesome man. Will try it out today.
Title: Re: Fighter Factory Studio
Post by: Ramon Garcia on April 04, 2018, 03:37:37 PM
Thank you so much VirtuallTek i will test if now with the new Fighter Factory Studio will be more easy to convert chars to filtered sprites, popularly known as HI-RES, and after i test i will let my opinion here.
And who could support the program in https://www.patreon.com/virtualltek
Title: Re: Fighter Factory Studio
Post by: SlanDome on April 04, 2018, 03:41:16 PM
good program i like that, but i have a problem.
when i click clear on palette it crashed can you fix it?
and also it crashes for no reason.
Title: Re: Fighter Factory Studio
Post by: Thunderbert on April 04, 2018, 03:48:16 PM
Downloaded it and tested it a bit, I'm liking it so far, but there are few problems with it:
Title: Re: Fighter Factory Studio
Post by: TheFclass97 on April 04, 2018, 03:53:11 PM
For some reason, I can't open certain character def files at all. I can open a KFM just fine, but not a character I'm working on.

Edit: Found out why... Its due to the naming of the file. The char I was trying to open had a def file named "C.Viper_REV.def" and it would only open when I got rid of the period between C and Viper. I feel so stupid lel, though that wasn't ever an issue in ff3.

Oh, and I got the same issue that Thunderbert has with the ffs_0 folder.
Title: Re: Fighter Factory Studio
Post by: VirtuallTek on April 04, 2018, 04:34:18 PM
Thanks people.
Bugs are likely to happen, so I'm collecting them and I'll update soon. As now we have 3 versions I can't fix bugs one by one as I need to recompile in 3 platforms and upload.
I'm in the middle of a change but I do not have enough time to finish it, and I'm sick. But don't worry, all bugs will get fixed.

About the resolution issue, the only way to solve it now is to drag the top toolbar to the left or right to give more room. As I promised to release today, I did'n get enough time to finish all details, so I focused on functionality at first.

Thanks!
Title: Re: Fighter Factory Studio
Post by: PlasmoidThunder on April 04, 2018, 05:16:34 PM
Another thing, and it's something that I had an issue with in FF3 and (I think) forgot to mention in the project thread is that there are three buttons in the sound editor that have no icons associated with them (or at least, they don't when using the Ultimate skin), so I imagine quite a few people don't realise they're there.
Title: Re: Fighter Factory Studio + quick fix
Post by: VirtuallTek on April 04, 2018, 05:51:11 PM
Added a quick fix to some bugs people reported here. Thanks to everyone reporting issues!

Another thing, and it's something that I had an issue with in FF3 and (I think) forgot to mention in the project thread is that there are three buttons in the sound editor that have no icons associated with them (or at least, they don't when using the Ultimate skin), so I imagine quite a few people don't realise they're there.
My bad. The Ultimate and Classic iconsets are designed to be used only with Ultimate and Classic presets, respectively. They don't have all icons needed by the Neo preset. I'll fix this in the next minor release. Thanks!

About the other bugs:
1) Palettes -> clear [crash]: can't reproduce.
2) Missing files on ffs_0 folder. Someone can send me a char that has this issue?
3) Don't fit on 768p resolution: I'll finish the scrollbar implementation to solve this.

About the new color on AIR, it's just some sort of revamp, not big deal.

Thanks!
Title: Re: Fighter Factory Studio + quick fix
Post by: AlesRos on April 04, 2018, 06:25:47 PM
Hello Virtual Tek
The sprites import function is not working.
Export is ok. But when I try import the sprites simply do not load in the Sff file. Take a look.

Another thing I also noticed is that when you try to add sprites in PNG format (to an empty sff file), the program gives error and crash.
Looking at these 2 problems I think the problem is related to PNG extension (not the issue of importing itself)

-

Olá Virtual Tek
A função de importar os sprites não está funcionando.
Exportar está ok. Mas na hora de importar os sprites simplesmente não carregam no arquivo Sff. Dá uma olhada.

Outra coisa que também percebi é que quando você tenta adicionar sprites no formato PNG num arquivo sff vazio, o programa dá erro e fecha.
Analisando por esses 2 problemas eu creio que o problema seja relacionado a extensão PNG (e não a questão de importar em si)
Title: Re: Fighter Factory Studio + quick fix
Post by: Just No Point on April 04, 2018, 06:30:01 PM
Haven't had any issues importing sprites with the windows version. I do have to wonder why it's giving me this as an error though:
"You should not be naming this type of block"

example
[State 2OS, Damage Var Delay Reset]

Why not?
Title: Re: Fighter Factory Studio + quick fix
Post by: Jesuszilla on April 04, 2018, 06:37:53 PM
My guess is a regex is expecting a number there, whereas in fact, this is also perfectly valid syntax:

Code:
[State a, b]

Also I noticed it highlights errors when I write “Heavy” as the HitDef type; most flags for hitdefs, it not all, only check for the first letter, so “Hamburger” is also, oddly enough, valid to MUGEN.
Title: Re: Fighter Factory Studio + quick fix
Post by: Just No Point on April 04, 2018, 06:43:36 PM
It's also saying this is an Invalid Block State

[State ]

Some copy pasta code in all HDBZ chars that works just fine.

And where is the button to toggle the right side window in animation and sprite viewer? So I can scroll through the sff and air and reorder them? I found it in Classic where it should but Classic skin doesn't have all the new features.
Title: Re: Fighter Factory Studio + quick fix
Post by: Thunderbert on April 04, 2018, 06:48:56 PM
The quickfix works nicely!
About the 768p problem, I don't think it is a scrollbar problem, it looks more like a boundary problem...
I recorded a quick video showing it
Spoiler: Video (click to see content)

Edit: Just found another bug. If you close all of the cns files, FFS crashes.
Title: Re: Fighter Factory Studio + quick fix
Post by: Afterthought on April 04, 2018, 07:15:31 PM
I have some issues to report as well.

First one, apparently trying to run tests with characters causes an error; constant files don't get read. I'm not sure if this is a naming issue with the constant files themselves, if they should be renamed to match the character, etc.; point being, this was not an issue in FF3. I'm using ZVitor's Bastion as an example.
Spoiler, click to toggle visibilty

Second, trying to create backups upon opening a new project causes FFS to crash. I had enabled it in order to better protect my own WIPs, and I think it's an imperative function to have.
Spoiler, click to toggle visibilty
Spoiler, click to toggle visibilty

Hope to see these fixed soon! Congratulations on the release.
Title: Re: Fighter Factory Studio + quick fix
Post by: PhantomD on April 04, 2018, 07:20:03 PM
I have some issues to report as well.
(https://i.imgur.com/cyZfUSZ.png)
Hope to see these fixed soon! Congratulations on the release.

Im geting that crash too when i open multiple sff files of no particular type.

Also, there are some weird transparency issues going on with certain sprites here and there in a few stages.


and thirdly, (this may be deliberate and not a bug IDK) when i double click an sff file to make it open in ff studio, it doesnt auto open in the appliation like they do in ff3, even though i removed ff3 and made ffx the default app - it just prompts me to ppen a project and makes me go and find the corresponding .def file instead which is a pain in the inner rectal gland area.

other than that it looks cool, feels cool, and look forward to the fixes XD

Title: Re: Fighter Factory Studio + quick fix
Post by: REDHOT on April 04, 2018, 07:22:05 PM
Congratulations on the release!!.
I´ll check it out when I can
Title: Re: Fighter Factory Studio + quick fix
Post by: Just No Point on April 04, 2018, 08:02:48 PM
Another thing I noticed that is inconvenient. For importing from another project you get 2 options. Replace sprites and skip sprites. There is no add as duplicate numbers option. So when I went to import some fx from another WIP and they shared some group numbers I had no way to import without changing them in the source sff
Title: Re: Fighter Factory Studio + quick fix
Post by: C-r-a-v-e-r on April 04, 2018, 08:16:15 PM
I can not do it
(http://mugenshare.com/uploads/d095ef8f43asfdasf.png)
Title: Re: Fighter Factory Studio + quick fix
Post by: Jesuszilla on April 04, 2018, 08:18:34 PM
Did you install the Visual C++ redistributables?
Title: Re: Fighter Factory Studio + quick fix
Post by: C-r-a-v-e-r on April 04, 2018, 08:22:44 PM
yes
Title: Re: Fighter Factory Studio + quick fix
Post by: Jesuszilla on April 04, 2018, 08:27:15 PM
Mind posting that go.microsoft.com link that’s in that box? I’m on mobile and it’s hard to type, want to see if I can help you out.

Also, I have a theory as to why some users are having issues launching MUGEN: I noticed in the previous screenshot that folder names have forward slashes. However, Windows uses backslashes, and I had no problems launching it on Linux, which uses forward slashes, so I suspect it’s a path join problem.
Title: Re: Fighter Factory Studio + quick fix
Post by: SolidZone 26 on April 04, 2018, 08:36:09 PM
I found a bug with Fighter Factory Studio. The "Run the current project in engine..." function isn't working as it's keeps not detecting the cns file of any character I load up. Example:

Error message: Can't read file: Constants.cns
Error loading chars/ffs_0/ffs_0.def
Error loading p1

Fighter Factory 3 doesn't have this issue and runs it fine. The cns file is spelled correctly and it's in the character's files. This makes it difficult for me to play test a character without having to run the engine itself. Do you know what's causing this?
Title: Re: Fighter Factory Studio + quick fix
Post by: C-r-a-v-e-r on April 04, 2018, 08:37:18 PM
not really
(http://mugenshare.com/uploads/1e0742ee67aaaa.png)
Title: Re: Fighter Factory Studio + quick fix
Post by: Jesuszilla on April 04, 2018, 08:42:16 PM
Scroll down in the error window. Are there anymore links beyond the first?
Title: Re: Fighter Factory Studio + quick fix
Post by: C-r-a-v-e-r on April 04, 2018, 08:51:20 PM
more is not there

(http://mugenshare.com/uploads/af623a179adasfsdgesrg.png)
Title: Re: Fighter Factory Studio + quick fix
Post by: Thunderbert on April 04, 2018, 09:03:25 PM
Just a funny thing:
Because the name of the executale is "ffx.exe", Discord detects it as Final Fantasy X and sets your status to "Playing Final Fantasy X", lol
I renamed it to "ffs.exe" here to avoid that xD
Title: Re: Fighter Factory Studio + quick fix
Post by: Shin DANZEY on April 04, 2018, 09:17:45 PM
ONE thing to say: BEAUTIFUL!!!!
respect!  :thumbsup:
Title: Re: Fighter Factory Studio + quick fix
Post by: altoiddealer on April 04, 2018, 09:54:24 PM
When I open my character in FF3, it shows the green checkmark for No Errors Found

When I open my character in FFX, it shows a red X and 13 errors.

2 things:
1. Double clicking an error to jump to it only works if the relevant .CNS tab is currently active. IF possible, it would be great if FFX could also jump to the correct .CNS tab :)  I do see that it shows the tab # next to the error, which does help though.

2. Reviewing the reported errors against the MUGEN documentation, some of the errors are valid, and some are not.

Spoiler: Not Actually Errors (click to see content)
Spoiler: Actual Errors, which were overlooked in FF3 (click to see content)

Oddly, when I fixed the error pertaining to PosFreeze (changing 'y = 0' to 'value = 0'), a number of other errors suddenly appeared which seemed bugged.  When I saved and re-opened my project, they disappeared.


I am also experiencing the same error reported by SolidZone
I found a bug with Fighter Factory Studio. The "Run the current project in engine..." function isn't working as it's keeps not detecting the cns file of any character I load up. Example:

Error message: Can't read file: Constants.cns
Error loading chars/ffs_0/ffs_0.def
Error loading p1

Fighter Factory 3 doesn't have this issue and runs it fine. The cns file is spelled correctly and it's in the character's files. This makes it difficult for me to play test a character without having to run the engine itself. Do you know what's causing this?
Title: Re: Fighter Factory Studio + quick fix
Post by: Retro Respecter on April 04, 2018, 11:04:23 PM
I am downloading this right now.
Title: Re: Fighter Factory Studio + quick fix
Post by: -Whiplash- on April 04, 2018, 11:07:04 PM
I found a bug with Fighter Factory Studio. The "Run the current project in engine..." function isn't working as it's keeps not detecting the cns file of any character I load up. Example:

Error message: Can't read file: Constants.cns
Error loading chars/ffs_0/ffs_0.def
Error loading p1

Fighter Factory 3 doesn't have this issue and runs it fine. The cns file is spelled correctly and it's in the character's files. This makes it difficult for me to play test a character without having to run the engine itself. Do you know what's causing this?

I'm getting this same error too.

The files do work, I've tested them in mugen. But for some reason they don't work when loading through FFX.

Also, I wanted to ask, can I set the game to load in Simul? that would be really helpful.
Title: Re: Fighter Factory Studio + quick fix
Post by: PlasmoidThunder on April 04, 2018, 11:53:11 PM
@C-R-A-V-E-R:
Try installing the 2015 Visual C++ redists. We had someone in our Discord who couldn't run Studio and it seems installing those fixed it.
Title: Re: Fighter Factory Studio + quick fix
Post by: jade_midori on April 05, 2018, 12:30:53 AM
Minor question, do you guys still have an option to change the colors of CLSN1/2Default ?
Title: Re: Fighter Factory Studio + quick fix
Post by: DroMKDT on April 05, 2018, 03:21:29 AM
omg, been waiting for this for a lot of time!!!
many thanks and love, virtualltek. and good luck fixing some bugs. ;D
Title: Re: Fighter Factory Studio + quick fix
Post by: ❤ Yue ❤ on April 05, 2018, 03:41:46 AM
Im getting a similar if not the same error as some here regarding running chars via Engine (testing them) from FFS.

(https://i.imgur.com/yT6rDCT.png)

It worked on the first char i tested but when i tried another one i error, no matter how many times i try. The char works 100% fine in the actual game but not when run via FFS.
Title: Re: Fighter Factory Studio + quick fix
Post by: jenngra505 on April 05, 2018, 04:36:43 AM
I actually had a rare glitch of characters not running back in Fighter Factory 3 and I found out it was caused by how the .def was ordered. This bug in the new Fighter Factory might also have to do with .def ordering.
Title: Re: Fighter Factory Studio + quick fix
Post by: Thunderbert on April 05, 2018, 05:11:27 AM
A bit more about the ffs_0 folder problem.
On the character I'm testing, it only copies the last cns in the [Files]...
So, it doesn't matter how I order the files, only the last cns will be copied to the temporary ffs_0 folder.
Title: Re: Fighter Factory Studio + quick fix
Post by: VirtuallTek on April 05, 2018, 06:06:11 AM
Fixed all bugs people reported here.

All bugs related to sprites and palettes comes from the same bug, so I fixed one and all other issues are gone. I'm finishing the fix and will release a patch soon. In the end of the week I will release the full version 3.5.1, with all bug fixes and more adjustments.

Also I noticed it highlights errors when I write “Heavy” as the HitDef type; most flags for hitdefs, it not all, only check for the first letter, so “Hamburger” is also, oddly enough, valid to MUGEN.
FFS will highlight as error everything that's not listed on Mugen docs. If Elecbyte cames back and fix their parser, all "Hamburguer chars" will not work. We know this never will happen, but you got the idea.

When I open my character in FF3, it shows the green checkmark for No Errors Found

When I open my character in FFX, it shows a red X and 13 errors.

2 things:
1. Double clicking an error to jump to it only works if the relevant .CNS tab is currently active. IF possible, it would be great if FFX could also jump to the correct .CNS tab :)  I do see that it shows the tab # next to the error, which does help though.

2. Reviewing the reported errors against the MUGEN documentation, some of the errors are valid, and some are not.

Spoiler: Not Actually Errors (click to see content)
Spoiler: Actual Errors, which were overlooked in FF3 (click to see content)

Oddly, when I fixed the error pertaining to PosFreeze (changing 'y = 0' to 'value = 0'), a number of other errors suddenly appeared which seemed bugged.  When I saved and re-opened my project, they disappeared.


I am also experiencing the same error reported by SolidZone
I found a bug with Fighter Factory Studio. The "Run the current project in engine..." function isn't working as it's keeps not detecting the cns file of any character I load up. Example:

Error message: Can't read file: Constants.cns
Error loading chars/ffs_0/ffs_0.def
Error loading p1

Fighter Factory 3 doesn't have this issue and runs it fine. The cns file is spelled correctly and it's in the character's files. This makes it difficult for me to play test a character without having to run the engine itself. Do you know what's causing this?
Thanks, I will check these.

Minor question, do you guys still have an option to change the colors of CLSN1/2Default ?
At this time no, FFS can support multiple engines so a more generic, engine-independent way of doing things is needed.

I can not do it
(http://mugenshare.com/uploads/d095ef8f43asfdasf.png)
Send me the .mdmp file.

Another thing I noticed that is inconvenient. For importing from another project you get 2 options. Replace sprites and skip sprites. There is no add as duplicate numbers option. So when I went to import some fx from another WIP and they shared some group numbers I had no way to import without changing them in the source sff
Do you want to import with same group/index number?

Thanks!
Title: Re: Fighter Factory Studio + quick fix
Post by: Just No Point on April 05, 2018, 06:12:27 AM
Quote
Do you want to import with same group/index number?
Yes I do. Thank you!

Also, did I miss the button that toggles the right side window options? The one that changes things so we can sort and scroll through sff, air, and snd files? I couldn't find the button on the Neo default template. I had to go to Classic. But Classic hides a ton of other features.
Title: Re: Fighter Factory Studio + quick fix
Post by: VirtuallTek on April 05, 2018, 06:43:15 AM
Quote
Do you want to import with same group/index number?
Yes I do. Thank you!

Also, did I miss the button that toggles the right side window options? The one that changes things so we can sort and scroll through sff, air, and snd files? I couldn't find the button on the Neo default template. I had to go to Classic. But Classic hides a ton of other features.
OK, I will add this option in the version 3.5.1.

About the organizer, on Neo it's on the editor's toolbar. It's the blue icon with two arrows pointing to opposite directions, or under View Menu -> Organizer.

I will change Qt version to 5.6 on Windows x86 in the next version, so XP support will be back.

UPDATE: BIG FIX added on first post, it solves almost all bugs.

Thanks!
Title: Re: Fighter Factory Studio + BIG FIX
Post by: AlesRos on April 05, 2018, 08:13:43 AM
Another problem I saw here was with adding sprites automatically (through the file name itself)
The option works normally when only 1 sprite is added. So if you load a file with the name "5.1" it will put the sprite in group 5 and in index 1 (as it should be)
But when you add more than one sprite at a time the program simply put all the sprites in the same group. I believe the correct would be to detect file by file. If you add the following files "1.0", "20.1", "50.2" at one time, it would add all I their respective groups and index or I'am wrong?

-

Outro problema que vi aqui foi com relação a adicionar sprites de modo automático (através do próprio nome do arquivo)
A opção funciona normalmente quando é adicionado apenas 1 sprite. Então se você carregar um arquivo com o nome de "5,1" ele vai colocar o sprite no grupo 5 e no index 1 (como deve ser)
Mas quando você adiciona mais de um sprite de uma só vez o programa simplesmente joga todos os sprites no mesmo grupo. Creio que o correto seria ele detectar arquivo por arquivo. Se você adicionar os seguintes arquivos "1,0","20,1", "50,2" de uma vez só, ele adicionaria todos eu seus respectivos grupos e index. Ou estou errado?

obs: Não baixei o update ainda. Talvez já tenha sido corrigido. Vou testar agora.
Title: Re: Fighter Factory Studio + BIG FIX
Post by: Tungsten Rod on April 05, 2018, 12:38:15 PM
I can't export/save images from the thumbnails tab on the Animations Screen, independent of extension.
It works fine when i export from the Sprites Screen.

I'm new to FF, i just liked the feature in FF3 to get animations into external programs.

I'm on Win7 SP1 64bit. Got the "BIG fix".
Title: Re: Fighter Factory Studio + BIG FIX
Post by: SolidZone 26 on April 05, 2018, 12:51:22 PM
Thanks for the fix regarding the "Run the current project in engine...". Now I can test characters before putting them in my roster. However, I've been encountering a crashing issue with the program. If you have 3 characters open, try to close 2 character tabs while in sprites, states, command, or sound and then view the animation of the 3rd character, the program will stop working and crash. Losing any work or edits if you haven't saved. I did this by accident the first time and I intentionally replicated it using the same method 10 times. I hope version 3.5.1 will fix this bug.
Title: Re: Fighter Factory Studio + BIG FIX
Post by: Thunderbert on April 05, 2018, 01:21:49 PM
The new fix seems to be working great! ^^
From the problems I related here, I think the only one left is the resolution problem.
I'll keep testing it when I get back home (so I can use my 1080p monitor xD)
Great work so far, VirtuallTek o/
Title: Re: Fighter Factory Studio + BIG FIX
Post by: VirtuallTek on April 05, 2018, 01:48:38 PM
Another problem I saw here was with adding sprites automatically (through the file name itself)
The option works normally when only 1 sprite is added. So if you load a file with the name "5.1" it will put the sprite in group 5 and in index 1 (as it should be)
But when you add more than one sprite at a time the program simply put all the sprites in the same group. I believe the correct would be to detect file by file. If you add the following files "1.0", "20.1", "50.2" at one time, it would add all I their respective groups and index or I'am wrong?
OK, I will check this too.

I can't export/save images from the thumbnails tab on the Animations Screen, independent of extension.
It works fine when i export from the Sprites Screen.
OK, thanks for reporting this.

Thanks for the fix regarding the "Run the current project in engine...". Now I can test characters before putting them in my roster. However, I've been encountering a crashing issue with the program. If you have 3 characters open, try to close 2 character tabs while in sprites, states, command, or sound and then view the animation of the 3rd character, the program will stop working and crash. Losing any work or edits if you haven't saved. I did this by accident the first time and I intentionally replicated it using the same method 10 times. I hope version 3.5.1 will fix this bug.
Checking this, thanks!

The new fix seems to be working great! ^^
From the problems I related here, I think the only one left is the resolution problem.
I'll keep testing it when I get back home (so I can use my 1080p monitor xD)
Great work so far, VirtuallTek o/
Yes, this will require scroll support on the left panel, so window dimensions will not be pushed outside screen boundaries.

---------------------------------------------------------------------------------------------------------------------------------------------------

Another thing, someone said about opening single file on FFS as argument. This is not supported yet, neither file association.

Thanks!
Title: Re: Fighter Factory Studio + BIG FIX
Post by: Nexus Games on April 05, 2018, 02:18:28 PM
it's not a big deal but when i am using ff3 i am used to clicking on the numbers in the organizer and it would take me straight to the sprite, animation, or sound but i can't do that it was easier then scrolling through the scroll bar to the left it would be cool if you added that in thank you :)

it works when i add a code in states where i code.

when ever i finish a character and i press the x button next to the characters name the whole fighter factory crashes and close out
Title: Re: Fighter Factory Studio + BIG FIX
Post by: PlasmoidThunder on April 05, 2018, 03:23:31 PM
Having a SelfState in the .cmd causes Studio to think "value" isn't a valid parameter for the controller. Studio also doesn't recognise "velocity" as a valid parameter for Explods, despite Kung Fu Man's wood block using it perfectly fine.
Title: Re: Fighter Factory Studio + BIG FIX
Post by: Mhoker on April 05, 2018, 09:21:58 PM
Thanks for the BIG FIX for Windows users.

Its solve a lot of problems.
Title: Re: Fighter Factory Studio + BIG FIX
Post by: Mhoker on April 05, 2018, 10:02:48 PM
I see a error in my Command.cmd that says "Unknown type 'hitoverride' for this block."

Maybe im wrong in something?

Code:
[State -1, Standing Parry]
type = HitOverride
trigger1 = !AIlevel
trigger1 = roundstate = 2 && (statetype = S || stateno = 5120)
trigger1 = command = "fwd" && command != "back" && command != "up" && command != "down"
trigger1 = ctrl || (stateno = [700, 701]) || stateno = 5120
trigger1 = var(21) := 1
attr = SA, AA, AP
stateno = 700
slot = 0
time = 8
Title: Re: Fighter Factory Studio + BIG FIX
Post by: elocomon on April 06, 2018, 03:38:10 AM
Excelent!

Here's my backup:

windows 64 bits:

- cannot save an edit project
- if adding a rgb image without transparency, it cuts to half the image and put a black block instead.
- it crash after trying to "save as" the sff file

- in the palette edit screen, if open a rgb image without transparency doesn't generate that image palette anymore
- don't have the palette organizer :(

 

Title: Re: Fighter Factory Studio + BIG FIX 2
Post by: VirtuallTek on April 06, 2018, 04:46:00 AM
BIG FIX 2 on first post. It solves all bugs people reported if I not forgot something.

- cannot save an edit project
???

- if adding a rgb image without transparency, it cuts to half the image and put a black block instead.
Fixed.

- it crash after trying to "save as" the sff file
Can't reproduce. Do you have a sample SFF that crashes?

- in the palette edit screen, if open a rgb image without transparency doesn't generate that image palette anymore
Yes. You should click on Optimized if you want one.

- don't have the palette organizer :(
Will be added in future versions.

Thanks!
Title: Re: Fighter Factory Studio + BIG FIX 2
Post by: Thunderbert on April 06, 2018, 05:05:24 AM
Oh!
This new fix works great for me!
I'll let you know if I find any other problem or bug.
For now, great work, VirtuallTek! ^^
Title: Re: Fighter Factory Studio + BIG FIX 2
Post by: VirtuallTek on April 06, 2018, 05:41:21 AM
Thank you too. Now it's close to the state which should have been since the launch. Everything is a matter of time.
I apologize for the huge amount of issues, I didn't had enough time to finish before April 4th, but no problem. The next minor build (3.5.1) is coming to save the world :D.

Very special thanks to everyone reporting bugs, this way we can fix them all lightning fast.
Title: Re: Fighter Factory Studio + BIG FIX 2
Post by: SolidZone 26 on April 06, 2018, 06:23:52 AM
Just tested the new fixes. I think the crashing is delayed, but I still occasionally get them from time to time. Now it crashes when closing 4 character tabs while in sprites, states, command, or sound and then trying to view the animations of the 5th character. If it doesn't that time, then onwards. I should also mention if you are already on animations instead when closing character tabs and then switch to states, the program will crash that way too. I have so many crash logs on my computer and I don't understand why the program keeps doing this. Right now in my opinion, the program is great for testing finished characters but not so much for making/editing them in it.
Title: Re: Fighter Factory Studio + BIG FIX 2
Post by: M206 on April 06, 2018, 07:58:18 AM
thanks for the new release!!

i've a question. if i add/modify a sprite and then save SFF, it says it find 50 errors and i've to fix them before save.

in the old FF3 this message's never appeared (in fact i'm still using ff3 right now).

since i have more than 2700 sprites to check, is there a way to know at least which sprites has "errors", so i can try to fix them?

thanks in advance. ;) ;)
Title: Re: Fighter Factory Studio + BIG FIX 2
Post by: PlasmoidThunder on April 06, 2018, 04:25:44 PM
Sound navigation seems even slower, as you have to wait for the waveform to load before the correct sound plays, which can take a second or two. Playing a sound before the waveform has loaded plays the previously loaded sound before getting cut off by the currently loaded sound.
Title: Re: Fighter Factory Studio + BIG FIX 2
Post by: alissonrr on April 06, 2018, 04:32:22 PM
Thank you, great release!!
Title: Re: Fighter Factory Studio + BIG FIX 2
Post by: NDSilva on April 06, 2018, 11:11:42 PM
Wow, the new tools and improvements look really awesome.

But I got a serious problem while testing a project of mine: sometimes when opening a stage, I eventually closed FFS and opened it up again, and then noticed my original stage files were deleted. For sure this happened a couple of times, as I had been recovering the stage using a backup folder. Not sure if the crashes regarding the sprite editor are also related to that;
Edit: maybe it's related to a engine directory bug? I just noticed there are new copies of the stage .sff file in the folders listed for the "Run the project in engine..." function. Still, the original files were completely gone;

Nonetheless, thank you guys for the updates. This looks promising! :2thumbsup:
Title: Re: Fighter Factory Studio + BIG FIX 2
Post by: VirtuallTek on April 07, 2018, 05:20:52 AM
Just tested the new fixes. I think the crashing is delayed, but I still occasionally get them from time to time. Now it crashes when closing 4 character tabs while in sprites, states, command, or sound and then trying to view the animations of the 5th character. If it doesn't that time, then onwards. I should also mention if you are already on animations instead when closing character tabs and then switch to states, the program will crash that way too. I have so many crash logs on my computer and I don't understand why the program keeps doing this. Right now in my opinion, the program is great for testing finished characters but not so much for making/editing them in it.
Fixed all possible cases that can lead to all crashes you're having after closing tabs and switching to another editor. Thanks!
EDIT: I successfully reproduced everything you said, and fixed all issues.

thanks for the new release!!

i've a question. if i add/modify a sprite and then save SFF, it says it find 50 errors and i've to fix them before save.

in the old FF3 this message's never appeared (in fact i'm still using ff3 right now).

since i have more than 2700 sprites to check, is there a way to know at least which sprites has "errors", so i can try to fix them?

thanks in advance. ;) ;)

This was made to avoid user mistakes, as two sprites with same group/index are useless as they can't be referenced, and corrupted ones can crash Mugen. To see the error click at the red icon on status bar. In the window that opens, double click the error/warning, FF will go to the affected sprite and you can fix the problem.

Sound navigation seems even slower, as you have to wait for the waveform to load before the correct sound plays, which can take a second or two. Playing a sound before the waveform has loaded plays the previously loaded sound before getting cut off by the currently loaded sound.
Hell yeah. I optimized the wave code, so it will be a lot faster in the next version.

Wow, the new tools and improvements look really awesome.

But I got a serious problem while testing a project of mine: sometimes when opening a stage, I eventually closed FFS and opened it up again, and then noticed my original stage files were deleted. For sure this happened a couple of times, as I had been recovering the stage using a backup folder. Not sure if the crashes regarding the sprite editor are also related to that;
Edit: maybe it's related to a engine directory bug? I just noticed there are new copies of the stage .sff file in the folders listed for the "Run the project in engine..." function. Still, the original files were completely gone;

Nonetheless, thank you guys for the updates. This looks promising! :2thumbsup:
I'm checking this right now.
EDIT: You're opening the stage from the Mugen's stage folder, right? Fixed this case.

Thanks!
Title: Re: Fighter Factory Studio + BIG FIX 2
Post by: AVPboy on April 07, 2018, 05:49:40 AM
I am so thankful for this... but i cannot recommend not even for just one second to use sendspace.
Title: Re: Fighter Factory Studio + BIG FIX 2
Post by: OldGamer on April 07, 2018, 04:05:33 PM
Im sorry but Im not very happy with this new change.... specially for Creator that make mugen stages and screen packs
I mean why did you guys removed the Position Guide Arrow ?
Im talking about this here
(https://i.imgur.com/fKuD33A.png)
Title: Re: Fighter Factory Studio + BIG FIX 2
Post by: Ramon Garcia on April 07, 2018, 04:36:49 PM
Hi VirtuallTek congratulations for the new program, i'm doing tests to convert chars to HI-RES and i see that is missing some important things to convert chars to HI-RES if you add this in the Fighter Factory Studio will let the entire process much more fast see:

1-The option of change the Canvas size of many groups of sprites at the same time ( like you do with the command 'Resize' ) and the option of choose only the groups of sprites that i want change the ''Canvas'' and in the command ''Resize'' too.

2-When possible please add the filter 'XBR 4x' and 'XBRz 4x' in command ''Resize'', this 2 filters is free and is the best that i found until now in the program called 'ImageResizer-r133.exe' for mugen chars.
link of program 'ImageResizer-r133.exe' to you use this two filters in Fighter Factory Studio: http://www.mediafire.com/file/m9ve32gxxsx27rs/

3-And in the 'Image editor' is missing the options of:
'File/open from/Current group'
NEED TO ADD THIS OPTION WILL BE VERY USEFUL 'File/open from/All groups'
NEED TO ADD THIS OPTION WILL BE VERY USEFUL ''File/open from/Select groups'
'File/Save'
'File/Save as/Layers as sprites'
'File/Image/Properties'
NEED TO ADD THIS OPTION WILL BE VERY USEFUL 'File/Image/Properties/All groups'
NEED TO ADD THIS OPTION WILL BE VERY USEFUL 'File/Image/Properties/Select groups'
And when possible leave the other options of the 'Image editor' just as before in Fighter factory 3.

4-And this is not really necessary but if was easy and possible add the command of program 'Doubls_Clsn_Size' link: http://www.mediafire.com/file/qkjbt5ndg1f62bx/
Because when we convert char to HI-RES we need convert the file '.air' of char 2x times in this program, and if this option be avaible in the program will be cool, but do this only if was easy because this part is not really necessary and is easy to do, if this option was not in the fighter factory studio ok.

And offcurse who could support / encourage he in: https://www.patreon.com/virtualltek because he deserve the best for bring and share to us this amazing engine.

AND VirtuallTek IF YOU MAKE THIS GENTILE FOR ME AND THE FANS OF MUGEN, AND THE COMMANDS AND OPTIONS WORK, SEND ME A PRIVATE MESSAGE WITH YOUR ACCOUNT NUMBER OF BRAZIL TO I DEPOSIT / TRANSFER A VALUE AND GIVE YOU SUPPORT / ENCOURAGE FOR YOUR GENTILE.
Title: Re: Fighter Factory Studio + BIG FIX 2
Post by: REDHOT on April 07, 2018, 05:08:47 PM
Im sorry but Im not very happy with this new change.... specially for Creator that make mugen stages and screen packs
I mean why did you guys removed the Position Guide Arrow ?
Im talking about this here
(https://i.imgur.com/fKuD33A.png)

You can see that if you put the Classic interface... but in this new interface it´s true.. it´s hide somewhere
Title: Re: Fighter Factory Studio + BIG FIX 2
Post by: OldGamer on April 07, 2018, 05:40:10 PM
Im sorry but Im not very happy with this new change.... specially for Creator that make mugen stages and screen packs
I mean why did you guys removed the Position Guide Arrow ?
Im talking about this here
(https://i.imgur.com/fKuD33A.png)

You can see that if you put the Classic interface... but in this new interface it´s true.. it´s hide somewhere
I just rather stick with Fighter Factory 3.0.1 and the FF classic. also took me very very very long time to find it but I found it
(https://i.imgur.com/8ZlVbgj.png)

also the program keep crashing when you try to mess with the menus and also this happen when you close the program. its keep crashing...
(https://i.imgur.com/M7THwUV.png)
Title: Re: Fighter Factory Studio + BIG FIX 2
Post by: Jesuszilla on April 07, 2018, 07:55:01 PM
DPI scaling on Linux seems to have no effect. I tried 0.5 all the way up to 10 and I saw no differences.

Sound preview cuts off for some sounds in Linux (sound 2,1 in cvsfelicia I sent you is a good example) and it's slower than last time. If you need me to record a video, let me know.
Title: Re: Fighter Factory Studio + BIG FIX 2
Post by: VirtuallTek on April 07, 2018, 08:43:32 PM
also the program keep crashing when you try to mess with the menus and also this happen when you close the program. its keep crashing...
(https://i.imgur.com/M7THwUV.png)
I need to know exactly what you do in the "menus" to make it crash.

DPI scaling on Linux seems to have no effect. I tried 0.5 all the way up to 10 and I saw no differences.

Sound preview cuts off for some sounds in Linux (sound 2,1 in cvsfelicia I sent you is a good example) and it's slower than last time. If you need me to record a video, let me know.
Do you restarted FF after changing DPI scaling? It only takes effect on fresh launch.  It changes the environment variable we talked in private just like export does, so should work. For me it works, but I will double check this.

I optimized the wave viewer (in future versions will be an editor), it's a lot faster on 3.5.1. About sound cut, I will check. It cuts off in all sounds on macOS, for sure is a Qt bug, so likely I will need to replace Qt sound output by some other one that works.

Thanks!
Title: Re: Fighter Factory Studio + BIG FIX 2
Post by: Jesuszilla on April 07, 2018, 08:58:08 PM
Yes, I restarted after each time I changed the DPI scale.
Title: Re: Fighter Factory Studio + BIG FIX 2
Post by: VirtuallTek on April 07, 2018, 09:06:53 PM
Yes, I restarted after each time I changed the DPI scale.
Stupid question, but do you unchecked the Automatic checkbox?
Title: Re: Fighter Factory Studio + BIG FIX 2
Post by: Jesuszilla on April 07, 2018, 09:41:10 PM
Yep.
Title: Re: Fighter Factory Studio + BIG FIX 2
Post by: PlasmoidThunder on April 07, 2018, 11:08:20 PM
@OldGamer:
Options -> Interface -> Preset: Classic

Fighter Factory 3 uses the Classic interface by default, Studio does not. All you have to do is change it.
Title: Re: Fighter Factory Studio + BIG FIX 2
Post by: Jesuszilla on April 07, 2018, 11:31:07 PM
If you want a mixture of interfaces, you can modify the .lua files in the presets folder, I think. Take a look at them to figure out which buttons need to be added (until the documentation updates to include that information).
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: VirtuallTek on April 07, 2018, 11:51:48 PM
Version 3.5.1 is online. I will continue releasing patches if necessary until the next major or minor build.

Thank you very much!
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: Jesuszilla on April 08, 2018, 12:13:03 AM
Can confirm the sound player is better at least on Linux! There's still the odd DPI issue, though. Syntax highlighter no longer picks up "Heavy" as an issue for AnimType, however it still shows in the error list.

BindToTarget says it expects 3 parameters, but got 2; however it does have a default for the 3rd parameter which is Foot IIRC.

For SuperPause, it says it expects 2 parameters for sound, however this is completely valid:
Code:
sound = -1

For a StateDef, it says this is invalid:
Code:
;----------------------------------------------------------------------------------
; DEAD SAND
[Statedef 1106]
type = ScreenBound
movetype = AssertSpecial
physics = Null
ctrl = 0
anim = 1

[State 1106, DestroySelf]
type = DestroySelf
trigger1 = !Time

Yet once again, thanks to MUGEN's busted parser, it is valid (I do this just to mess with people lol).

It also says "Unknown parameter potarget" when I do this:
Code:
[State 147, BindToTarget]
type = BindToTarget
triggerall = NumTarget
triggerall = Time <= 1
trigger1 = Target, StateNo = 148
pos = 0,(target, Const(Size.head.pos.y)-7)
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: felineki on April 08, 2018, 12:24:34 AM
(https://i.gyazo.com/e570c7fb5bcf9f40cc9fea535338153c.png)
When attempting to run FF, I get this Windows message, which I am able to dismiss and that lets FF open. However it then crashes when the file browser appears after selecting "Open."
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: Jesuszilla on April 08, 2018, 12:29:28 AM
I might know what that is, and it's not a pretty solution for VirtuallTek: you need to sign your code.

I say it's not pretty because the only way to do that is to buy what's called a code-signing certificate. The cheapest I know of is from DigiCert. The reason I know this is because we had to get around that Smartscreen crap for Windows 8 at work and that was how we managed to solve that for our customer, because Smartscreen and Norton go apeshit if your code isn't signed.

If you want, I can donate the cost to you because it's important to have as a Windows dev these days. Yes, it's total bullshit, I agree, but... we have to do it.

EDIT: Could try this, too https://www.globalsign.com/en/code-signing-certificate/code-signing-tool/
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: VirtuallTek on April 08, 2018, 12:56:20 AM
Can confirm the sound player is better at least on Linux! There's still the odd DPI issue, though. Syntax highlighter no longer picks up "Heavy" as an issue for AnimType, however it still shows in the error list.

BindToTarget says it expects 3 parameters, but got 2; however it does have a default for the 3rd parameter which is Foot IIRC.

For SuperPause, it says it expects 2 parameters for sound, however this is completely valid:
Code:
sound = -1

For a StateDef, it says this is invalid:
Code:
;----------------------------------------------------------------------------------
; DEAD SAND
[Statedef 1106]
type = ScreenBound
movetype = AssertSpecial
physics = Null
ctrl = 0
anim = 1

[State 1106, DestroySelf]
type = DestroySelf
trigger1 = !Time

Yet once again, thanks to MUGEN's busted parser, it is valid (I do this just to mess with people lol).

It also says "Unknown parameter potarget" when I do this:
Code:
[State 147, BindToTarget]
type = BindToTarget
triggerall = NumTarget
triggerall = Time <= 1
trigger1 = Target, StateNo = 148
pos = 0,(target, Const(Size.head.pos.y)-7)
OK, I will check these errors.
About the State inside StateDef, you're hacking the buggy Mugen parser. As I said before, Elecbyte will not fix their mess, but people can, still, write code that is guaranteed to work in any situation following the docs.
EDIT: On Studio is a matter of standard, right code, not valid code exploiting bugs.
If we want to mimic Mugen bugs, I'll disable all syntax checks :D

I might know what that is, and it's not a pretty solution for VirtuallTek: you need to sign your code.

I say it's not pretty because the only way to do that is to buy what's called a code-signing certificate. The cheapest I know of is from DigiCert. The reason I know this is because we had to get around that Smartscreen crap for Windows 8 at work and that was how we managed to solve that for our customer, because Smartscreen and Norton go apeshit if your code isn't signed.

If you want, I can donate the cost to you because it's important to have as a Windows dev these days. Yes, it's total bullshit, I agree, but... we have to do it.

EDIT: Could try this, too https://www.globalsign.com/en/code-signing-certificate/code-signing-tool/
But, this happened because he downloaded using Internet Explorer or Edge right? The easiest fix is to download using another browser to bypass SmartScreen filter, no?

Thanks!
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: felineki on April 08, 2018, 01:16:35 AM
I downloaded FF with Chrome. Anyway I disabled SmartScreen, but am now getting this error instead:
(https://i.gyazo.com/633cb1e7d907366503ef0d5bac1f8e51.png)
And it still crashes when trying to load the Open window.
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: Thunderbert on April 08, 2018, 01:26:43 AM
Nice release, VT!
Navigating through sounds is much better now.
Also, the guy with the SmartScreen problem... That is weird, I'm on Windows 10 and I have no problem with the SmartScreen or any security problem...
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: VirtuallTek on April 08, 2018, 01:28:51 AM
I downloaded FF with Chrome. Anyway I disabled SmartScreen, but am now getting this error instead:
(https://i.gyazo.com/633cb1e7d907366503ef0d5bac1f8e51.png)
And it still crashes when trying to load the Open window.
Right-click the executable and uncked the "block:" checkbox (or something similar).  Try running on another folder, drive.
If the crash window points to some crash dump file, send it to me.

I will see the code signing options for next releases.

Thanks!
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: PlasmoidThunder on April 08, 2018, 02:03:36 AM
Sound editor is much better, thank you.

Wouldn't be me if I wasn't posting about bugs I just found, so...
-Studio crashes if you attempt to close a project when nothing's open; the button is usually greyed out, but becomes available if you open the options menu and hit apply.
-M.U.G.E.N setups defined in the options menu don't appear to get written to a saved config file.
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: O Ilusionista on April 08, 2018, 02:09:22 AM
Quote
-Studio crashes if you attempt to close a project when nothing's open;
Strange, this was already fixed while in the beta testing phase...
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: Jesuszilla on April 08, 2018, 04:07:28 PM
Monokai color set isn't in the Mac release. Also, on the subject of Mac, is it possible to store the settings in ~/Library/Preferences/ like other apps? It's kind of annoying how settings get overwritten with each update.

EDIT: One of the sprites in KFM's stage doesn't display correctly:
(http://storage2.static.itmages.com/i/18/0408/h_1523204590_9874812_b73ab91a0e.png)
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: SlanDome on April 09, 2018, 01:30:20 AM
thanks for the update but i have a another feedback when i click new on the sprites tab and add 6 sprites on my new character it crashed can you fix it plz.

(http://i68.tinypic.com/2luqw55.jpg)

Spoiler, click to toggle visibilty
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: SlanDome on April 09, 2018, 02:00:51 AM
hi SlanDome here again this is definitely not a feedback,
when i clicked save it shows this.
(http://i63.tinypic.com/23hkns8.png)
can someone please help me.
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: QuickFist on April 09, 2018, 03:50:50 AM
Hey, VirtualTek, thanks a lot for the new FF. I really like it so far. But something that would be very useful is to be able to open a sff, or snd, air, etc without creating a new project. I do Color separations and work with just the sff, so it's really annoying to be forced to open a new project just to open the sff, and then being forced to save every file every time I save the sff.
Thanks
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: AlesRos on April 09, 2018, 04:31:53 AM
I'm glad the bugs were fixed! Good job!

I'm having one more problem here that it's about saving the SFF file.
I think it's something related to PNG file .... after I add them and try to save, it gives this error message:

(https://i.imgur.com/LattB3A.jpg)

Am I doing something wrong? This happens after the sprites are converted in Image Resizer. This only happens in this new Fighter Factory

-

Estou feliz que os erros foram corrigidos! Bom trabalho!

Estou tendo mais um problema aqui que é salvar o arquivo SFF.
Eu acho que é algo relacionado ao arquivo PNG.... depois que eu adiciono e tento salvar, ele dá essa mensagem de erro acima.

Estou fazendo algo errado? Isso acontece depois que os sprites são convertidos no Image Resizer. Isso só acontece nesse novo Fighter Factory.
Title: Re: Fighter Factory Studio + BIG FIX 2
Post by: M206 on April 09, 2018, 08:08:20 AM
Quote

thanks for the new release!!

i've a question. if i add/modify a sprite and then save SFF, it says it find 50 errors and i've to fix them before save.

in the old FF3 this message's never appeared (in fact i'm still using ff3 right now).

since i have more than 2700 sprites to check, is there a way to know at least which sprites has "errors", so i can try to fix them?

thanks in advance. ;) ;)

This was made to avoid user mistakes, as two sprites with same group/index are useless as they can't be referenced, and corrupted ones can crash Mugen. To see the error click at the red icon on status bar. In the window that opens, double click the error/warning, FF will go to the affected sprite and you can fix the problem.


ok, i saw the red icon, here you are the message appeared:

(http://i.imgur.com/wDJ7vhW.png) (https://imgur.com/wDJ7vhW)

what kind of error are these? how can i solve them?

thanks! ;) ;)
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: EgyLynx on April 09, 2018, 04:42:58 PM
hi SlanDome here again this is definitely not a feedback,
when i clicked save it shows this.
(http://i63.tinypic.com/23hkns8.png)
can someone please help me.

Just read around... there just answered this...(?)
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: Ryon on April 09, 2018, 05:10:29 PM
5 Pages of replies.

Im sure this was probably asked but I'll ask it anyways. (Hopefully someone can maybe send me to the answer)

The LEFT PANEL, is there a way to scale it down? Its to wide.
I know you can disable it so it doesnt show, but I like it and I just wanna scale the width down.

Also the error-fest is crazy, I've never seen alot of these errors.

OH! 1 OTHER THING!

animtype = heavy
I thought this was a real thing, so its not heavy its HARD?

EDIT:
I see 1 of my questions were already asked. I can't wait for updates. This is gonna be SO GOOD!  :nicepost:
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: RaikoEX on April 09, 2018, 09:28:56 PM
well thanks virtualtek for the new update of fighter factory but i have a problem,the problem is the next,when i save the sprites when i end to cs, fighter factory say me this: You Can't save it whitout fixing all issues,i try all and i can't fix it
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: Jesuszilla on April 10, 2018, 01:04:11 AM
animtype = heavy
I thought this was a real thing, so its not heavy its HARD?

for the last time, Garlic Jr.

Anything that starts with an H is valid. Hard, heavy, helicopter, hamburger, hodgepodge, hell, you name it, it's valid because all MUGEN looks for is the H.

I personally called it Heavy so [E] couldn't make any lewd jokes about my hitdefs. That was literally my thought process, and no, I am not making this up.


As for so many people having problems with your SFF's: Use the organizer, check for any duplicate indices. I can almost guarantee there was an oversight and you accidentally have a few duplicate indices somewhere (e.g. one sprite is 3000,0 and another sprite is also 3000,0).
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: koushuixuan on April 10, 2018, 06:58:31 AM
Great job! Thanks for your hard work!

Just want to ask would you pls give us sample multi-language files? For example, Português language files. I want to translate it into my mother language.
I tried to copy the FF3 Português language files to FFS. Unfortunately they just changes few popup pages.

Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: Taffy on April 10, 2018, 03:04:35 PM
I have a few problems with the SFF editor in particular at the moment

1: I don't like not being able to save due to not having my sprite standard placed out entirely. Could you make this an option so that it'll warn you about it instead of forcing you to do everything in one go? My computer has a real problem with crashing and I like to save often but now it's literally not possible to save before finishing the sprite standards.

2: At some point in my character, all the sprites just turn invisible. I can't do sprite standards like this, so I've been just trying to finish those in ff3. It seems more like it's happening closer to the end of my sprites and I have like 700-1000 sprites at the moment.

3: Any way to change the color selections for the sff back to the version for ff3 as an option? The current one keeps selecting my ground color and assigns it to another color while this doesn't have this effect in ff3.

Otherwise, God i love this new editor. The Cns things with state bases and command lines built in is something I've wanted in the Factory for a long time. The new animation editor looks great too. I love the new scrubber and new hit/hurtboxes. This is amazing so far! Good job!
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: DNZRX768 on April 11, 2018, 02:11:18 PM
So many bug reports. But it is expected with any new release of any software.

Anyway, thanks for the release of the program! I'll be using this a lot.
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: Ramon Garcia on April 11, 2018, 03:07:21 PM
EDIT:
THANK YOU SO MUCH FOR HELP AlesRos and Jesuszilla i found the solution see :)

FIGHTER FACTORY STUDIO HOW TO FIX THE ERROR: "Found 1 error(s). You can't save it without fixing all issues." or "Found 65 error(s). You can't save it without fixing all issues." etc.

1- You have to change the version of sff by clicking on the bottom of the program and changing to ''M.U.G.E.N 1.1'' where it is written this: ''Version: 1.0 1.0'' and in the final try ''save file (current editor)'' or ''save as a new file (current editor).
(https://i.imgur.com/FXn4QEl.jpg)

2- Even though converting char to 1.1 as shown in the image, the error continues and the program continues to show the message: "Found 1 error(s). You can't save it without fixing all issues.", then you have to do the following:
Go to the upper left of the program and click on " Project "and then" Save as ... "and save it over the .def of your char.
then whenever they have this error: "Found 1 error(s). You can't save it without fixing all issues.", go to "Project" and then "Save as ..." and save over the .def of your char.
I will leave the char link http://www.mediafire.com/file/q43b7wujxg6xbeb/ for anyone who wants to test and see how to solve this famous problem of the new version of Fighter Factory Studio, which in my opinion had only to show that it has a error in the char but ask if you will want to save anyway.

3- AND TO LEAVE THE WAY TO SAVE THE PROJECT FASTER AND EASY. Go to 'Options' and '' Interface '' AND CHANGE THE COMMAND '' ctrl + s '' to the '' Save all files of the project as a new ... '' and then click '' Apply '' and save the settings with whatever name you want.
(https://s31.postimg.cc/gq3rel4wr/se_o_programa_travar_a_parte_do_Project_e_n_o_te_deixar_salvar_m.png) (https://postimages.org/)
NOW ALWAYS THAT YOU WANT TO SAVE HOWEVER Ctrl + s and save over the .def file of your char.


NOW LETS CONVERT MANY CHARS IN HI-RES WITH THE TUTORIAL OF FRIEND AlesRos :8):

Edit: Thank you for answer VirtuallTek your new program is awesome and about pink pixels around the head and body i found the solution for this, you just have to do a test with one group of images and select the correct group number before add many images, here in this tutorial in the part of text and images you will see the solution http://mugenguild.com/forum/topics/mugen-char-hires-tutorial-using-ffs-alesrosramon-garcia-183533.0.html
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.
.
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: Jesuszilla on April 12, 2018, 02:18:47 PM
Did you change the SFF version to the necessary version? Click the version at the bottom of the screen and it will let you change the exported type. If you have any 24-bit or 32-bit images, they must be MUGEN 1.1 SFF. Otherwise you need to lower the bit depth of the image (usually by indexing it).
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: AlesRos on April 12, 2018, 06:41:23 PM
Did you change the SFF version to the necessary version? Click the version at the bottom of the screen and it will let you change the exported type. If you have any 24-bit or 32-bit images, they must be MUGEN 1.1 SFF. Otherwise you need to lower the bit depth of the image (usually by indexing it).

owwwwwwwwwwwwww, found it! I didn't realize I had to click on that place to change SFF version OMG
In the old Fighter Factory version this option appeared only when you had to save the file (now it is necessary to do it before)

Ramon and I had been trying to solve the problem for days. Thank you :)
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: GDPenguin on April 12, 2018, 07:04:23 PM
So, it's stable now? :)
I REALLY wanna give it a go.
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: OldGamer on April 12, 2018, 07:13:36 PM
I like to know if there a way to make a new empty project with out clicking the Mugen AI for FF Studio ? because on FF 3.0.1 I can start a new empty project and choose stage and more but on fighter factory studios wont let me because its forcing me to choose Mugen AI

here a picture to show what I mean
(https://i.imgur.com/LKilGQb.png)
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: Jesuszilla on April 12, 2018, 07:45:39 PM
Did you change the SFF version to the necessary version? Click the version at the bottom of the screen and it will let you change the exported type. If you have any 24-bit or 32-bit images, they must be MUGEN 1.1 SFF. Otherwise you need to lower the bit depth of the image (usually by indexing it).

owwwwwwwwwwwwww, found it! I didn't realize I had to click on that place to change SFF version OMG
In the old Fighter Factory version this option appeared only when you had to save the file (now it is necessary to do it before)

Ramon and I had been trying to solve the problem for days. Thank you :)

NP, I agree this is a little confusing for those used to the old way.

Also @OldGamer: you could create a new template by basing it on the Winane AI template but changing the template files to be blank. I might actually try this when I get home.

EDIT: Here's a blank template. Extract here (NOT extract to) to engines/mugen/scripts/project/Template: http://www.trinitymugen.net/~Creator/Jesuszilla/Blank.zip
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: dragolink1 on April 13, 2018, 07:39:16 AM
MAC
Getting this error
"Found 65 error(s). You can't save it without fixing all issues."
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: PlasmoidThunder on April 13, 2018, 01:23:22 PM
It's been mentioned many times in this thread already, but that's intentional.
By the looks of it, however, people would rather it wasn't a mandatory restriction.
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: Just No Point on April 13, 2018, 01:51:59 PM
It's not something that should prevent you from saving the sff. What if you need to stop working and head out? You can't even save your progress with the errors and fix them later
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: Ramon Garcia on April 13, 2018, 02:59:14 PM
Did you change the SFF version to the necessary version? Click the version at the bottom of the screen and it will let you change the exported type. If you have any 24-bit or 32-bit images, they must be MUGEN 1.1 SFF. Otherwise you need to lower the bit depth of the image (usually by indexing it).

Hi Jesuszilla i try do this what you say: You have to change the version of sff by clicking on the bottom of the program and changing to ''M.U.G.E.N 1.1'' where it is written this: ''Version: 1.0 1.0'' and in the final i try ''save file (current editor)'' or ''save as a new file (current editor) but the program don't let me.

I'm doing some wrong?
Jesuszilla If you could please test and help me saying to me what i have to do in this case. This is the link of char with the images that i need change:

Ace + images converted with the program [ImageResizer-r133 to XBR 4x] to add in the char and try save but the program don't let
http://www.mediafire.com/file/q43b7wujxg6xbeb/
.
.
.
EDIT:
THANK YOU SO MUCH FOR HELP AlesRos and Jesuszilla i found the solution see :)

FIGHTER FACTORY STUDIO HOW TO FIX THE ERROR: "Found 1 error(s). You can't save it without fixing all issues." or "Found 65 error(s). You can't save it without fixing all issues." etc.

1- You have to change the version of sff by clicking on the bottom of the program and changing to ''M.U.G.E.N 1.1'' where it is written this: ''Version: 1.0 1.0'' and in the final try ''save file (current editor)'' or ''save as a new file (current editor).
(https://i.imgur.com/FXn4QEl.jpg)

2- Even though converting char to 1.1 as shown in the image, the error continues and the program continues to show the message: "Found 1 error(s). You can't save it without fixing all issues.", then you have to do the following:
Go to the upper left of the program and click on " Project "and then" Save as ... "and save it over the .def of your char.
then whenever they have this error: "Found 1 error(s). You can't save it without fixing all issues.", go to "Project" and then "Save as ..." and save over the .def of your char.
I will leave the char link http://www.mediafire.com/file/q43b7wujxg6xbeb/ for anyone who wants to test and see how to solve this famous problem of the new version of Fighter Factory Studio, which in my opinion had only to show that it has a error in the char but ask if you will want to save anyway.

3- AND TO LEAVE THE WAY TO SAVE THE PROJECT FASTER AND EASY. Go to 'Options' and '' Interface '' AND CHANGE THE COMMAND '' ctrl + s '' to the '' Save all files of the project as a new ... '' and then click '' Apply '' and save the settings with whatever name you want.
(https://s31.postimg.cc/gq3rel4wr/se_o_programa_travar_a_parte_do_Project_e_n_o_te_deixar_salvar_m.png) (https://postimages.org/)
NOW ALWAYS THAT YOU WANT TO SAVE HOWEVER Ctrl + s and save over the .def file of your char.


NOW LETS CONVERT MANY CHARS IN HI-RES WITH THE TUTORIAL OF FRIEND AlesRos :8):
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: AlesRos on April 13, 2018, 07:15:04 PM
Did you change the SFF version to the necessary version? Click the version at the bottom of the screen and it will let you change the exported type. If you have any 24-bit or 32-bit images, they must be MUGEN 1.1 SFF. Otherwise you need to lower the bit depth of the image (usually by indexing it).

Hi Jesuszilla i try do this what you say: You have to change the version of sff by clicking on the bottom of the program and changing to ''M.U.G.E.N 1.1'' where it is written this: ''Version: 1.0 1.0'' and in the final i try ''save file (current editor)'' or ''save as a new file (current editor) but the program don't let me.


Right here:

(https://i.imgur.com/FXn4QEl.jpg)

Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: diletDis on April 14, 2018, 12:46:44 AM
nice virtualtek!!
this gonna be cool
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: Jesuszilla on April 14, 2018, 01:13:13 AM
Only a problem on Unix systems, but it only looks for lowercase files when browsing, particularly for sprites (it couldn't find .BMP but could find .bmp just fine).
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: Ramon Garcia on April 14, 2018, 09:08:30 PM
THANK YOU SO MUCH FOR HELP AlesRos and Jesuszilla i found the solution see :)

FIGHTER FACTORY STUDIO HOW TO FIX THE ERROR: "Found 1 error(s). You can't save it without fixing all issues." or "Found 65 error(s). You can't save it without fixing all issues." etc.

1- You have to change the version of sff by clicking on the bottom of the program and changing to ''M.U.G.E.N 1.1'' where it is written this: ''Version: 1.0 1.0'' and in the final try ''save file (current editor)'' or ''save as a new file (current editor).
(https://i.imgur.com/FXn4QEl.jpg)

2- Even though converting char to 1.1 as shown in the image, the error continues and the program continues to show the message: "Found 1 error(s). You can't save it without fixing all issues.", then you have to do the following:
Go to the upper left of the program and click on " Project "and then" Save as ... "and save it over the .def of your char.
Then whenever they have this error: "Found 1 error(s). You can't save it without fixing all issues.", go to "Project" and then "Save as ..." and save over the .def of your char.
I will leave the char link http://www.mediafire.com/file/q43b7wujxg6xbeb/ for anyone who wants to test and see how to solve this famous problem of the new version of Fighter Factory Studio, which in my opinion had only to show that it has a error in the char but ask if you will want to save anyway.

3- AND TO LEAVE THE WAY TO SAVE THE PROJECT FASTER AND EASY. Go to 'Options' and '' Interface '' AND CHANGE THE COMMAND '' ctrl + s '' to the '' Save all files of the project as a new ... '' and then click '' Apply '' and save the settings with whatever name you want.
(https://s31.postimg.cc/gq3rel4wr/se_o_programa_travar_a_parte_do_Project_e_n_o_te_deixar_salvar_m.png) (https://postimages.org/)
NOW ALWAYS THAT YOU WANT TO SAVE HOWEVER Ctrl + s and save over the .def file of your char.


NOW LETS CONVERT MANY CHARS IN HI-RES WITH THE TUTORIAL OF FRIEND AlesRos :8):
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: Mazter Arzate on April 15, 2018, 07:53:55 PM

Hello virtual tek, this new character creator program is great, but I would like to know if you can add the auto collision option in the AIR where the collision boxes are placed, the truth saves me a lot of work and this is what I use it in the factory classic, and the truth I would like to have it in this new creator of characters, look I leave you an image, from now thanks, translated by gogle translator
(https://i.imgur.com/q9nGgPy.png)
Title: We've gone over this several times why this is a bad idea
Post by: Jesuszilla on April 15, 2018, 09:02:47 PM
No.


Learn how to properly design hitboxes.
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: TheFclass97 on April 15, 2018, 09:10:51 PM
oof... yeah, that's not a good idea.
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: R565 on April 15, 2018, 09:11:36 PM
No.


Learn how to properly design hitboxes.

This, you'll be a better creator for it.
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: Mazter Arzate on April 15, 2018, 10:06:17 PM
Jesuszilla said, 43 minutes ago
No.


Learn how to properly design hitboxes.


Apparently you do not know about this tool, it leaves everything perfect, it gives you cell size and transparency, very much you do not know how to use it, besides I do not like characters full of large pictures anymore, and in other words what What I want is perfection, if you want to do it the old way, it's not my problem, but a program is done to make the user realize his characters faster and in a more perfect way with the tool he provides, if you have enough time Go ahead, and if you do not complain, although they can attach it to many who ask for it and if you do not like it well do not use it and it is ready but for many it is not useful, I believe that it does not take anything away or harm you so in the end I do not ask you if not the same virtual tek, anyway I leave what you can do with this perfect tool, thanks virtual tek ....


commonly as the characters come
(https://i.imgur.com/FzJIAjR.png)

and what you can do with that great and magnificent tool, you can do it so perfect so there are no gaps ,...
to have it so it is unconventional and worked as if one was worth the boxes for that is that you see many gaps in character trapeze and for me that is wrong, I want everyone to be legal and without cheating broken boxes .. .
(https://i.imgur.com/5QvWpxz.png)

or something a little not so exaggerated but without losing perfection
(https://i.imgur.com/47GlX7w.png)

I ask this to virtual tek ......
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: Staubhold on April 15, 2018, 10:09:44 PM
or something a little not so exaggerated but without losing perfection
(https://i.imgur.com/47GlX7w.png)

This is not good hitbox design.

Read this - Basic CLSN Tutorial. (http://www.kod.trinitymugen.net/#tuts)
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: Darkflare on April 15, 2018, 10:23:35 PM
Stuff
You ever played Fighting games before. Ever taken the moment to look for hitboxes in them? They're nowhere near how they look in auto CLSN. Don't be lazy.

No.


Learn how to properly design hitboxes.

Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: Jesuszilla on April 15, 2018, 10:44:14 PM
That tutorial is old but a lot of its criticisms still apply. The only thing that doesn't is "infinite priority" since that's antiquated BS based on the concept that all CLSN1 should be covered by CLSN2 and use the MUGEN priority system to define priority, which is simply incorrect. All fighting game hitboxes primarily use the hitboxes to determine which attacks should out-prioritize others, with rare exceptions such as SF3 where some hitboxes (which are specially denoted) use a priority system when they come in contact with another of the same type.

This thread, however, is for Fighter Factory feedback, so I won't go into more detail and simply say this: we've had this discussion many times, and VirtuallTek has stated he's not bringing it back because:

1. It's tricky to implement; there is no perfect method as you think there is.
2. It was bad in the first place because it is bad design.
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: Odb718 on April 15, 2018, 11:32:22 PM
I wont go in on hitboxes, we all know I have my own idea about how Mugen's hitboxes should be set up.
But I will say, the auto-hitboxes would be a blessing if you could control How Many hitboxes are used.
If you could define it as 2, 3, 4, or 5, It'd make editing those boxes soooo much faster. You'd only have to pull one or two corners a frame.
One of the main reasons I stopped work on Roberto from Rival Schools is how many thousands of hitboxes I was making.
On average I use 4 hitboxes per sprite. He's got 2,287 sprites for his body alone.
8,000 hitboxes takes a little while to drag into position. Even at 1 hitbox a second it's over 2 solid hours of drawing hitboxes.
and I still have work on Akira and Hyo......

The 20 hitboxes used in that one frame is excessive. You could use 6 or 7 and cover it just as tight. Which most devs would only use 2 or 3.
To me, that's antiquated laziness.
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: SolidZone 26 on April 16, 2018, 12:20:00 AM
So I happen to found another crashing issue by accident. I was just trying to test a character, I clicked OK too quickly without picking an engine to run and the program decided to crash. This only happens if you have multiple engines installed as FFS asks you which one you want to use to test the character. I happened to have 2 so it crashed when I accidentally picked nothing. I manage to replicate this a few times. Although it's a rare bug and you will unlikely encounter it if you only have one engine, thought I might report it.
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: Ryutaro on April 16, 2018, 01:24:20 AM
I'm very proud for FFS  :nuttrox:
but it's little problem.
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: Mazter Arzate on April 16, 2018, 05:34:52 AM
Anyway, I think that people like you are not interested in stagnating us, follow their obsolete methods that only bring problems of transparency and advantages in many characters as it takes a lot of time and that is a mediocre job when it comes to properly carry the boxes correct collision, in short this is mugen and will make my game with my own collision boxes to not have advantages of transparency of the characters as they have their obsolete method, continue using the classic name to do it and your time to waste it so do it, do not know the concept of a program or what it is for, keep using the mcm in my opinion, do not know what updates, if it is a program to avoid work or in a more effective way with the tools it gives us the user the comonidad and the time in which it does, also if you do not like you do not like anything of what there, for people who use it, but in order that we do ...
(https://i.imgur.com/47GlX7w.png)
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: Darkflare on April 16, 2018, 07:04:28 AM
If you don't have the time to make proper hitboxes, you don't have time to code a proper character anyway.
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: David11 on April 16, 2018, 05:03:56 PM
I just think that people care a bit too much about hitboxes and the amount of them. Of course you shouldn't use more than 4 or 5 per sprite... but, just for science:

(https://i.imgur.com/oFOzcsr.png)

I summoned 30k projectiles in the same tick (with empty animations, just the collision box itself), mugen was surprisely stable. it didn't crash or anything, didn't make my cpu go crazy or anything of that sort. then I looked at the cpu usage and discovered that mugen uses just 1 core at a time (at least I didn't knew that lol). Also, not all of those hitboxes registed hit in the same tick (see the 54 hits as there's at least 1000 of them on top of the other player).

The thing is, the automation that the hitbox tools provides while is good for some people is the worst thing ever for those who understand why it's bad, and why you should use it.

The more collison the less FPS you get.

Remember thar each collision box has 4 coordinates, and they are calculated every tick and while more boxes makes it for more precise hits, it also puts unecessary stress on the engine. I can see why VirtuallTek removed and I kind of aprove that.

And, if I had a single core while doing that test, i'm sure my pc would stop responding because of all the thousands of calculations and if by any chance Mugen did use all the available cores, + more ram/vram, then that would crash even modern computers. (provided you mess with mugen.cfg values and make it possible to summon that many projectiles).

Also if that didn't convince you, take a look at old arcade games Collisions boxes. Newer games of course have better optimized engines, so they can have precise hitboxes.

Long story short:
Just don't.
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: VirtuallTek on April 16, 2018, 07:16:29 PM
Thanks for all bug reports.

I'm solving them all. In the next version I will introduce some things people requested, as empty project, open single file, and option to disable the lock to save SFF if it has errors.
But disabling this is very dangerous. This was made to prevent user mistakes, as some are critical like trying to save SFF v1 with 24/32bit images or wrong sprite order (in SFF v1, wrong ordering will change the sprite's palette). These are real errors and saving SFF without fixing them will lead to data loss (you can't simply fix it later). Don't ask me after!

EDIT: I'll' add an option in the error window to let FF fix them by sorting sprites and converting 24/32bit images to 8bits, warning about possible data loss, and change the error about same group/index to warning. This way people can save the SFF more safetly with less error messages, but still, with some data loss.
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: PlasmoidThunder on April 16, 2018, 08:12:17 PM
EDIT: I'll' add an option in the error window to let FF fix them by sorting sprites and converting 24/32bit images to 8bits

I swear FF3 did this already...? Seems odd that Studio doesn't.
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: VirtuallTek on April 16, 2018, 10:59:30 PM
EDIT: I'll' add an option in the error window to let FF fix them by sorting sprites and converting 24/32bit images to 8bits

I swear FF3 did this already...? Seems odd that Studio doesn't.
Because this way, people doesn't know they're making mistakes and if something went wrong, it's FF fault and start reporting them as bugs.
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: Odb718 on April 16, 2018, 11:00:21 PM
@David11: It seems your player 2 died. Is the projectile doing less than 19 damage? Try testing with the damage set to 1,0 and try blocking it. You basically said that anyone running mugen 1.0+ wont feel the effects of 30,000 projectiles and 30,000 hitboxes. I doubt 20, 30, or even a whopping 35 collision boxes per tic could influence the game.  I still dont get why people act like it's 1999 and PCs can't handle more.

@Darkflare: I hope you're not taking potshots at me. 2,200 sprites is 3 characters worth of hitboxes. That's just the sprites. Not multiple animations per special or anything else.

For the people who argue against this, What if VirtuallTek figured out a way of putting a hitbox on the head and 1 for the body. Would you be anti-automation then?
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: Ryon on April 16, 2018, 11:20:18 PM
For the people who argue against this, What if VirtuallTek figured out a way of putting a hitbox on the head and 1 for the body. Would you be anti-automation then?

What if your character is Kirby and your head is your body?
Or if your character is headless?

as Jesuszilla said.

NO.
Just learn to make hit boxes the proper way.
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: Odb718 on April 16, 2018, 11:28:09 PM
Not sure how you're not getting the point at this point...
It's not about learning how. It's about the physical time that it takes.
But you did answer NO. to my question so I guess you're not opposed to it.... . .  .
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: David11 on April 17, 2018, 01:08:21 AM
Nah, I don't think that would be an option. Not all mugen chars have humanoid form.
Hell, definitly NO to ANY kind of automation when it comes to mugen. Would you use sprites/codes/sounds that were generated through an algorithm from a 3rd party program? what is this? Drag and dop shit? outta here.

@Odb, that's kind of what and I said but not really, mugen won't crash trying to renders those frames but it will take a while for it to process all the info, but eventually it will get there. it might take years for it to happen tho. I won't sit here to what this happen. I was impressed while stress-testing Mugen, it is like an old car that refuses to die or break lol

And no, the player didn't die because of the noko flag. Testing with a computer with integrated graphics I got stabble framerates up to a 1000 different projectiles/collisions per tick (the mugen freezes for a second in the tick that they're summoned tho, but then it resumes after it like nothing has ever happened). More than that you just increase the time of the lag spike. imagine 30k of them.

Now back to the subject.

There are some syntax problems with the new ff version. The same happened with the 3rd FF version.
XAngle, YAngle, etc.. are not recognized as explod arguments, even tho they were implemented in mugen 1.1

FF3 with fixed syntax:
(https://i.imgur.com/Yn7SBGz.png)

FF Studio:
(https://i.imgur.com/KbBN8XM.png)

Its not a priority, but that just makes my OCD kick in.

Using nulls as a mean to set Vars now looks 10x uglier hence the fact that they have a different kind of color with non bold fonts:
(https://i.imgur.com/UIXFo6a.png)
It kind of makes sense and it kind of doesn't. People that arent familiar with Null will just assume that the code won't work, since it looks like it's disabled or something.

Interpolated animations do not animate. FF3 did it in it's quircky way but at least it was something. But FF Studio just don't animate the interpolation between frames. (I've just tested with 8bit Png images).

The rest was already mentioned in this thread. There's a really RARE bug that I found with the interface that I wasn't able to replicate, but the menus on the top of the program ("Project, Edit, View, Definitions...") stoped working for some stupid reason. it happened right after I had tested a char and closed down mugen.

That's about it. Great job so far I really like some aspects of FF Studio, it's a step forward for sure.
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: Darkflare on April 17, 2018, 02:29:58 AM
@Darkflare: I hope you're not taking potshots at me. 2,200 sprites is 3 characters worth of hitboxes. That's just the sprites. Not multiple animations per special or anything else.
I wasn't, but now I am.
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: VirtuallTek on April 17, 2018, 03:35:30 AM
Now back to the subject.

There are some syntax problems with the new ff version. The same happened with the 3rd FF version.
XAngle, YAngle, etc.. are not recognized as explod arguments, even tho they were implemented in mugen 1.1

FF3 with fixed syntax:
(https://i.imgur.com/Yn7SBGz.png)

FF Studio:
(https://i.imgur.com/KbBN8XM.png)

Its not a priority, but that just makes my OCD kick in.

Using nulls as a mean to set Vars now looks 10x uglier hence the fact that they have a different kind of color with non bold fonts:
(https://i.imgur.com/UIXFo6a.png)
It kind of makes sense and it kind of doesn't. People that arent familiar with Null will just assume that the code won't work, since it looks like it's disabled or something.

Interpolated animations do not animate. FF3 did it in it's quircky way but at least it was something. But FF Studio just don't animate the interpolation between frames. (I've just tested with 8bit Png images).

The rest was already mentioned in this thread. There's a really RARE bug that I found with the interface that I wasn't able to replicate, but the menus on the top of the program ("Project, Edit, View, Definitions...") stoped working for some stupid reason. it happened right after I had tested a char and closed down mugen.

That's about it. Great job so far I really like some aspects of FF Studio, it's a step forward for sure.
I will check this.
About syntax, again, Studio is based entirely on Mugen docs, and only stuff from there will be highlighted as right code. If FF3 accepts your code not means it's fully Mugen "standard" compliant. Exploiting Mugen parser bugs is not an option on this version.
Thanks for reporting.

---------------------------------------------------------------

New SFF error message and Issues list relocated.
(https://thumb.ibb.co/iEOaZ7/Sem_t_tulo.jpg) (https://ibb.co/iEOaZ7)

Thanks!
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: Just No Point on April 17, 2018, 05:36:16 AM
Would it be too much trouble to add a toggle to allow MUGEN parser bugs like FF3 did?
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: cidiego on April 17, 2018, 03:07:09 PM
But I will say, the auto-hitboxes would be a blessing if you could control How Many hitboxes are used.
If you could define it as 2, 3, 4, or 5, It'd make editing those boxes soooo much faster. You'd only have to pull one or two corners a frame.


Absolutely agreed. I hope they include this option.
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: VirtuallTek on April 17, 2018, 04:01:05 PM
But I will say, the auto-hitboxes would be a blessing if you could control How Many hitboxes are used.
If you could define it as 2, 3, 4, or 5, It'd make editing those boxes soooo much faster. You'd only have to pull one or two corners a frame.


Absolutely agreed. I hope they include this option.

As I said before, is unlikely that Elecbyte comes back and fix the parser (even KFM exploit undocumented behavior), but there's one thing every coder must keep in mind: exploiting parser bugs and/or undocumented things isn't good practice. If bugs get solved or undocumented stuff changes, your code won't work anymore.
The biggest changes from FF3 are stuff like Heavy, Med, ..., are gone. Even FF3 don't like Hamburger and things like this, and everything else Jesuszilla pointed out. That's not too much change from version 3.0.1 (of course, I missed some stuff people reported here and I'm adding that to the syntax database).
Replicating Mugen bugs will be more work than replicating FF3, as it accepts lots of "grammar errors". You can see the changes from FF3 to FFS looking at syntax.xml inside engines/mugen folder. FF3 was a great improvement but it fails on reporting errors with the precision level FFS aims to reach (there's, still, things I need to implement and/or fix).
It's unbelievable why people want to write, technically, grammatically incorrect code instead of good code that is fully guaranteed to work in every possible way.
Another thing to note, people seems to be scarry of their own mistakes, they don't like the program pointing out things they should fix. If you're editing SFF 1.0.1 or 2.0.0, why you want to save it after inserting 24/32bit sprites. If you do something wrong, it's best to KNOW WHY, so you won't repeat the same mistake again, than expecting the program to fix it some way, that probably, solves the problem (by brute force) but isn't the best solution. The next version will be less intrusive, so warnings that can be ignored and fixed later aren't treated as errors. This is happening in all Mugen forums. Some poeple said they will go back to FF3 because they don't want to fix their own mistakes in SFF and want a way to get rid of the error message. UNBELIEVABLE! Just fix your damn mistakes! :D

Someone can tell me why?

But I will say, the auto-hitboxes would be a blessing if you could control How Many hitboxes are used.
If you could define it as 2, 3, 4, or 5, It'd make editing those boxes soooo much faster. You'd only have to pull one or two corners a frame.


Absolutely agreed. I hope they include this option.

It's planned for future versions.

Thanks!
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: Just No Point on April 17, 2018, 05:36:13 PM
I can tell you I don't want to go back and change Hamburger to H in 100s of lines of code. If you have a ton of chars that FF3 didn't say had errors and this one is now telling you you have all kinds of errors you can't expect ppl to want to go back and fix all them when doing so is merely to appease the FFS. Now on future chars there is less excuse. You can fix them as you code (unless you use templates you'd already made like I do) but even then the NEW code can be more accurate.

You shouldn't be forcing such strict coding guidelines on a hobby engine. Most of us that use this to code will NEVER code in anything else, Anyone that goes into real coding will find out very quickly how coding in bad syntax can bite them later on. This hobby app shouldn't be so strict! MUGEN was made for ppl that have all ranges of coding knowledge.
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: VirtuallTek on April 17, 2018, 06:13:21 PM
Got your point. Someone else?
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: Nolemociy on April 17, 2018, 07:52:44 PM
ctrl+f -> find: animtype = Hamburger -> replace: animtype = Hard

Yeah it's really hard to do it with so many chars *sarcasm*
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: David11 on April 17, 2018, 08:01:17 PM
If the errors don't imply that you have to fix the char, or prevent you from testing it, I can't see this as a bad thing. If it has pop up errors that might get boring after 100 tests, but then again it's your fault for coding it wrong.

OR you could do it like me. Just edit the goddamn syntax files and other .xmls inside the FF folder. (at least I've added a couple of undocumented things to them for OCD reasons, 90% of my chars are 1.1 only, and sff problems are not a thing.)

Imo you should keep it, but make it less intrusive.
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: Just No Point on April 17, 2018, 09:52:28 PM
ctrl+f -> find: animtype = Hamburger -> replace: animtype = Hard

Yeah it's really hard to do it with so many chars *sarcasm*
That's not the only potential issue and you know it. This example is an easy replace all fix but not all would be. But at least you got hit to me with that sharp sarcasm
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: Mazemerald. on April 18, 2018, 12:06:56 AM
i am using it to make somethings, it´s really good to see the virtualtek active nowadays.
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: Jesuszilla on April 18, 2018, 02:15:36 PM
I code web as a hobby so I should totally do stuff like

Code:
print("1" + "1" == 11)
output: true

Because it allows me to do it! Nope, no problem with that at all, if it allows me to do it, it must be correct. It's totally not a code smell and I should ignore that warning it gives me so I can bang my head against a wall wondering why shit doesn't work down the road.
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: Kamekaze on April 18, 2018, 02:17:55 PM
Anyone that goes into real coding will find out very quickly how coding in bad syntax can bite them later on. This hobby app shouldn't be so strict! MUGEN was made for ppl that have all ranges of coding knowledge.

rofl
yes it fucking should, the fact that it IS now means you're more prepared to code other things as a hobby as most people who do move on from mugen typically does. Not to mention game breaking things people have done over the years that make them unable to work in 1.0, the velset = 0,0,0 comes to mind for example.

I code web shit as a hobby so should I ignore proper syntax like line breaks because javascript doesn't enforce it?
that's like saying "yeah man I drive as a hobby so i don't wear seat belts." Hobby or no, if you're going to do something you owe it yourself to do right my guy.
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: Just No Point on April 18, 2018, 03:53:28 PM
I just took a look in one of your chars and you do it too. So your "ROFL it fucking should" comes off pretty hypocritical. We've even taught ppl in MUGEN Class that you can use whatever you want for some of these things. Being strict in MUGEN syntax seems 20 years too late in my opinion. I don't care that it shows the errors. I simply gave an answer to the question that was asked. If I'd known I'd get so much crap for my answer I wouldn't have said anything. Even VirtualTek acted like my answer was worthless so I won't waste anymore time giving answers.
We can all continue to use incorrect syntaxes and ignore the errors or we can fix said errors. In the end it's not a big deal.
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: Kamekaze on April 18, 2018, 04:22:05 PM
I just took a look in one of your chars and you do it too. So your "ROFL it fucking should" comes off pretty hypocritical. We've even taught ppl in MUGEN Class that you can use whatever you want for some of these things. Being strict in MUGEN syntax seems 20 years too late in my opinion. I don't care that it shows the errors. I simply gave an answer to the question that was asked. If I'd known I'd get so much crap for my answer I wouldn't have said anything. Even VirtualTek acted like my answer was worthless so I won't waste anymore time giving answers.
We can all continue to use incorrect syntaxes and ignore the errors or we can fix said errors. In the end it's not a big deal.

That has absolutely nothing to do with my statement. Whether an IDE corrects bad practices has nothing to do with someone's previous code. I said it should because it should regardless of whatever I've done in the past. And as far as my older work goes, I've made 118 things throughout 12 years which a good chunk of I've stopped updating so yeah probably will find some mistakes there. However, my attitude towards it is that it's unacceptable NOW because I happen to code for a living and my current work is radically different. There were things in winmugen that you could get away with that crashes in 1.0/1.1 and that is the issue. If syntax was upheld in IDE's of the past that would not be a problem.


edit: the last thing I released only has syntax errors because ff3 isn't aware it's a thing that's completely fine to do otherwise it has 0. EG "Scond(x,t,f)" being allowed
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: Just No Point on April 18, 2018, 04:50:28 PM
Without the snark you make good responses. Responses I agree with. I never said it was "wrong" to uphold syntax. All I did was give a reason why some ppl may not want to do it. There was no need for the sarcasm and putting me in my place. And had this been a thing when you started creating years back you would have followed the syntax better and removed all errors. You guys are acting like I don't get it. I'm just saying that this is going against a 20 year precedence that even you had set in motion. That is a REASON why some may not want to change now. It doesn't have to be a reason you agree with but you can disagree in better fashion too.

Even though I said I wouldn't I'd already started cleaning up syntax issues. I can't help myself it's how I am. But just like with autoclsn maker ppl shouldn't react in snarky manners. 
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: Ricepigeon on April 18, 2018, 09:51:09 PM
You ever played Fighting games before. Ever taken the moment to look for hitboxes in them? They're nowhere near how they look in auto CLSN.

(http://wiki.shoryuken.com/images/3/30/SG_hitbox_hitstun.png)

Looks the same to me  ;D

Spoiler, click to toggle visibilty
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: Ramon Garcia on April 20, 2018, 02:17:47 PM
EDIT: After many tests i think i found the solution, but i hope that in the next versions we don't let to do this all the times VirtuallTek, because this take time:

vegeta when i select the group 2,0 the image stays like this [bad result]
(https://s18.postimg.cc/4eejo8em1/vegeta_when_i_select_the_group_2_0_the_image_came_this_way_bad.png) (https://postimg.cc/image/afc8lb185/)
my pc win 10 pro using FFS 'add one or more sprites' select the group of images converted in XBR 4x in this case is the group 0,0  'Detect group-index from filename'  'Force the specified palette (adapt the image)' select the group 2,0 click in 'OK' and 'No to All' 
[bad result]

vegeta when i select the group 1,1 the image stays like this [more or less]
(https://s18.postimg.cc/hvbi77z95/vegeta_when_i_select_the_group_1_1_the_image_came_this_way_more.png) (https://postimg.cc/image/667ij98ad/)
my pc win 10 pro using FFS 'add one or more sprites' select the group of images converted in XBR 4x in this case is the group 0,0  'Detect group-index from filename'  'Force the specified palette (adapt the image)' select the group 1,1 click in 'OK' and 'No to All' 
[more or less]

vegeta when i select the group 9000,0 the image stays like this
[the best result]

(https://s18.postimg.cc/a2kufc10p/vegeta_when_i_select_the_group_9000_0_the_image_came_this_way_t.png) (https://postimg.cc/image/gt1boro6d/)
my pc win 10 pro using FFS 'add one or more sprites' select the group of images converted in XBR 4x in this case is the group 0,0  'Detect group-index from filename'  'Force the specified palette (adapt the image)' select the group 9000,0 click in 'OK' and 'No to All' 
[the best result]


SO I DISCOVER THAT THE SECRET IS DO THIS TESTS BEFORE ADD MANY GROUP OF IMAGES and do tests with only one group of images until you found a group number that let the images good without pink background around the head and body.
AND ONLY AFTER THIS ADD MANY GROUPS OF IMAGES WITH THE CORRECT GROUP NUMBER OK.


Other example:

Ace when i select the group 9000,4 the image stays like this [bad result]
(https://s18.postimg.cc/q61wsw7d5/Ace_when_i_select_the_group_9000_4_the_image_came_this_way_bad.png) (https://postimg.cc/image/or0c4669x/)
my pc win 10 pro using FFS 'add one or more sprites' select the group of images converted in XBR 4x in this case is the group 0,0  'Detect group-index from filename'  'Force the specified palette (adapt the image)' select the group 9000,4 click in 'OK' and 'No to All' 
 [bad result]

Ace when i select the group 9000,0 the image stays like this [bad result]
(https://s18.postimg.cc/jsctpokhl/Ace_when_i_select_the_group_9000_0_the_image_came_this_way_bad.png) (https://postimg.cc/image/drf4slxv9/)
my pc win 10 pro using FFS 'add one or more sprites' select the group of images converted in XBR 4x in this case is the group 0,0  'Detect group-index from filename'  'Force the specified palette (adapt the image)' select the group 9000,0 click in 'OK' and 'No to All' 
 [bad result]

Ace when i select the group 1,2 the image stays like this [bad result]
(https://s18.postimg.cc/u2f8oz7t5/Ace_when_i_select_the_group_1_2_the_image_came_this_way_bad_res.png) (https://postimg.cc/image/3u43zlnph/)
my pc win 10 pro using FFS 'add one or more sprites' select the group of images converted in XBR 4x in this case is the group 0,0  'Detect group-index from filename'  'Force the specified palette (adapt the image)' select the group 1,2 click in 'OK' and 'No to All' 
 [bad result]

Ace when i select the group 9000,1 the image stays like this [more or less]
(https://s18.postimg.cc/3ve1shf3d/Ace_when_i_select_the_group_9000_1_the_image_came_this_way_more.png) (https://postimg.cc/image/5zyetkgpx/)
my pc win 10 pro using FFS 'add one or more sprites' select the group of images converted in XBR 4x in this case is the group 0,0  'Detect group-index from filename'  'Force the specified palette (adapt the image)' select the group 9000,1 click in 'OK' and 'No to All' 
 [more or less]

Ace when i select the group 1,1 the image stays like this
[the best result]

(https://s18.postimg.cc/nq03emhg9/Ace_when_i_select_the_group_1_1_the_image_came_this_way_the_bes.png) (https://postimg.cc/image/3ve1si28l/)
my pc win 10 pro using FFS 'add one or more sprites' select the group of images converted in XBR 4x in this case is the group 0,0  'Detect group-index from filename'  'Force the specified palette (adapt the image)' select the group 1,1 click in 'OK' and 'No to All' 
 [the best result]

.
.
.
SO I DISCOVER THAT THE SECRET IS DO THIS TESTS BEFORE ADD MANY GROUP OF IMAGES and do tests with only one group of images until you found a group number that let the images good without pink background around the head and body.
AND ONLY AFTER THIS ADD MANY GROUPS OF IMAGES WITH THE CORRECT GROUP NUMBER OK.

.
.
.

Thank you for answer VirtuallTek your new program is awesome and about pink pixels around the head and body i found the solution for this, you just have to do a test with one group of images and select the correct group number before add many images, here in this tutorial in the part of text and images you will see the solution http://mugenguild.com/forum/topics/mugen-char-hires-tutorial-using-ffs-alesrosramon-garcia-183533.0.html
.
.
.
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: diletDis on April 21, 2018, 03:25:50 PM
HI! i was just testing this new version and is looking really great so far!
but i cant save any changes made because it warns me to fix all erros before saving..
i mean the chars already run in the engine (some debug log stuff.. no popup when starting tho) but i should be able to save if the chars run...
or where i can find the "error list" to fix em .. it says that i have 11 erros to fix in one char and the other saves just fine..
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: OldGamer on April 21, 2018, 08:25:04 PM
Hi everyone I like to give my feedback About the new Fighter Factory Studio
there are many Mugen Stages and Screen Pack Creators out there that are so used to using the Fighter Factory 3.0.1
But the Problem is with the New Fighter Factory studio is that Dont give you that freedom any more..

Let me explain so you can Understand me better. Im OldGamer that create Mugen stages and Mugen Screen pack
I dont know how to create mugen character. so you can Say Im a Mugen Theme Creator

Fighter Factory 3.0.1 have the freedom to create New empty Project and give the option to choose Tamplate or New Empty Project

Okay now as for me I love 3.0.1 Because give me the freedom to Choose New Empty Project and give you the freedom to choose
Characters,Stages ,fonts, New type Font and Screen Board

Here a picture to show you what Im talking about
(https://i.imgur.com/I510PAf.png)

for Fighter Factory Studio 3.5.1 WONT LET ME CHOOOSE...
 Factory Studio 3.5.1 wont give me the freedom to Choose New Empty Project Characters,Stages ,fonts, New type Font and Screen Board and ETC................
Fighter Factory Studio 3.5.1 forces me to choose Mugen AL tamplate when I try to create a New Project

Here a picture to show you what Im talking about
(https://i.imgur.com/SXu6Kxb.png)

VirtuallTek  I am a mugen Stage and screen pack creator. I like for you to over look my feedback and please Bring back the other setting from the Fighter Factory 3.0.1 over to the Fighter Factory Studio 3.5.1  that you forgot to add the Characters,Stages ,fonts, New type Font and Screen Board and ETC for the new  Fighter Factory Studio 3.5.1


Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: PlasmoidThunder on April 21, 2018, 11:10:40 PM
I'm pretty confident VirtuallTek has said proper stage and screenpack support will be added eventually, while the option to open a new empty project will be added in the next version.
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: Ramon Garcia on April 22, 2018, 12:53:12 AM
HI! i was just testing this new version and is looking really great so far!
but i cant save any changes made because it warns me to fix all erros before saving..
i mean the chars already run in the engine (some debug log stuff.. no popup when starting tho) but i should be able to save if the chars run...
or where i can find the "error list" to fix em .. it says that i have 11 erros to fix in one char and the other saves just fine..


Hi just read my old coments in this post and you will see the answer for this ok.
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: Jesuszilla on April 22, 2018, 12:53:40 AM
Did you totally ignore my post that outright gave you a blank template @OldGamer:


"Don't give you freedom anymore" have you people totally ignored the extensibility of FF these past few years? There's so many features it has that go unutilized because you people don't RTFM.
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: OldGamer on April 22, 2018, 02:44:17 AM
Did you totally ignore my post that outright gave you a blank template @OldGamer:


"Don't give you freedom anymore" have you people totally ignored the extensibility of FF these past few years? There's so many features it has that go unutilized because you people don't RTFM.
look is cool you made a blank tamplate. but what about  the  setting in general ? how  do we manage to make it blank  like how u did it ? Plus  PlasmoidThunder already explain it to me that VirtuallTek planning on adding those extra menu on the next update. so I just rather wait then, but thank for doing that and Im sorry but I must miss your post sorry. all we can do is wait am I right ?

Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: OldGamer on April 22, 2018, 02:48:48 AM
I'm pretty confident VirtuallTek has said proper stage and screenpack support will be added eventually, while the option to open a new empty project will be added in the next version.
Thank you PlasmoidThunder :)

Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: Ryon on April 22, 2018, 01:44:46 PM
I'm amazed how much of a fight club this topic has become.

... All I want is to adjust the side panel size. I don't ask for much.
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: Jesuszilla on April 22, 2018, 04:00:20 PM
Did you totally ignore my post that outright gave you a blank template @OldGamer:


"Don't give you freedom anymore" have you people totally ignored the extensibility of FF these past few years? There's so many features it has that go unutilized because you people don't RTFM.
look is cool you made a blank tamplate. but what about  the  setting in general ? how  do we manage to make it blank  like how u did it ? Plus  PlasmoidThunder already explain it to me that VirtuallTek planning on adding those extra menu on the next update. so I just rather wait then, but thank for doing that and Im sorry but I must miss your post sorry. all we can do is wait am I right ?

I tell you in the post exactly where you must place it and how.

Your folder should look like this when you are done:
(https://i.imgur.com/hokZjwO.png)

And when you click the new project icon, it should look like this now:
(https://i.imgur.com/xdyFeAP.png)
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: Ryon on April 22, 2018, 04:08:46 PM
Wait so I can add my own templates to Fighter Factory? I no longer have to store/recollect them on mediafire?!

THATS EGGSALAD!
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: O Ilusionista on April 22, 2018, 04:09:41 PM
HI! i was just testing this new version and is looking really great so far!
but i cant save any changes made because it warns me to fix all erros before saving..
i mean the chars already run in the engine (some debug log stuff.. no popup when starting tho) but i should be able to save if the chars run...
or where i can find the "error list" to fix em .. it says that i have 11 erros to fix in one char and the other saves just fine..


Now you have to fix the errors in SFF to be able to save it. I know some people doesn't likes it, but this should stay in FFS in my opinion.
Because people will make mistakes and will blame the tool for their own errors.

Just click on the red icon at the bottom.

I'm pretty confident VirtuallTek has said proper stage and screenpack support will be added eventually, while the option to open a new empty project will be added in the next version.

Yes, they will be added later.
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: Jesuszilla on April 22, 2018, 05:01:20 PM
I can see how it's annoying (it irritated me at first), but I'm quite inclined to agree with you, O Ilu. IMO it could be handled better by asking the user "Would you like to see the list of errors?" That would provide a much friendlier, more interactive experience, especially for long-time users who aren't used to this feature.

As developers, it's quite easy to forget (and difficult to determine) how an end user will react when we know exactly how to use the program.
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: OldGamer on April 22, 2018, 05:46:54 PM
Did you totally ignore my post that outright gave you a blank template @OldGamer:


"Don't give you freedom anymore" have you people totally ignored the extensibility of FF these past few years? There's so many features it has that go unutilized because you people don't RTFM.
look is cool you made a blank tamplate. but what about  the  setting in general ? how  do we manage to make it blank  like how u did it ? Plus  PlasmoidThunder already explain it to me that VirtuallTek planning on adding those extra menu on the next update. so I just rather wait then, but thank for doing that and Im sorry but I must miss your post sorry. all we can do is wait am I right ?

I tell you in the post exactly where you must place it and how.

Your folder should look like this when you are done:
(https://i.imgur.com/hokZjwO.png)

And when you click the new project icon, it should look like this now:
(https://i.imgur.com/xdyFeAP.png)
thank you so mush for your kind words and I just went back to double check your last post and I got the Blank file and I am so sorry for the misunderstanding. and thank again for helping me out :) Jesuszilla. going to test it out now and I can now make stages, Intro , New Type Font and also make screen pack with your Blank file :D
 go it to work thank you again :)
(https://i.imgur.com/ic8yWS2.png)
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: Kamekaze on April 23, 2018, 09:16:48 PM
Unsure if this is a bug or I just suck but while trying to import sprites to another project and attempting to force a pal from said project onto it fails. It imports the sprites but does not force the palette on to them. I made to select the same options as I would in FF3
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: O Ilusionista on April 24, 2018, 08:36:59 PM
Just a note: Someone could please correct the headine in the forum home?
Quote
VirtuallTek has released a brand new Fighter Factory! This massive update adds OpenBoR support and many other features!!!

Because this udpdate doens't adds OpenBOR support YET. It WILL add on the future :)
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: Ryon on April 25, 2018, 01:01:23 AM
In regards to the not allowing people to save on errors in the sff.

I love it.

but to make it good for everyone, just add a ignore button so that people can SEE they have errors, and make it up to them if they wanna ignore it and save, or go fix it.
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: Tay on April 25, 2018, 07:43:06 AM
I was just about to comment about that ^

it is a little frustrating having that be a forced thing,

a lot of people download characters and simply swap portraits out i.e custom screenpacks.

a lot of users may not even know exactly how to fix that issue,

so IMO an option to at least turn it off would be nice if not adding the ignore button.
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: AlesRos on April 30, 2018, 01:40:41 AM
Because this udpdate doens't adds OpenBOR support YET. It WILL add on the future :)

Wait, whaaat??? :yikes:

Are you serious?? OMG OMG OMG

OH MY GOD

That will be amazing!  :nuttrox:
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: Shadow on May 01, 2018, 06:21:47 PM
Heard the news about a new Fighter Factory and had to check it out.
This is really freaking amazing guys. Cheers for the hard work.
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: VirtuallTek on May 02, 2018, 05:54:41 AM
Hi guys, I'll not answer one by one this time, but I'm trying to address all issues in the next version, so it will take some time to finish everything.
About sff, I already changed the save function so it complains only in the case of incompatible pixel formats and you can let FF fix them, all other errors are warnings now, so you can save without problems. The issues list was moved to a far better place, so you can check them and navigate easely. The syntax checking is being improved and a mass search & replace function will be available, so the polemic stuff can be fixed in a single click, but you can still ignore the errors and do what you want, not such drama. The empty project will be available and new capabilities are working right now as open single file, open from first argument (for command line or double-click). The new way it handle files in a project opens a lot of possibilities that will be explored further in the future. I'm fixing bugs too, of course.
As FFS is portable, I'm keeping config files inside its folder, and an "import from another installation" function will be added to solve the reconfiguration steps on fresh install of a new build. There's some problems with unicode on file system that breaks some functions, so I'm addressing this too.
About the pink pixels, the resizing algorithm is adding more colors than the source image. These are likely to introduce this "artifacts" when going back to 8bits, mainly if the palette you're using has some color close to the background one. In this case is better to convert back to 8bits using a clean palette, without any color similar to the background. Is not a problem on your system or the program, just a bad combination of resize algorithm and palette. Try making a clean palette (before resize) and converting the images to 8bits in the advanced palette editor (after resize).

Thanks and hope people can help on our end and support the development.
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: Ramon Garcia on May 02, 2018, 02:39:07 PM
Hi guys, I'll not answer one by one this time, but I'm trying to address all issues in the next version, so it will take some time to finish everything.
About sff, I already changed the save function so it complains only in the case of incompatible pixel formats and you can let FF fix them, all other errors are warnings now, so you can save without problems. The issues list was moved to a far better place, so you can check them and navigate easely. The syntax checking is being improved and a mass search & replace function will be available, so the polemic stuff can be fixed in a single click, but you can still ignore the errors and do what you want, not such drama. The empty project will be available and new capabilities are working right now as open single file, open from first argument (for command line or double-click). The new way it handle files in a project opens a lot of possibilities that will be explored further in the future. I'm fixing bugs too, of course.
As FFS is portable, I'm keeping config files inside its folder, and an "import from another installation" function will be added to solve the reconfiguration steps on fresh install of a new build. There's some problems with unicode on file system that breaks some functions, so I'm addressing this too.
About the pink pixels, the resizing algorithm is adding more colors than the source image. These are likely to introduce this "artifacts" when going back to 8bits, mainly if the palette you're using has some color close to the background one. In this case is better to convert back to 8bits using a clean palette, without any color similar to the background. Is not a problem on your system or the program, just a bad combination of resize algorithm and palette. Try making a clean palette (before resize) and converting the images to 8bits in the advanced palette editor (after resize).

Thanks and hope people can help on our end and support the development.

Thank you for answer VirtuallTek your new program is awesome and about pink pixels around the head and body i found the solution for this, you just have to do a test with one group of images and select the correct group number before add many images, here in this tutorial in the part of text and images you will see the solution http://mugenguild.com/forum/topics/mugen-char-hires-tutorial-using-ffs-alesrosramon-garcia-183533.0.html
.
.
.
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: AlexSin on May 05, 2018, 11:41:59 PM
I'm not sure if this has been requested, but could you look into this?

Better late than never:

You know that remap pen Fighter Factory 3 has? I use it to preform all my works related to the color separation, it can remap up to 5 different colors. Would it be possible to crank the amount up to 10 different slots? It would save a good portion of my time as I would then be able to finish a separation on the first run!

FF3:
(http://i.imgur.com/3ZLH6oB.png)
Dude Mugen proposal:
(http://i.imgur.com/okwCcaV.png)

(Dude Mugen was another program but don't care about that, it was basically a suggestion to make colour separation easier and faster)
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: QuickFist on May 06, 2018, 12:58:27 AM
This has already been addresed, it has 12 (i think) slots now. I use the remap pen for the same purpose and I also requested this.
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: VirtuallTek on May 06, 2018, 11:55:54 PM
Version 3.5.2 is almost done, it's so better now. I already addressed all most requested features and fixed a lot of bugs. FFS is getting very stable, and a good base to start the big new features.

But, again, to make this grow and implement huge new features I need your support on Patreon, as this way I can put more effort (time) on it.  After this version, I'll start to release private builds for our Patrons, so public releases are likely to be less frequent.

Thanks!
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: Jesuszilla on May 07, 2018, 12:24:35 AM
Yes, guys, please do donate to the Patreon! While it is free software, the time it takes to develop isn't. I know we'd all love to see more updates, so please support VirtuallTek in this endeavor!
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: OldGamer on May 07, 2018, 03:34:07 AM
Yes, guys, please do donate to the Patreon! While it is free software, the time it takes to develop isn't. I know we'd all love to see more updates, so please support VirtuallTek in this endeavor!
I agree with Jesuszilla I am going to support this as well :)

Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: Ramon Garcia on May 07, 2018, 04:42:32 AM
Yes, guys, please do donate to the Patreon! While it is free software, the time it takes to develop isn't. I know we'd all love to see more updates, so please support VirtuallTek in this endeavor!

I agree if each of us contribute with at least 5 dollars or more here: https://www.patreon.com/virtualltek this great program will always have updates and improvements.  :dealwithit:
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: GDPenguin on May 08, 2018, 07:57:16 AM
Image editor lacks hot keys. It collides with the fighter factory hot keys.
Also it crashed while colour separating.

Missing:
SHIFT+CRTL+Arrow keys. (Next sprite)
Save changes to sprite
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: QuickFist on May 08, 2018, 11:24:59 PM
It would be very, very helpful if the program told you what errors the sff had, I just lost a day's work in CS because it couldn't let me save the sff.
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: Taffy on May 09, 2018, 10:37:15 PM

It would be very, very helpful if the program told you what errors the sff had, I just lost a day's work in CS because it couldn't let me save the sff.

This is literally the only reason I’m using 3 over this right now. I make my own sprites and animations, and I like to save my hurt stuff for last. Please just make it a warning my guy, I don’t care how annoying it would be but it’d be better than not being able to save.
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: Ramon Garcia on May 10, 2018, 02:40:34 PM

It would be very, very helpful if the program told you what errors the sff had, I just lost a day's work in CS because it couldn't let me save the sff.

This is literally the only reason I’m using 3 over this right now. I make my own sprites and animations, and I like to save my hurt stuff for last. Please just make it a warning my guy, I don’t care how annoying it would be but it’d be better than not being able to save.


To save in new Fighter Factory Studio just go in 'Project' and 'Save as' and replace the .def of char :)
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: O Ilusionista on May 13, 2018, 08:20:48 PM
It would be very, very helpful if the program told you what errors the sff had, I just lost a day's work in CS because it couldn't let me save the sff.

But it does.
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: QuickFist on May 13, 2018, 08:53:16 PM
Where? It only says "There are X error(s)"
Title: Re: Fighter Factory Studio 3.5.1 (UPDATED April, 07)
Post by: Jesuszilla on May 16, 2018, 01:25:55 PM
@QuickFist: I'm unsure if this is in the current public version, but in mine, if you click on "Issues" at the bottom, it will show you a list of errors and warnings.
Title: Re: Fighter Factory Studio 3.5.2 (UPDATED May, 19)
Post by: VirtuallTek on May 20, 2018, 01:02:04 AM
Version 3.5.2 released!
More details on Patreon post.

Thanks!
Title: Re: Fighter Factory Studio 3.5.2 (UPDATED May, 19)
Post by: felineki on May 20, 2018, 01:31:48 AM
I'm still getting crashes when attempting to open the Open window with the 64 bit version. JZ has done a bit of troubleshooting with me and he's concluded that it's likely related to me running Windows 8.1.
Title: Re: Fighter Factory Studio 3.5.2 (UPDATED May, 19)
Post by: VirtuallTek on May 20, 2018, 04:34:12 AM
I'm still getting crashes when attempting to open the Open window with the 64 bit version. JZ has done a bit of troubleshooting with me and he's concluded that it's likely related to me running Windows 8.1.
Try one more thing: there's a new setting in Options window called "Use system native open dialog", disable it. If the problem persists, will be helpful if you can provide some crash dump. I'll try to get a Windows 8.1 PC to test.

Thanks!
Title: Re: Fighter Factory Studio 3.5.2 (UPDATED May, 19)
Post by: felineki on May 20, 2018, 10:09:08 AM
Disabling that option seemed to do the trick! Thanks a lot!
Title: Re: Fighter Factory Studio 3.5.2 (UPDATED May, 19)
Post by: SolidZone 26 on May 20, 2018, 11:29:08 AM
I found a new bug with the update. After quitting Fighter Factory Studio and reopening it again for later, the engines deleted themselves and will not save. Even if I save the settings in an ffc file and open it, the list will not appear and have to reconfigure it again. I know there won't be anymore public releases after this one, but can you please look at this? Because I can't play test characters like this if I have to keep adding an engine every time I open the program. This wasn't an issue with the 3.5.1 update, so I don't know how this happened.
Title: Re: Fighter Factory Studio 3.5.2 (UPDATED May, 19)
Post by: Jesuszilla on May 20, 2018, 05:59:50 PM
For some reason after a while, the Project and Edit menu items become highligtable, yet when I click them, the menu doesn't open. The rest work just fine.
Title: Re: Fighter Factory Studio 3.5.2 (UPDATED May, 19)
Post by: VirtuallTek on May 20, 2018, 06:24:04 PM
I found a new bug with the update. After quitting Fighter Factory Studio and reopening it again for later, the engines deleted themselves and will not save. Even if I save the settings in an ffc file and open it, the list will not appear and have to reconfigure it again. I know there won't be anymore public releases after this one, but can you please look at this? Because I can't play test characters like this if I have to keep adding an engine every time I open the program. This wasn't an issue with the 3.5.1 update, so I don't know how this happened.
I'll check this, but don't worry, I'm waiting some time for feedback and a patch will become available soon.

For some reason after a while, the Project and Edit menu items become highligtable, yet when I click them, the menu doesn't open. The rest work just fine.
Checking this, thanks JZ!

Known issues (already fixed, waiting more to release a patch):
- Some functions in the palettes menu are disabled (won't work)
- Advanced search freezes with empty string

Thanks!
Title: Re: Fighter Factory Studio 3.5.2 (UPDATED May, 19)
Post by: Lurker on May 20, 2018, 10:48:08 PM
If I try to delete or ctrl+x a code in the middle of a big file (more than 10k lines) the program freezes.
Title: Re: Fighter Factory Studio 3.5.2 (UPDATED May, 19 + PATCH)
Post by: VirtuallTek on May 21, 2018, 06:26:06 AM
If I try to delete or ctrl+x a code in the middle of a big file (more than 10k lines) the program freezes.
This in the current version (3.5.2)? This is like the bug in 3.5.1 I fixed in 3.5.2, can't reproduce in the latest build, tried cut and delete on many lines in a 20k lines file.

UPDATE: Reuploaded Windows and Linux versions with a patch to fix some small bugs. A patch only (files to replace) is on first post too.

Thanks!
Title: Re: Fighter Factory Studio 3.5.2 (UPDATED May, 19 + PATCH)
Post by: SolidZone 26 on May 21, 2018, 09:28:14 AM
So I just tested the patch and was about to report that FFS is still not remembering my current engines after quitting the program. But it turns out I forgot to click the "Apply" button and it will save the configurations. Not sure if I had to do that on the previous versions, but it works now.

However, the issue regarding the open and save buttons in the options still persists. The ffc files are useless because even if I save them, they will not load or will delete my current configurations if I attempt to. Just found that it's an issue since 3.5.1, but I barely use it since I rarely had to reinstall FFS so it slipped off my radar. As long as I don't click "Apply", it won't save after quitting and I don't have to reconfigure the engines again.
Title: Re: Fighter Factory Studio 3.5.2 (UPDATED May, 19 + PATCH)
Post by: VirtuallTek on May 21, 2018, 01:55:14 PM
If you install a new version, use the Import button on welcome screen to grab your last installation configs, which includes history and all configs. The ffc just saves the main configs, not the engine specific ones. I'll change it later.
Thanks!
Title: Re: Fighter Factory Studio 3.5.2 (UPDATED May, 19 + PATCH)
Post by: cidiego on May 22, 2018, 01:34:07 PM
Hi,
Thanks for sharing your creation VirtualTek. I'd like to report a "situation". I don't know if it is the program's fault or mine, but here it goes.
I get the following error, which doesn't occur on FF3.

Error in ../../Data/Mugen States.cns:0
Character mugenversion is older than this version of M.U.G.E.N.
Error loading chars/ffs_0/ffs_0.def

I have a file shared among all characters; "Mugen States.cns", and my character has "mugenversion = 1.0" under [Info]

Thats really strange, why does it only happen in this FF version ? Any help? Please.
Title: Re: Fighter Factory Studio 3.5.2 (UPDATED May, 19 + PATCH)
Post by: Jesuszilla on May 22, 2018, 01:36:30 PM
What does the character's MUGEN version say in the .def?
Title: Re: Fighter Factory Studio 3.5.2 (UPDATED May, 19 + PATCH)
Post by: Lurker on May 22, 2018, 01:58:29 PM
If I try to delete or ctrl+x a code in the middle of a big file (more than 10k lines) the program freezes.
This in the current version (3.5.2)? This is like the bug in 3.5.1 I fixed in 3.5.2, can't reproduce in the latest build, tried cut and delete on many lines in a 20k lines file.

UPDATE: Reuploaded Windows and Linux versions with a patch to fix some small bugs. A patch only (files to replace) is on first post too.

Thanks!
I'm using the lastast build, I selected around 3000-5235+ lines and this happened again, maybe it's on my end?
Edit: For exemple, on vans' Kyo I select the line 5408 up to line 10643 try to cut and ff freezes.
If I try to select from the first line up to the end of the file I can cut and delete normally.
Ah, and if for some reason I have some code in the .def and try to load it as a state too I can't test the character.
Title: Re: Fighter Factory Studio 3.5.2 (UPDATED May, 19 + PATCH)
Post by: Mazter Arzate on May 22, 2018, 06:45:25 PM

Hello VirtuallTek is not an error but if part of it in the previous version is the 3.5.1 if I let it do it but not in this, what happens is that it does not let me open 2 programs at the same time with the same icon of the program, I repeat in the previous version if he left me, I would like it to be in this version, thank you.
Title: Re: Fighter Factory Studio 3.5.2 (UPDATED May, 19 + PATCH)
Post by: ❤ Yue ❤ on May 23, 2018, 08:03:26 AM
I just wanna say i love this new version, it's incredible!

All the issues i had have been resolved...cept 1. Idk if this is intentional or just the way it renders stuff...but is it normal that stuff like Outer Glows, Transparent Images and other color/glow based effects on images, look kinda...pixely? Idk if thats the right word...they look off...like their not truly PNG/Transparent.

This wasn't an issue in FF3. It's not a huge issue, it's just realy jarring. When it showed up like that i got REALLY Scared i did something wrong so i was messing around in photoshop for like 30 minutes trying to figure out what i did wrong :(

Heres an example of what i mean, it's easier to see what i mean then me trying to explain it and sound like an idiot lmao

Fighter Factory 3
(https://i.gyazo.com/170c78cc36f06ca068fb7a417a52182f.png)

Fighter Factory Studio (Latest Version w/Update)
(https://i.gyazo.com/9ef9a73a8963fac4331c0d3a6d507453.png)

Note: Yes, Nine in both have SFF's at 1.1.
Title: Re: Fighter Factory Studio 3.5.2 (UPDATED May, 19 + PATCH)
Post by: VirtuallTek on May 23, 2018, 03:52:38 PM
Hi,
Thanks for sharing your creation VirtualTek. I'd like to report a "situation". I don't know if it is the program's fault or mine, but here it goes.
I get the following error, which doesn't occur on FF3.

Error in ../../Data/Mugen States.cns:0
Character mugenversion is older than this version of M.U.G.E.N.
Error loading chars/ffs_0/ffs_0.def

I have a file shared among all characters; "Mugen States.cns", and my character has "mugenversion = 1.0" under [Info]

Thats really strange, why does it only happen in this FF version ? Any help? Please.
Can you send me this char?

If I try to delete or ctrl+x a code in the middle of a big file (more than 10k lines) the program freezes.
This in the current version (3.5.2)? This is like the bug in 3.5.1 I fixed in 3.5.2, can't reproduce in the latest build, tried cut and delete on many lines in a 20k lines file.

UPDATE: Reuploaded Windows and Linux versions with a patch to fix some small bugs. A patch only (files to replace) is on first post too.

Thanks!
I'm using the lastast build, I selected around 3000-5235+ lines and this happened again, maybe it's on my end?
Edit: For exemple, on vans' Kyo I select the line 5408 up to line 10643 try to cut and ff freezes.
If I try to select from the first line up to the end of the file I can cut and delete normally.
Ah, and if for some reason I have some code in the .def and try to load it as a state too I can't test the character.
OK, I'll test on this char, thanks!


Hello VirtuallTek is not an error but if part of it in the previous version is the 3.5.1 if I let it do it but not in this, what happens is that it does not let me open 2 programs at the same time with the same icon of the program, I repeat in the previous version if he left me, I would like it to be in this version, thank you.
What's the reason do you want more than one instance?

I just wanna say i love this new version, it's incredible!

All the issues i had have been resolved...cept 1. Idk if this is intentional or just the way it renders stuff...but is it normal that stuff like Outer Glows, Transparent Images and other color/glow based effects on images, look kinda...pixely? Idk if thats the right word...they look off...like their not truly PNG/Transparent.

This wasn't an issue in FF3. It's not a huge issue, it's just realy jarring. When it showed up like that i got REALLY Scared i did something wrong so i was messing around in photoshop for like 30 minutes trying to figure out what i did wrong :(

Note: Yes, Nine in both have SFF's at 1.1.
Can you send me this image?

Thanks!
Title: Re: Fighter Factory Studio 3.5.2 (UPDATED May, 19 + PATCH)
Post by: Cruz on May 23, 2018, 04:33:23 PM
Trying to save colorsets doesn't work and Discord thinks that the program is Final Fantasy X | X-2 HD Remaster?
Title: Re: Fighter Factory Studio 3.5.2 (UPDATED May, 19 + PATCH)
Post by: Thunderbert on May 23, 2018, 05:11:27 PM
Trying to save colorsets doesn't work and Discord thinks that the program is Final Fantasy X | X-2 HD Remaster?

Discord thinks that because of the name of the .exe (ffx.exe), which is the same name as the .exe of Final Fantasy X | X-2 HD Remaster
Title: Re: Fighter Factory Studio 3.5.2 (UPDATED May, 19 + PATCH)
Post by: cidiego on May 23, 2018, 05:56:29 PM
What does the character's MUGEN version say in the .def?

I've tried with both Mugenversion = 1.1 and Mugenversion = 1.0     I get the same error.
It's related to my characters sharing a .cns file. I know this because if I delete the line "st4 = ../../Data/Mugen States.cns" on .Def (being that line the shared .cns), it works. However, I works anyway on Fighter factory 3.

Try to have two characters sharing a .cns file, I bet you will get the same error. I know nobody makes characters share .cns files but it is a really good way to make the build lighter, since all characters use a same group of sprites.
Title: Re: Fighter Factory Studio 3.5.2 (UPDATED May, 19 + PATCH)
Post by: Mazter Arzate on May 23, 2018, 09:39:12 PM

What's the reason do you want more than one instance?


Because it is how I edit my mugen characters, it is easy for me to edit my characters since I work with hd characters and high resolution stages and I compare them with the low quality stage with which I believe, thus giving the same axes of the original so that I saved work and time, I would like to implement it if it is not right, likewise thanks for how it is done and how it was corrected is excellent ...
Title: Re: Fighter Factory Studio 3.5.2 (UPDATED May, 19 + PATCH)
Post by: Jesuszilla on May 24, 2018, 12:20:37 AM
What does the character's MUGEN version say in the .def?

I've tried with both Mugenversion = 1.1 and Mugenversion = 1.0     I get the same error.
It's related to my characters sharing a .cns file. I know this because if I delete the line "st4 = ../../Data/Mugen States.cns" on .Def (being that line the shared .cns), it works. However, I works anyway on Fighter factory 3.

Try to have two characters sharing a .cns file, I bet you will get the same error. I know nobody makes characters share .cns files but it is a really good way to make the build lighter, since all characters use a same group of sprites.

You're one of the first devs I've seen do that! Good on you for knowing to share data. I suspect FF just doesn't like relative paths in the .def for whatever reason.

EDIT: Also, it's erroring out on sinadd's third parameter (sinadd parameters are R,G,B):
(https://i.imgur.com/O7vjzIK.png)

EDIT2: For some reason, all keyboard shortcuts were cleared. I think this was done while importing settings on first boot. When I added back the code comment/uncomment shortcut and uncommented some code, this happened:
(https://i.imgur.com/pdvLSer.png)
Title: Re: Fighter Factory Studio 3.5.2 (UPDATED May, 19 + PATCH)
Post by: Farengeit on May 24, 2018, 10:42:10 AM
Crash program in the code editor when deleting code that contains the "[StateDef XXX]" (XXX is some number). Observed with any character (for example, Kung Fu Man).
Title: Re: Fighter Factory Studio 3.5.2 (UPDATED May, 19 + PATCH)
Post by: Jesuszilla on May 24, 2018, 11:23:09 AM
Can confirm the above problem.
Title: Re: Fighter Factory Studio 3.5.2 (UPDATED May, 19 + PATCH)
Post by: Dfalcon on May 25, 2018, 04:44:27 AM
having a issue with the channel splinter. every time i code them and the split in the game instead of looking like the picture it become purple in the game isnt it suppose to act like stage tool? or am i doing something wrong or is the channel splinter a wip?
Title: Re: Fighter Factory Studio 3.5.2 (UPDATED May, 19 + PATCH)
Post by: Rayzo on May 25, 2018, 05:59:37 AM
I just wanna say i love this new version, it's incredible!

All the issues i had have been resolved...cept 1. Idk if this is intentional or just the way it renders stuff...but is it normal that stuff like Outer Glows, Transparent Images and other color/glow based effects on images, look kinda...pixely? Idk if thats the right word...they look off...like their not truly PNG/Transparent.

This wasn't an issue in FF3. It's not a huge issue, it's just realy jarring. When it showed up like that i got REALLY Scared i did something wrong so i was messing around in photoshop for like 30 minutes trying to figure out what i did wrong :(

Heres an example of what i mean, it's easier to see what i mean then me trying to explain it and sound like an idiot lmao

Note: Yes, Nine in both have SFF's at 1.1.

it is rare to lose the transparency the image in the Fighter Factory Studio

FF3

(https://i.imgur.com/spp0eHm.png)

FF Studio

(https://i.imgur.com/JBtDGOr.png)
Title: Re: Fighter Factory Studio 3.5.2 (UPDATED May, 19 + PATCH)
Post by: DoomJoshuaBoy on May 26, 2018, 07:57:29 AM
Hi VirtuallTek, good release so far.
but when i am doing a screenpack the project says Character not system screen also animation button causes to crash while pressing it (kills the app): 

FFS:
(https://i.imgur.com/jqxSZow.png)

FF3:
(https://i.imgur.com/qr0Fy33.png)

hope you can fix those if you can.

cheers
DoomJoshuaBoy

P.S.
Sorry about my work: this is what im working on though.
Title: Re: Fighter Factory Studio 3.5.2 (UPDATED May, 19 + PATCH)
Post by: VirtuallTek on May 26, 2018, 08:54:13 PM

What's the reason do you want more than one instance?


Because it is how I edit my mugen characters, it is easy for me to edit my characters since I work with hd characters and high resolution stages and I compare them with the low quality stage with which I believe, thus giving the same axes of the original so that I saved work and time, I would like to implement it if it is not right, likewise thanks for how it is done and how it was corrected is excellent ...
OK

What does the character's MUGEN version say in the .def?

I've tried with both Mugenversion = 1.1 and Mugenversion = 1.0     I get the same error.
It's related to my characters sharing a .cns file. I know this because if I delete the line "st4 = ../../Data/Mugen States.cns" on .Def (being that line the shared .cns), it works. However, I works anyway on Fighter factory 3.

Try to have two characters sharing a .cns file, I bet you will get the same error. I know nobody makes characters share .cns files but it is a really good way to make the build lighter, since all characters use a same group of sprites.

You're one of the first devs I've seen do that! Good on you for knowing to share data. I suspect FF just doesn't like relative paths in the .def for whatever reason.

EDIT: Also, it's erroring out on sinadd's third parameter (sinadd parameters are R,G,B):
(https://i.imgur.com/O7vjzIK.png)

EDIT2: For some reason, all keyboard shortcuts were cleared. I think this was done while importing settings on first boot. When I added back the code comment/uncomment shortcut and uncommented some code, this happened:
(https://i.imgur.com/pdvLSer.png)
It's erroring out on sinadd's third parameter because it needs four: sinadd = ampl_r, ampl_g, ampl_b, period (int, int, int, int)
About the comment/uncomment, I'll check this. Thanks!

Crash program in the code editor when deleting code that contains the "[StateDef XXX]" (XXX is some number). Observed with any character (for example, Kung Fu Man).
This is the same bug Lurker reported. This happens when you delete the code of the item selected in the left panel's list. Fixed, thanks!

having a issue with the channel splinter. every time i code them and the split in the game instead of looking like the picture it become purple in the game isnt it suppose to act like stage tool? or am i doing something wrong or is the channel splinter a wip?
You need to mix all three channels. You're adding the Blue channel to the Red and missing the Green one, so it turns purple.

Hi VirtuallTek, good release so far.
but when i am doing a screenpack the project says Character not system screen also animation button causes to crash while pressing it (kills the app): 

hope you can fix those if you can.

cheers
DoomJoshuaBoy

P.S.
Sorry about my work: this is what im working on though.
OK, I'll take a look. Thanks!
Title: Re: Fighter Factory Studio 3.5.2 (UPDATED May, 19 + PATCH)
Post by: Farengeit on May 27, 2018, 06:01:55 PM
Crash program in the code editor when deleting code that contains the "[StateDef XXX]" (XXX is some number). Observed with any character (for example, Kung Fu Man).

The same problem with commenting (Ctrl+; or (https://thumb.ibb.co/iVa8Cd/cmmsel.png))

Bug in Anim Editor: when editing the animation description ("Name"), the cursor is constantly moved to the end of the line.
Title: Re: Fighter Factory Studio 3.5.2 (UPDATED May, 19 + PATCH)
Post by: Lurker on May 27, 2018, 06:29:00 PM
I've found another bug, in the offset viewer if I select a animation on any side be it p1 or p2 the app crash.
Title: Re: Fighter Factory Studio 3.5.2 (UPDATED May, 19 + PATCH)
Post by: Kanbei on May 29, 2018, 02:03:50 PM
(http://i1272.photobucket.com/albums/y397/Kanbeikurodasamurai7/Screenshot%201_zpsdkqvvxfz.png)
Ok why wont it save my settings it even says this when I open it.
Title: Re: Fighter Factory Studio 3.5.2 (UPDATED May, 19 + PATCH)
Post by: VirtuallTek on May 29, 2018, 03:33:19 PM
Ok why wont it save my settings it even says this when I open it.
What is the directory do you put FFS in?

I'm finishing an auto update system that will help a lot, both me to release patches easely and for the users to download and install it. All bugs people reported are being fixed for the next update.

Thanks!
Title: Re: Fighter Factory Studio 3.5.2 (UPDATED May, 19 + PATCH)
Post by: Kanbei on May 29, 2018, 11:48:38 PM
*EDIT* Ok I fixed the issue NEVER I mean Never put the program in the local C folder it doesn't like it. lol
Title: Re: Fighter Factory Studio 3.5.2 (UPDATED May, 19 + PATCH)
Post by: VirtuallTek on May 30, 2018, 05:34:38 PM
*EDIT* Ok I fixed the issue NEVER I mean Never put the program in the local C folder it doesn't like it. lol
Some folders require elevated access to be writable. The only way to run the program in such folders is running as administrator.

EDIT: Fixed the bugs. I'm testing the auto update system. After that, I'll release the update.

Thanks!
Title: Re: Fighter Factory Studio 3.5.2 (UPDATED May, 31)
Post by: VirtuallTek on June 01, 2018, 02:35:53 AM
Reuploaded the version 3.5.2 with all bug fixes. The change this time is big so a patch would be almost a full version.
Details on Patreon page.

Thanks!
Title: Re: Fighter Factory Studio 3.5.2 (UPDATED May, 31)
Post by: Jesuszilla on June 01, 2018, 07:28:38 AM
There's a problem with CLSN defaults:

(https://i.imgur.com/YMVGBho.png)

.AIR code:
Code:
; Crouching Light Punch
[Begin Action 400]
Clsn2Default: 3
  Clsn2[0] = 0, -58, 24, -38
  Clsn2[1] = -24, -52, 24, -32
  Clsn2[2] = -28, -32, 36, 0
400,0, 0,0, 3
Clsn1: 1
  Clsn1[0] = 33, -16, 67, 0
Clsn2: 3
  Clsn2[0] = 0, -58, 24, -38
  Clsn2[1] = -24, -52, 24, -32
  Clsn2[2] = -28, -32, 51, 0
400,1, 0,0, 3
400,0, 0,0, 4

Should be displaying that first CLSN for the final frame. CLSNDefaults in MUGEN are kept on any subsequent frames as long as they are not overridden by another CLSNDefault; they are independent of one another as well.
Title: Re: Fighter Factory Studio 3.5.2 (UPDATED May, 31)
Post by: VirtuallTek on June 01, 2018, 06:05:35 PM
There's a problem with CLSN defaults:

.AIR code:
Code:
; Crouching Light Punch
[Begin Action 400]
Clsn2Default: 3
  Clsn2[0] = 0, -58, 24, -38
  Clsn2[1] = -24, -52, 24, -32
  Clsn2[2] = -28, -32, 36, 0
400,0, 0,0, 3
Clsn1: 1
  Clsn1[0] = 33, -16, 67, 0
Clsn2: 3
  Clsn2[0] = 0, -58, 24, -38
  Clsn2[1] = -24, -52, 24, -32
  Clsn2[2] = -28, -32, 51, 0
400,1, 0,0, 3
400,0, 0,0, 4

Should be displaying that first CLSN for the final frame. CLSNDefaults in MUGEN are kept on any subsequent frames as long as they are not overridden by another CLSNDefault; they are independent of one another as well.
Fixed, thanks!
Title: Re: Fighter Factory Studio 3.5.2 (UPDATED May, 31)
Post by: Farengeit on June 01, 2018, 08:21:08 PM
Crash when commenting the line of the code selected in the left panel's list (definitions, states & commands editors).

P.S. Thanks for update)))))
Title: Re: Fighter Factory Studio 3.5.2 (UPDATED May, 31)
Post by: VirtuallTek on June 02, 2018, 05:33:52 PM
Crash when commenting the line of the code selected in the left panel's list (definitions, states & commands editors).

P.S. Thanks for update)))))
Fixed, thanks!
Title: Re: Fighter Factory Studio 3.5.2 (UPDATED May, 31)
Post by: Farengeit on June 03, 2018, 08:50:49 PM
- Little bug in Tools -> Options -> Image -> Center of zoom: unable to set value "Center of workspace" (sometimes this spontaneously changing the value of the "zoom mode") 

- The inability to add an mugen engine with a name other than "mugen.exe" (for example, when using the screenpack selector by Sludge it is required that it be called "winmugen.exe"). This is not a bug, but very unpleasant ((((

I liked the improved search - files in the code editor are marked at once, in which the search string are also found. Very convenient. Advanced search looks cool too)))) This has long been missing in Fighter Factory.
Title: Re: Fighter Factory Studio 3.5.2 (UPDATED May, 31)
Post by: Jesuszilla on June 04, 2018, 11:36:18 PM
Just got this weird bug where all the expanded menu items would display on my other monitor.

Also, crashes on loading empty .AIR file when switching to animations editor.

"New Animation with all" in AIR editor has the add dialog pop up twice.

EDIT: Animation player doesn't seem to like 1-tick animelems too well. It freezes up when it loops around and the first frame is 1 tick. I believe this is also an issue when the last frame is 1 tick.

I also had a few crashes this morning when using find/replace; not entirely sure what caused it.
Title: Re: Fighter Factory Studio 3.5.2 (UPDATED May, 31)
Post by: VirtuallTek on June 06, 2018, 02:23:34 AM
- Little bug in Tools -> Options -> Image -> Center of zoom: unable to set value "Center of workspace" (sometimes this spontaneously changing the value of the "zoom mode") 

- The inability to add an mugen engine with a name other than "mugen.exe" (for example, when using the screenpack selector by Sludge it is required that it be called "winmugen.exe"). This is not a bug, but very unpleasant ((((

I liked the improved search - files in the code editor are marked at once, in which the search string are also found. Very convenient. Advanced search looks cool too)))) This has long been missing in Fighter Factory.
Fixed, thanks! Glad to see you liked the improvements.

Just got this weird bug where all the expanded menu items would display on my other monitor.

Also, crashes on loading empty .AIR file when switching to animations editor.

"New Animation with all" in AIR editor has the add dialog pop up twice.

EDIT: Animation player doesn't seem to like 1-tick animelems too well. It freezes up when it loops around and the first frame is 1 tick. I believe this is also an issue when the last frame is 1 tick.

I also had a few crashes this morning when using find/replace; not entirely sure what caused it.
Fixed the bugs: dialog pop up twice and animation player. The other ones I can't reproduce, but I'm trying to figure in what situation this can happen. Thanks!
Title: Re: Fighter Factory Studio 3.5.2 (UPDATED May, 31)
Post by: Jesuszilla on June 07, 2018, 12:52:08 PM
Hey, I just noticed that onionskin for a sprite disappears when I switch to the .AIR editor. I actually used to use that feature a lot for drawing CLSNs when I need just 1 or 2.
Title: Re: Fighter Factory Studio 3.5.2 (UPDATED May, 31)
Post by: Just No Point on June 07, 2018, 05:12:23 PM
I just noticed that too. Was just coming to note it. Though if simple I'd prefer to have an onionskin option directly in the .air that's not used alongside the one in the sff. And with it being able to account for the offsets
Title: Re: Fighter Factory Studio 3.5.2 (UPDATED May, 31)
Post by: Odb718 on June 07, 2018, 09:59:39 PM
Adding an offset to onion skin, and being able to horizontal flip and vertical flip it would be great.
But I do want to disagree with having the actual number of the sprite be different. It'd be pretty difficult to track down the exact sprite you need using only the animations. You can switch using the animations pretty fast finding the sprite in the animation, switch to sprite, click onion skin, and back to animations.
If you didn't mean have them separate, but only that you could initialize which sprite based off of the animation screen, then that sounds ok to me. 
Title: Re: Fighter Factory Studio 3.5.2 (UPDATED May, 31)
Post by: Jesuszilla on June 08, 2018, 11:41:35 AM
Got an e-mail. He updated it last night, y'all! Go to Help > Check for Updates.

EDIT: The 1-tick animation frame issue is still present. Also, it freezes when the timing is 0. In MUGEN, it simply skips to the next frame.


Also, I can't click multiple times to select a CLSN that's underneath another. Really makes attack placement a pain. I know this is a difficult case, but it's an important one. You already have a list of hitboxes, so what you can do is iterate through each one, keep track of the index in the array it's currently on, and move to the next that fills the criteria of the mouse clicking in its location.
Title: Re: Fighter Factory Studio 3.5.2 (UPDATED May, 31)
Post by: Odb718 on June 08, 2018, 12:29:20 PM
Yeah In FF3 it was annoying if you couldn't select a third/fourth box. I don't like that you can't even get to 2.
I just spent about 6h redoing hitboxes. This is a pretty big option imho.
Title: Re: Fighter Factory Studio 3.5.2 (UPDATED May, 31)
Post by: Just No Point on June 08, 2018, 04:51:41 PM
I just meant I'd like to be able to choose the onionskin in the air editor.

I do have a question though. When I have more than 1 char open in FFS and I am on a certain sprite/anim in the sff or air and I go to another char tab. Then I go back to the previous char tab. It is rarely where I left it. I don't understand the logic it's using to save the location I was last looking at. So I have to find the sprite/anim again. Multiply that by 100 and it gets exasperating. Can you make it keep my location?
Title: Re: Fighter Factory Studio 3.5.2 (UPDATED May, 31)
Post by: Jesuszilla on June 08, 2018, 04:53:27 PM
Yeah, requesting the same. I like things to be where I left them.
Title: Re: Fighter Factory Studio 3.5.2 (UPDATED May, 31)
Post by: Farengeit on June 08, 2018, 08:36:10 PM
Hmmm... The program is not updated properly! Updated only: "update.exe" & some xml-files (update, config, history, shortcuts, engines\mugen\config). After that "update.exe" no longer runs. Tried to update other copy of the program (also, through the menu) - every time updates are downloaded, try to be established and nothing happens.

P.S. Checked by the time of the last file change and the absence of fixes of previous bugs)))  Operation system - Windows 7 x86.
Title: Re: Fighter Factory Studio 3.5.2 (UPDATED May, 31)
Post by: VirtuallTek on June 09, 2018, 02:10:26 PM
Hey, I just noticed that onionskin for a sprite disappears when I switch to the .AIR editor. I actually used to use that feature a lot for drawing CLSNs when I need just 1 or 2.
Seems people didn't noticed, but now, AIR editor has its own OnionSkin that uses anim/frame combo that's exactly what people are requesting :D. It's on the thumbnails panel on all presets.

EDIT: The 1-tick animation frame issue is still present. Also, it freezes when the timing is 0. In MUGEN, it simply skips to the next frame.

Also, I can't click multiple times to select a CLSN that's underneath another. Really makes attack placement a pain. I know this is a difficult case, but it's an important one. You already have a list of hitboxes, so what you can do is iterate through each one, keep track of the index in the array it's currently on, and move to the next that fills the criteria of the mouse clicking in its location.
OK, thanks!

I do have a question though. When I have more than 1 char open in FFS and I am on a certain sprite/anim in the sff or air and I go to another char tab. Then I go back to the previous char tab. It is rarely where I left it. I don't understand the logic it's using to save the location I was last looking at. So I have to find the sprite/anim again. Multiply that by 100 and it gets exasperating. Can you make it keep my location?
Yeah, this was only partially implemented. I will finish it now, thanks!

Hmmm... The program is not updated properly! Updated only: "update.exe" & some xml-files (update, config, history, shortcuts, engines\mugen\config). After that "update.exe" no longer runs. Tried to update other copy of the program (also, through the menu) - every time updates are downloaded, try to be established and nothing happens.

P.S. Checked by the time of the last file change and the absence of fixes of previous bugs)))  Operation system - Windows 7 x86.
The update only contains the executable, and two dynamic libraries, no way it will change xml files, except update.xml. But the update process has some bugs, mainly file permissions that break things on Unix systems. And if you run it as administrator on a folder with admin rights, update will fail.

I think will be better to fix these remaining bugs and add the suggestions above and release as 3.5.3 so people will redownload it and in the next updates we do it only by "Check updates".

Thnaks!
Title: Re: Fighter Factory Studio 3.5.2 (UPDATED May, 31)
Post by: Afterthought on June 09, 2018, 02:20:45 PM
Not sure if this was mentioned already, if it was I apologize; I've decided to get into editing sprites with the Image Editor, but every time I use the copy and paste functions to copy parts over, then save a sprite I'm editing, trying to switch to another sprite afterward crashes the program. Seems to happen randomly so it may be a bit hard to reproduce.
Title: Re: Fighter Factory Studio 3.5.2 (UPDATED May, 31)
Post by: Jesuszilla on June 09, 2018, 05:57:31 PM
Some sounds get cut off early when playing them on Mac.
Title: Re: Fighter Factory Studio 3.5.2 (UPDATED May, 31)
Post by: VirtuallTek on June 10, 2018, 01:01:53 AM
Not sure if this was mentioned already, if it was I apologize; I've decided to get into editing sprites with the Image Editor, but every time I use the copy and paste functions to copy parts over, then save a sprite I'm editing, trying to switch to another sprite afterward crashes the program. Seems to happen randomly so it may be a bit hard to reproduce.
Found the bug and fixed it, thanks!

Some sounds get cut off early when playing them on Mac.
Yes, this happens on Linux too. It's a well known issue since the first version. This is a Qt bug, so will be harder to fix without big changes, so I'm skipping this now.

I'm almost ready to release 3.5.3 with lots of bug fixes, but nothing new. This will fix the mess with the same version without auto update too.

Thanks!
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: VirtuallTek on June 16, 2018, 08:15:27 PM
Version 3.5.3 released. Bugfix only. More details on Patreon.
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: Farengeit on June 16, 2018, 09:09:56 PM
When I check for updates (in 3.5.3), I get a message (two days later, the bug is no longer observed):

(https://image.ibb.co/hLjtLJ/2018_06_16_22_01_35.png)

And there was another bug: now there is no zoom text in current animation editor. In code editor (animation) everything is fine.
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: ShotokanEditor on June 16, 2018, 09:50:34 PM
Omg so sooo much appreciated. Thanks a lot for your efforts
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: Jesuszilla on June 17, 2018, 12:40:22 AM
I imported my configuration from 3.5.2 and I swapped Ctrl+S and Ctrl+Shift+S (honestly, they all should be the other way around since I rarely want to save all files at once), yet for some reason Ctrl+S doesn't save anything. I checked the macros menu and it's there so IDK what's happening.
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: Mazemerald. on June 17, 2018, 04:38:57 AM
i really appreciate it,the efforst to make it better is notable.
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: David11 on June 17, 2018, 08:22:41 PM
There's just one thing that is preventing me from using it and not giving up on good ol' FF3
The non-indexed images still have a rendering problem, and at a friends' too, so i'd assume that's not on my end. welp
and since it wasn't correctled in the last 2 or 3 updates, i'm going to post it again, just in case

Spoiler, click to toggle visibilty
Wierdly enough, the same doesn't happen when the image is interpolated using the air editor.

Spoiler, click to toggle visibilty

Besides that i've not encountered any more bugs or things that prevent me from using it, so great job (y)
Ps: Oh and also the updater gave me an error (no update available!), so i had to download it manually, not that i mind it, just a heads up.

Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: Jesuszilla on June 17, 2018, 09:00:03 PM
Just got a freeze and crash when deleting states.
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: Manson Rees on June 18, 2018, 05:56:31 AM
FFSX crashes when I click in the button "Replace All" for long char strings.
Also crashing when exporting sprites.
(I'm using Xubuntu BTW)
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: VirtuallTek on June 20, 2018, 03:28:40 PM
When I check for updates (in 3.5.3), I get a message (two days later, the bug is no longer observed):
This was an error in the XML on the server. This is why the error disappeared.

And there was another bug: now there is no zoom text in current animation editor. In code editor (animation) everything is fine.
What do you mean by zoom text?

I imported my configuration from 3.5.2 and I swapped Ctrl+S and Ctrl+Shift+S (honestly, they all should be the other way around since I rarely want to save all files at once), yet for some reason Ctrl+S doesn't save anything. I checked the macros menu and it's there so IDK what's happening.
The file was modified?
Because all save functions ignore unmodified files (no reason to save if nothing changed). But I'm checking the Save function to ensure it's working as expected.
The shortcut you talked about is on "Save all" because only the modified files will be saved, so it is best than save only the current file. If just current file was modified, it performs the same way.

There's just one thing that is preventing me from using it and not giving up on good ol' FF3
The non-indexed images still have a rendering problem, and at a friends' too, so i'd assume that's not on my end. welp
and since it wasn't correctled in the last 2 or 3 updates, i'm going to post it again, just in case

Spoiler, click to toggle visibilty
Wierdly enough, the same doesn't happen when the image is interpolated using the air editor.

Spoiler, click to toggle visibilty

Besides that i've not encountered any more bugs or things that prevent me from using it, so great job (y)
Ps: Oh and also the updater gave me an error (no update available!), so i had to download it manually, not that i mind it, just a heads up.
You're using 3.5.3? (seems you're still in 3.5.2, this time you must redownload, no update inside 3.5.2 updater)
Tested here with 32bit image I made, very similar to your sprite and it's displayed right. I changed the way it renders sprites with alpha channel in 3.5.3 to fix this. If the problem persists, maybe it's a problem with your OpenGL drivers, so try enabling Native painting engine in Options -> Image. Will be great if you can send this sprite to me.
And, currently, there's no update available for 3.5.3, it's not an error!

Just got a freeze and crash when deleting states.
Can't reproduce any way. trying to find something.

FFSX crashes when I click in the button "Replace All" for long char strings.
Also crashing when exporting sprites.
(I'm using Xubuntu BTW)
Can't reproduce on 3.5.3. Do you can post a sample string to test?
Can't reproduce too. This happens on any SFF? If not, send me one to test, maybe it's corrupted somewhere.



If people can support us on Patreon would be great, as this way I can put more time and effort to make more frequent updates.
Thanks!
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: Farengeit on June 20, 2018, 07:32:01 PM

What do you mean by zoom text?


I mean, when you change the font size, the text size in the window of the current animation editor doesn't change:

(https://preview.ibb.co/ms4jZd/Picture.jpg)

Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: Manson Rees on June 20, 2018, 09:39:06 PM
Can't reproduce on 3.5.3. Do you can post a sample string to test?
Using KFM as an example:

Find: ; CNS difficulty: basic
Replace All: whatever

FFSX just quits.
I don't know exactly what is the problem here, but I think is one of two possibilities:

Can't reproduce too. This happens on any SFF? If not, send me one to test, maybe it's corrupted somewhere.
Nah, exporting KFM's SFF is almost 50%/50% FFSX crashing.
If I try Export all sprites when looking to AIR/SND/CNS/CMD files, FFSX crashes.
Maybe it don't occur on WIndows...
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: Jesuszilla on June 20, 2018, 09:49:05 PM
I doubt it’s either of those because I’ve replaced entire blocks with find/replace.
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: Manson Rees on June 20, 2018, 10:48:04 PM
I doubt it’s either of those because I’ve replaced entire blocks with find/replace.


If I try Export all sprites when looking to AIR/SND/CNS/CMD files, FFSX crashes.

Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: David11 on June 22, 2018, 09:37:40 PM
The "Native painting" seems to have helped it, and I was using the 3.5.3 version, I'd even said that in my post, that i had to download it manually.

I'm almost sure of what causes that, and it must be Windows 10 again and it's poor support for older GPUs.
My card shows as:
Windows 7: OpenGL 3.1 and Windows 10: OpenGL 1.1.

But hey, thanks, it works now! I know how frustrating it is to do this technical support bullshit.
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: Farengeit on June 23, 2018, 01:38:40 PM
Bugs in Linux :

- If you select a preset "Neo Light" or "Classic" after restarting the application disappear all the controls in the program window and not even possible to close the application (only through the task manager). Then you have to delete the application and unpack the archive again.

Spoiler, click to toggle visibilty

- The "Neo Dark" theme does not display the text in comboboxes in options (but when you click the list is displayed).

Spoiler, click to toggle visibilty

P.S. Linux Mint 18.3 XFCE. Both bugs are detected on two different computers.
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: Jesuszilla on June 25, 2018, 03:21:26 PM
I sometimes get a crash when adding a new animation.
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: VirtuallTek on June 26, 2018, 02:50:51 PM
Thanks guys! Checking these bugs.

Something little offtopic, but someone knows Fighter Factory Ultimate 4.3? There's a Japanese guy doubting me on another forum saying my domain was on sale last year and maybe someone could buy it to fake that's me, so Studio is fake and people shouldn't donate on Patreon. Very strange guy, I can't find this version in any place. He has good knowledge about code protection in Ultimate and license terms. I feel hes trying to sell FF somewhere.
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: Jesuszilla on June 26, 2018, 03:44:20 PM
Never heard of it in my entire life.
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: Lurker on June 26, 2018, 04:11:02 PM
I don't know for sure, but there was a old version were we could test screenpacks on the software itself. I accidentally deleted from my HD so I cannot confirm if it was this 4.3...
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: Ramon Garcia on July 02, 2018, 05:00:47 AM
Thanks guys! Checking these bugs.

Something little offtopic, but someone knows Fighter Factory Ultimate 4.3? There's a Japanese guy doubting me on another forum saying my domain was on sale last year and maybe someone could buy it to fake that's me, so Studio is fake and people shouldn't donate on Patreon. Very strange guy, I can't find this version in any place. He has good knowledge about code protection in Ultimate and license terms. I feel hes trying to sell FF somewhere.

If possible show the link of forum or site where you see this post or comment etc, for us try found/discover some information about this guy.
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: geogeogeo on July 03, 2018, 05:42:53 PM
Whenever I add a group of new sprites from a folder in Windows 10 the sprites get added out of order, very annoying. For example, I add sprites 0 through 26.png all at once and it will just mix up the order. Also, using the detect group from filename option prompts you to enter the group for every image instead of just once. The auto updater just freezes on an empty progress bar for me (3.5.3, first version).
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: Just No Point on July 04, 2018, 12:33:00 AM
3.5.3 Windows 7 64 bit

It is crashing a ton when I try to make new anims. It also crashes when I try to use the updater. I downloaded the latest from your site but the updater still shows it has an update. Even when it doesn't crash and closes successfully when I restart it still allows me to download the update and I don't see any differences.
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: Jesuszilla on July 04, 2018, 02:23:56 PM
I've noticed crashing while creating new animations as well, particularly in text mode.
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: Farengeit on July 06, 2018, 07:05:20 PM
After last update, the problem with the zoom in the window of current animation editor was not solved completely. The text is scaled only if you enable the text animation editor (then it is scaled in the edit window) After you close the character, the result for the edit window of current animation editor is not saved - you have to turn on the animation code editor again and change the scale. Otherwise, the zoom in the code editor works well. Thanks for the update.
And about updates. I have noticed that when checking for updates, the program can indefinitely install the same update and it is unclear whether the update is installed or not))).Sometimes the program crashes when updating.
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: geogeogeo on July 07, 2018, 10:00:14 AM
Getting some crashes when adding / removing cns files from the .def and then switching to the CNS tab.
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: Farengeit on August 06, 2018, 09:10:29 PM
When importing sprites / sounds from another project, you may not be able to quickly enter the group number and rename it, as the elements can be scattered and need to be searched for a long time. When applying the palette to a group of sprites, the same problem arises - you have to choose the sprites one by one ((((
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: Manson Rees on February 08, 2019, 07:27:35 AM
Sorry for bump...  :jackie:
I have some bugs to report.

Fighter Factory Studio 3.5.3 x64 Linux Mint 19

Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: EgyLynx on February 09, 2019, 12:01:28 PM
Sorry for bump...  :jackie:
I have some bugs to report.
Are you test that think right PC? If it just emulators own?
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: O Ilusionista on February 09, 2019, 12:22:16 PM
I've noticed crashing while creating new animations as well, particularly in text mode.

Same here.
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: Kanbei on February 09, 2019, 12:48:32 PM
I've noticed crashing while creating new animations as well, particularly in text mode.

Same here.
Getting the same issues as above and when adding an animation.
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: Lurker on February 09, 2019, 12:49:52 PM
I've noticed crashing while creating new animations as well, particularly in text mode.

Same here.
Getting the same issues as above and when adding an animation.
Same here.
If I play an animation before creating a new one ff crash, and the problem with deleting or cutting big chunks of code still persists if there is, for some reason, more than one skipped line separating the code.
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: Manson Rees on February 09, 2019, 02:37:04 PM
Are you test that think right PC? If it just emulators own?


I'm using the Linux (Native?) Version.
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: PlasmoidThunder on February 09, 2019, 03:34:30 PM
The absence of hotkeys is quite annoying, especially when Fighter Factory 3 had them. It becomes particularly infuriating when using the image editor.
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: Prime SC on February 09, 2019, 03:35:06 PM
Yup same thing happened to me when i started igniz, crashed then i had to restart
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: Manson Rees on February 10, 2019, 08:37:26 AM


Another case showing the "Segmentation fault (core dumped)" message.
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: Matatat on March 11, 2019, 08:38:39 PM
I'm having huge problems with the software, as in I can not edit any of the text based files (DEF, CNS, CMD) as it just freezes when I select the tab. I can right-click and it brings up the hover-menu, but anything else is unclickable and I can just click on another non-text based tab (Sprites, Anim etc.). Also, the SND tab makes it freeze. What gives?

I'm using Windows 10 64bit. I tried it with the 32bit version + different compatibility modes, but it just freezes.
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: junkerde on March 11, 2019, 08:48:52 PM
The new studio is quite buggy. It crashes a crap ton when you copy paste lines of code randomly, crashes on a few other things. Ive experienced something where it would leave lines of phantom code. I'd reccomend switching back to regular fighter factory for now.
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: Matatat on March 11, 2019, 09:44:21 PM
The new studio is quite buggy. It crashes a crap ton when you copy paste lines of code randomly, crashes on a few other things. Ive experienced something where it would leave lines of phantom code. I'd reccomend switching back to regular fighter factory for now.

Regular Fighter Factory as in the 2010 version? Or do you mean an earlier version of FF3?
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: junkerde on March 11, 2019, 10:32:54 PM
regular as in Fighter Factory 3. Not the studio or 3.5.
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: O Ilusionista on March 13, 2019, 03:30:30 PM
The new studio is quite buggy. It crashes a crap ton when you copy paste lines of code randomly, crashes on a few other things. Ive experienced something where it would leave lines of phantom code. I'd reccomend switching back to regular fighter factory for now.

I am testing the newer version and those bugs were fixed. I never had any case of "phantom code".
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: Matatat on March 13, 2019, 05:58:11 PM
Doesn't it freeze for you? The text edit is literally unusable.
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: O Ilusionista on March 13, 2019, 06:10:43 PM
Not anymore.
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: ❤ Yue ❤ on March 13, 2019, 10:59:17 PM
So, was the PNG/Transparency issue ever resolved?

I'm refering to PNG image sprites, i.e custom portraits, that bleed and don't render transparency properly.

Example:

Spoiler, click to toggle visibilty

Notice the bleeding of the glow.
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: junkerde on March 14, 2019, 12:56:49 AM
Not anymore.

you're on a newer version than 3.5.3?
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: Just No Point on March 14, 2019, 02:11:09 AM
Did the crashes in the .air get resolved? Especially when making a new anim
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: Ryon on March 19, 2019, 12:11:47 AM
OH GOD.

I was literally coming to complain about that issue, Im so happy to see everyone else is experiencing it.

I hope you guys can get this fixed soon.

I would love to use Studio more than 3, However there are so many sudden crashes and bugs (especially the deprecated codes list jeez) that make it not so usable for me.
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: SolidZone 26 on March 19, 2019, 12:53:04 AM
Speaking about crashing, I've been getting those issues regarding the .air lately. I've been mostly using it just for testing purposes, so it's works fine on that regard. But on my free time, I'm actually trying to make a character which requires me to edit the air file. That's when the crashes keep occurring and forces me to save often. I can't think of how many times it crashed when I'm working on a character than testing an already finished one.

Now I feel the pain with everyone else and I hope VirtuallTek comes back and reads this eventually.
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: Joey S. on March 19, 2019, 01:18:34 AM
You know? I've been having a bit of a problem with FF 3.5.3 myself!

It STILL has tons of trouble dealing with converting .png files to .sff correctly, seeing that all of the sprites being used for my game will be made and created as .png files. When I attempted to put in some of the graphics and save, the colors became SUPER distorted/corrupted/glitchy and was AWFUL to look at... anyone know how to fix it?

(https://imagizer.imageshack.com/img922/1933/zvPFpO.png)
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: ❤ Yue ❤ on March 19, 2019, 02:24:29 AM
You know? I've been having a bit of a problem with FF 3.5.3 myself!

It STILL has tons of trouble dealing with converting .png files to .sff correctly, seeing that all of the sprites being used for my game will be made and created as .png files. When I attempted to put in some of the graphics and save, the colors became SUPER distorted/corrupted/glitchy and was AWFUL to look at... anyone know how to fix it?

(I'll edit this post to edit screenshots tomorrow if needed. I work on the project at my school.)

Pretty sure that's the same as the issue i posted a couple posts above yours.
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: junkerde on March 19, 2019, 02:36:50 AM
Not anymore.

Ok, so are you using a new version or not? Why just come in the thread to say it has no problem and not answer?
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: Joey S. on March 19, 2019, 11:32:15 AM
Pretty sure that's the same as the issue i posted a couple posts above yours.

You mean the glow bleeding? While it IS one of the problems I'm having with my ports (hand-drawn by my friend!) with transparency, it wasn't the problem that I was trying to explain. I was trying to import my game's logo (in my sig) using FF 3.5.3, and it completely "corrupted" itself when I clicked yes on the error autofix. Even if I DID click no, the image would still come out corrupted when I booted up MUGEN.

Basically, it ends up looking like this in FF3 (ignore the cursor).
(https://imagizer.imageshack.com/img922/1933/zvPFpO.png)

(EDIT: I was able to semi-fix it by clicking that second option to "force-adapt" the png when loading. Still comes out all pixel-y though...)
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: Farengeit on March 21, 2019, 09:51:27 AM
Bug in ffs 3.5.4 (WinXP SP3 32 bit): the program crashes when loading a character. In Windows 7 32 bit such problem was not observed.

Spoiler, click to toggle visibilty
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: PlasmoidThunder on March 21, 2019, 02:38:49 PM
[Text]

It sounds as though you're trying to import a 32-bit RGBA image into a sprite file designed for 1.0 or earlier, which does not support that type of image.
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: Joey S. on March 21, 2019, 07:30:06 PM
It sounds as though you're trying to import a 32-bit RGBA image into a sprite file designed for 1.0 or earlier, which does not support that type of image.

Hmm. I AM using MUGEN 1.0 for my project. Are you suggesting I should change versions?

EDIT: Figured it out! Not only did I switch to MUGEN 1.1, but I also noticed that I can have FF auto-detect colors in a sprite/image and switch the palette just to that. I was able to put my logo in properly, as well as a small AND large port for one of my characters!
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: PlasmoidThunder on March 21, 2019, 09:29:40 PM
If you want to keep your graphics as they are without silly workarounds that bloat out the sprite file and can potentially lag MUGEN, then yeah.
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: EgyLynx on March 28, 2019, 05:15:41 PM
Are that also stop updates like MUGEN ?! How i make sure them try fix these real?!

June 16? that is so long... well... next summer again... (hope)...?
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: Joey S. on March 28, 2019, 07:34:23 PM
If you want to keep your graphics as they are without silly workarounds that bloat out the sprite file and can potentially lag MUGEN, then yeah.

I switched earlier this week, and it came out perfectly! All I really needed to do in FF Studio was to take the image of the sprite, auto-create a palette for the picture and force-adapt the image to its own palette.

 I linked an image that shows how one of my character's ports came out in-game!
Spoiler: My Game Demo's CSS. I practically JUST started on the game, so I simply made a placeholder. (click to see content)
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: EgyLynx on April 03, 2019, 09:02:07 PM
If you want to keep your graphics as they are without silly workarounds that bloat out the sprite file and can potentially lag MUGEN, then yeah.

I switched earlier this week, and it came out perfectly! All I really needed to do in FF Studio was to take the image of the sprite, auto-create a palette for the picture and force-adapt the image to its own palette.

 I linked an image that shows how one of my character's ports came out in-game!
Spoiler: My Game Demo's CSS. I practically JUST started on the game, so I simply made a placeholder. (click to see content)
Sounds at JUST same then at  past version... But, There should be least 4 different Pal... Liittle nervous check it... GOOD at it allow test these at straight at Mugen.., (?)
Or are that opinion still FF studio?
My selft also try do some, but motive is so low... Good lucky!
Title: Re: Fighter Factory Studio 3.5.4 (UPDATED March, 03.2019)
Post by: C-r-a-v-e-r on April 13, 2019, 06:01:55 PM
Update! ;)

Version 3.5.4
Download (http://fighterfactory.virtualltek.com/download)
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: junkerde on April 13, 2019, 09:49:43 PM
Changes in this new build:
Zoom on code editors applied to "Edit animations too.
Fixed "Run in engine" when .def is used as CNS too.
Export sprites/sounds crashes if used while in another editor.
String replace crashes if it changes some comment.
Random crash while editng code.
Fixed many bugs in OnionSkin.
Configuration moved to an user directory.
Pasting a RGBA image on Indexed canvas tries to preserve transparency.
Added option to allow color slot redistribution on Advanced Palette Editor.
Better renderer selection (Native painting is activated if neither OpenGL 2.0 or DirectX 9 support is available).
Code list updates itself when some value changes.
Implemented the variable usage list/log for M.U.G.E.N.
Tree list state is preserved when switching between editors.
Texture cache is cleared on Native painting mode, saving lots of memory.
Fixed the crash when switching from definitions editor right after some change was made.
Fixed the zoom on animation editor after closing all tabs.
Fixed some crashes while editing animations.
Fixed import animations from another project.
Fixed export to HTML.
Fixed some problems with angle and scaling.
Changed Options window so each engine module can display custom settings.
Added options to change CLSN default colors on M.U.G.E.N module.
Fixed the Throw creator slider not updating animation when moving by keyboard.
Fixed the function "Use these contact boxes in all other instances of this frame".
Fixed the crash when there's just one frame in an animation with time = 0.
Fixed the bug that sends an animation to the top instead of bottom on organizer.
Implemented a progress bar to show code reparse progress while switching colorsets.
Implemented a new way to write into files, more secure, as we keep the original file while writing into another temporary one (if a failure occurs while writing you won't lose the file like before).
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: PlasmoidThunder on April 14, 2019, 12:16:39 AM
Still no hotkeys :sick:

Studio crashes if a project is closed when still open in MUGEN.
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: C-r-a-v-e-r on April 14, 2019, 10:51:42 PM
best you should post the bugs here.... ;)

https://www.patreon.com/virtualltek/posts
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: EgyLynx on April 15, 2019, 10:27:42 AM
best you should post the bugs here.... ;)

https://www.patreon.com/virtualltek/posts

I think ALL time that same. But, why message HERE these? I not believe them read that...
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: C-r-a-v-e-r on May 05, 2019, 08:24:51 AM
New Update - May 1 at 4:43am

Virtualltek;
Spoiler, click to toggle visibilty
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: junkerde on May 21, 2019, 12:35:16 AM
sometimes opening up the vars list then double clicking on the panel of a specific VAR will crash fighter factory studio
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: Farengeit on May 24, 2019, 10:09:30 AM
The online installer (32bits) does not work to Win XP - the fighter factory studio wizard failed.
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: OldGamer on June 14, 2019, 06:48:05 PM
the website is down you guys does he knows its down ?
(https://i.imgur.com/ypprTzv.png)
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: PlasmoidThunder on June 14, 2019, 11:04:06 PM
It sometimes does that. Keep refreshing until it works.
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: Odb718 on June 17, 2019, 08:21:28 AM
Bah! I got super hyped that it was updated June 16th and today's June 17th...
Well that year flew by pretty fast. <_<
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: demongorne on July 13, 2019, 05:20:15 PM
Is Fighter factory 3.5.4 free to use and install on my pc?
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: RagingRowen on July 13, 2019, 05:23:09 PM
It's a free download, so of course.
Also didn't you have problems with running it when you wanted to edit Victorys' characters?
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: demongorne on July 13, 2019, 05:41:47 PM
I did thus I'm stil using ff classic but I just tried to use the latest ff version but to install it on your pc you need to accept their terms and use conditions license

Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: RagingRowen on July 14, 2019, 03:10:50 PM
Just tick the box wherever it is to accept it.
Title: Re: Fighter Factory Studio 3.5.4?
Post by: EgyLynx on July 15, 2019, 12:40:00 PM
When that 3.5.4 was cam... are it will work them page?
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: YukiLong on July 18, 2019, 10:42:12 PM
(https://i.imgur.com/hipTo7V.png)
Has anyone seen this error when trying to access the VirtuallTek website?
" 0 An exception has been thrown during the rendering of a template ("Identifier "1" is not defined."). "
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: captainz on July 19, 2019, 10:20:28 AM
for real!? whats up with this error??? i really want this Fighter Factor Studio.... i would gladly pay moneys if that is what you want!!??!!
why is the web site broken?? please help us all out please...
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: initek on July 19, 2019, 04:07:24 PM
Just hit refresh super fast, it will load, same with the download button
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: captainz on July 19, 2019, 07:36:08 PM
needed to download the microsoft vc redist, works now thanks!!!
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: cidiego on January 21, 2020, 08:28:23 PM
Guys? Where can I post a bug I have found? I see this is 6 months old now. Is there any other newer thread? Thanks
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: QuickFeet on March 12, 2020, 04:57:52 AM
Hi.

I'm having issues with the app, when I click it the cursor shows it's loading but it never opens.
I've unistalled and re-installed several times.
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: Nexus Games on April 17, 2020, 08:14:04 AM
when i try to edit an intro or win screen animation...fighter factory studio just shuts down...like i open the a win/game over def file then i click on the animation icon/button the whole thing just shuts down.
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: EgyLynx on April 27, 2020, 05:55:26 PM
when i try to edit an intro or win screen animation...fighter factory studio just shuts down...like i open the a win/game over def file then i click on the animation icon/button the whole thing just shuts down.

Maybe just Windows think :I .... but try check log files at all?
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: beterhans on April 29, 2020, 05:33:24 PM
Can you make FF3 detect
dupilcated CLSN2 under 1 frame problem which can cause mugen 1.1 crash with out error?

detail info is here
https://mugenguild.com/forum/msg.2475610 (https://mugenguild.com/forum/msg.2475610)
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: MarioManX1983 on May 20, 2020, 07:23:41 PM
I just downloaded the latest build, (3.5.4) for x64 Windows 10 and keep encountering a very annoying bug/crash. The image editor always crashes when I go to save the changes I made to a sprite. I've tried every combo of windows compatibility settings, gave it full control under security settings and run as administrator but nothing works.

The whole program just totally freezes up and I have to close it with task manager.

Dear VirtualTek, If you read this, then please, PLEASE work on making the image editing feature more stable.
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: ThisIsGir on July 25, 2020, 08:29:23 AM
I just downloaded the latest build, (3.5.4) for x64 Windows 10 and keep encountering a very annoying bug/crash. The image editor always crashes when I go to save the changes I made to a sprite. I've tried every combo of windows compatibility settings, gave it full control under security settings and run as administrator but nothing works.

The whole program just totally freezes up and I have to close it with task manager.

Dear VirtualTek, If you read this, then please, PLEASE work on making the image editing feature more stable.

Yeah same issue. I cant save anything concerning sprites anymore.
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: saeedalshaikhpygas on August 03, 2020, 04:38:29 AM
Hello folks ,

 Fighter Factory Studio can extract all character sprites into images,

Would be possible to implement a replacement by an images in batch mode? (the images  would be named the same as the extracted images)

I could only replace by an image one by one   

This would be useful in AI upscaling characters in one go.

So basically :
-extract a character sprites as images
-those images would be upscaled without changing the files names ( by an external software)
-Replace all the sprites with the upscaled images in one go

https://imgur.com/a/1sjBGas

Thanks,
   
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: airforce111 on August 03, 2020, 06:07:47 AM
This program is EXTREMELY buggy. Updated, and it couldnt for some reason unzip the theme files, and I was left with a broken config, had to reinstall. And also, why does the installer delete EVERYTHING in the installation folder? Why is this even a thing? No uninstallers do this. Also lots of crashes with editing anything other than cahracters, liek fight fx. The old studio works better. Been 2 years and a lot of these crashes still havent fixed, among other annoying bugs.
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: kin2444 on December 30, 2020, 03:54:12 PM
Yeah, this program just WON'T open. Furthermore, I can't reinstall it because the installer keeps having errors.
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: ShotokanEditor on January 10, 2021, 10:54:07 AM
Hey thanks a lot for keeping this alive
I just tried to install the latest version 3.5.6 (64bit) and i get an error during installation which i have the option to ignore tho.
Ill report back if i get issues while working on it
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: SolidZone 26 on January 10, 2021, 11:31:12 AM
After loading a character, it gives me this script error:
(https://i.imgur.com/UIgWKZT.png)
Because of this, I can't access any parts of the sprites, animations, palettes, sounds, organizer, etc. This new 3.5.6 update bricked the program and is no longer usable as you can't edit the SFF, AIR, or SND files. Making it impossible to make characters or edit it.
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: ShotokanEditor on January 10, 2021, 12:19:05 PM
Ok after working on it and ignoring that error and working on some chars i realized after launching mugen it was crushing the engine immediately. Removed that character and then run properly so i guess those things i simplysmall edited (just some sprites)just to test the FF was making a mess on it or smth.
I tried to install 32 bits version i get no error while installing and even tho it finishes properly it doesnt even launch at all
Aaaaaaaanw this is the error i get on 64 bit
(https://i.ibb.co/Wv0Z9B6/qweqwe.png) (https://imgbb.com/)

Does anyone have 3.5.4 or 3.5.3 versions? not available in the old versions downloads
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: KarmaCharmeleon on January 10, 2021, 01:34:50 PM
Ok after working on it and ignoring that error and working on some chars i realized after launching mugen it was crushing the engine immediately. Removed that character and then run properly so i guess those things i simplysmall edited (just some sprites)just to test the FF was making a mess on it or smth.
I tried to install 32 bits version i get no error while installing and even tho it finishes properly it doesnt even launch at all
Aaaaaaaanw this is the error i get on 64 bit
(https://i.ibb.co/Wv0Z9B6/qweqwe.png) (https://imgbb.com/)

Does anyone have 3.5.4 or 3.5.3 versions? not available in the old versions downloads
This might be because you already have the Visual C++ Redistributable version the program needs. Clicking ignore should install the program properly. I know this because I had this exact same error, so I uninstalled Visual C++ Redistributable 2015-2019 and then installed the program with no issues. Well, no issues until...

After loading a character, it gives me this script error:
(https://i.imgur.com/UIgWKZT.png)
Because of this, I can't access any parts of the sprites, animations, palettes, sounds, organizer, etc. This new 3.5.6 update bricked the program and is no longer usable as you can't edit the SFF, AIR, or SND files. Making it impossible to make characters or edit it.

This exact same thing. I thought it was a problem of  vc_redist.x64 being skipped during installation, but even after I successfully installed FFS after doing the thing I said above, this error keeps happening preventing me to editing anything.

I hope devs can look into it.
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: ShotokanEditor on January 10, 2021, 02:38:18 PM
The weird thing is that even tho i hit ignore i could edit everything o_O
That was until i finished what i was doing and tried to run mugen with it crashing immediately on launch even before main menu
Hope it gets fixed :/
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: Alexzon22 on January 12, 2021, 12:05:32 AM
I'm not sure if this is an issue with the site or just on my end, but I'm unable to download any version on the site. Every time I hit download, it just refreshes the current page. Am I missing something?
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: PlasmoidThunder on January 12, 2021, 11:00:03 AM
Right-click the download button and select save link as.
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: SolidZone 26 on January 13, 2021, 11:16:38 AM
This exact same thing. I thought it was a problem of  vc_redist.x64 being skipped during installation, but even after I successfully installed FFS after doing the thing I said above, this error keeps happening preventing me to editing anything.

I hope devs can look into it.
Finally taking a few days, I figured out why it's giving me that script error. Turns out the Ultimate preset is broken. Fighter Factory Studio is working fine after loading a character using a different one, but you'll have to get used to either the Classic, Clean or Neo interfaces as the button placements are different from each other.

At this time, I will keep 3.5.4 as a backup until it's fixed since that is the last version before the Ultimate preset is no longer functional.

Oh, and don't use "Check updates..." on Help to update the program. Loading a character after updating it that way will cause it to crash every time, making Fighter Factory Studio no longer functional. So download it from the site instead anyone who hasn't yet.
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: KarmaCharmeleon on January 13, 2021, 02:39:40 PM
This exact same thing. I thought it was a problem of  vc_redist.x64 being skipped during installation, but even after I successfully installed FFS after doing the thing I said above, this error keeps happening preventing me to editing anything.

I hope devs can look into it.
Finally taking a few days, I figured out why it's giving me that script error. Turns out the Ultimate preset is broken. Fighter Factory Studio is working fine after loading a character using a different one, but you'll have to get used to either the Classic, Clean or Neo interfaces as the button placements are different from each other.

At this time, I will keep 3.5.4 as a backup until it's fixed since that is the last version before the Ultimate preset is no longer functional.

Oh, and don't use "Check updates..." on Help to update the program. Loading a character after updating it that way will cause it to crash every time, making Fighter Factory Studio no longer functional. So download it from the site instead anyone who hasn't yet.

Thanks a lot, SolidZone!! It worked perfectly after changing the skins. It will come out handy for the color separation of certain batperson! c:
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: SolidZone 26 on January 13, 2021, 11:12:29 PM
So I looked at VirtuallTek's Patreon page and it seems like he did release a minor update that supposedly fixes that. Guess that explains what update on Help the program is talking about. Unfortunately, it is not on the site and still using the release from 1/2 which I downloaded again as of yesterday. Someone needs to tell him to update the installer on the site as the feature to update through it will cause the program to brick.

There's also a minor bug where the arrow inside the square on the bottom right to access the Issues, Advanced Search, Engine Output, Debugger and Watch won't appear on bootup unless it's clicked once. There's another bug where the project tab will sometimes eventually stop working, making you unable to access certain options on it. Closing and reopening the program is the only way to fix that.

Thanks a lot, SolidZone!! It worked perfectly after changing the skins. It will come out handy for the color separation of certain batperson! c:
No problem, hope you get used to the button layout for the time being (Which I'm still not used to as the up and down buttons for the x/y axis are so tiny in Classic). You can still Ultimate for the Iconset, Stylesheet and Colorset, but it's not remotely the same as using the preset.
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: Mushypepito123 on January 16, 2021, 10:30:53 AM
is it just me, or is Fighter Factory Studio crashing when i try to import Animations from another project?
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: airforce111 on January 17, 2021, 05:53:12 AM
is it just me, or is Fighter Factory Studio crashing when i try to import Animations from another project?

nah this sounds typical, ever since any early version of studio. idk, cant bring myself to full come on board with studio, its still super buggy and crashes on random things. also, fightfx editing for some reason has been made worse than its ff3 counterpart. I mean studio needs a MAJOR bug fix and overhaul.
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: C-r-a-v-e-r on January 17, 2021, 09:12:14 AM
a new update was released
3.5.6.2021
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: GDPenguin on January 24, 2021, 02:07:08 PM
a new update was released
3.5.6.2021

Thanks for the Heads up.
I'll check the patreon instead. :)
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: SolidZone 26 on January 25, 2021, 01:59:07 AM
Looks like there was another update on 1/16. Even though the site still says 1/2, I had to update through the program a 2nd time in order to get it to work. After updating twice, now the program is no longer bricked and the Ultimate preset is working again. Hopefully, no more issues arise.

Although, this could be a problem if you plan to install this on a PC with no access to internet as they won't be able to get any of the updates.
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: Mushypepito123 on January 26, 2021, 12:06:14 AM
the update, although fixed some issues, came with a BROKEN organizer option, because everything went blank.
Title: Re: Fighter Factory Studio 3.5.7 (UPDATED 3. FEB. 2021)
Post by: C-r-a-v-e-r on February 03, 2021, 06:27:20 PM
Version 3.5.7 released!

Spoiler, click to toggle visibilty

Source = https://www.patreon.com/posts/version-3-5-7-47073430?utm_medium=post_notification_email&utm_source=post_link&utm_campaign=patron_engagement
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: Kanbei on February 09, 2021, 07:38:24 AM
Gonna give this a test when I get a chance, also BOR support when? (kidding)
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: amilcar on February 13, 2021, 03:00:14 AM
I cant download from the server, any send me please the set-up for windows 10/64bits!
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: vlad_alucard on February 13, 2021, 06:24:24 AM
I cant download from the server, any send me please the set-up for windows 10/64bits!

I have the same issues I try for update from the program too but it crashes when I open a project
Update: Google Chrome blocks the download but with the old internet explorer I can do it and it works perfectly
Title: Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)
Post by: C-r-a-v-e-r on February 13, 2021, 09:07:29 AM
right click on the download buttom, and save link as...