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Author Topic: Fighter Factory Ultimate talk... *UPDATED*  (Read 4680 times)

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Offline Fallen_Angel

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Re: Fighter Factory Ultimate talk... *RELEASED!!*
« Reply #50 on: June 28, 2009, 01:19:30 AM »
@atice...actually, yes you can search by name @^@


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Offline Alexziq

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Re: Fighter Factory Ultimate talk... *RELEASED!!*
« Reply #51 on: June 28, 2009, 02:57:07 PM »
I dont like how you cant add a frame in the middle of the animation, and I miss the auto complete for certain clsn animations. Plus it can help clean up certain sloppy hit boxes. Not being able to save as 256 bitmap will be annoying to some because some people only edit with paint, especially those new to the engine. Since paint doesnt open pcx it makes it somewhat difficult for occaisional sprite editors.

Offline ATiC3

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Re: Fighter Factory Ultimate talk... *RELEASED!!*
« Reply #52 on: June 28, 2009, 11:04:38 PM »
I dont like how you cant add a frame in the middle of the animation, and I miss the auto complete for certain clsn animations. Plus it can help clean up certain sloppy hit boxes. Not being able to save as 256 bitmap will be annoying to some because some people only edit with paint, especially those new to the engine. Since paint doesnt open pcx it makes it somewhat difficult for occaisional sprite editors.
- Wow... I'll report that bug then.. I just tried it myself... that's weird...
- I shall report the 256 bmp thing to them.. maybe we should recommend PaintDotNet to everyone.. lol..
 

Offline .:K.I.N.G:.

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Re: Fighter Factory Ultimate talk... *RELEASED!!*
« Reply #53 on: June 29, 2009, 12:14:26 AM »
- Wow... I'll report that bug then.. I just tried it myself... that's weird...
- I shall report the 256 bmp thing to them.. maybe we should recommend PaintDotNet to everyone.. lol..
i think a color index order switching option will be nice as well, it will make it easier/less time consuming when making pals and putting the bg color you want at index 0 if it was already ut of place and not at 0.
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Offline Alexziq

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Re: Fighter Factory Ultimate talk... *RELEASED!!*
« Reply #54 on: June 29, 2009, 09:03:42 AM »
It's weird too when you go to add a sprite it says you can add either pcx, or 256 bitmap, but if you add a bitmap it jacks the colors all up as if they have been reversed. The old FF did not do that as long as it was converted properly.

Offline .:K.I.N.G:.

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Re: Fighter Factory Ultimate talk... *RELEASED!!*
« Reply #55 on: June 29, 2009, 02:04:03 PM »
i've just updated it, nice.
it can open character when clicking the def file now, cns tabs are back.

-the pal fx template editor still has the color line error, i'll explain it better.
this is the automatic code with the error shown in blue
[State 0, PalFXWiz]
type = PalFX
trigger1 =
time =
add = 0,0,0
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0color = 256
;ignorehitpause = 0
;persistent = 1

it should like this when inserted
[State 0, PalFXWiz]
type = PalFX
trigger1 =
time =
add = 0,0,0
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = 256
;ignorehitpause = 0
;persistent = 1

-the sprite editor invisible cursor/no cursor is still here.
-the search for update option from the file menu still dose nothing.
-when using the sprite editor the sprites offset/alignment plus sign gets removed for some reason.
-still can't search animations by name.

« Last Edit: June 29, 2009, 02:15:08 PM by Mr.47 »
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Offline ATiC3

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Re: Fighter Factory Ultimate talk... *RELEASED!!*
« Reply #56 on: June 30, 2009, 01:25:09 AM »
He said the cursor was a low priority right now, so he's not going to bother with it... -.-

Idk.. i've even tried inputting some sprites and they're not even working... I think I might switch back to the CLASSIC FF until the version of this is released... because.. this is just bull.. he even gave me a warning on his site too.. all because I inputted feedback (about bugs) into the bug report......... So... don't expect any more helpful hints from me for a while... :-"
 

Offline .:K.I.N.G:.

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Re: Fighter Factory Ultimate talk... *RELEASED!!*
« Reply #57 on: June 30, 2009, 07:07:03 AM »
He said the cursor was a low priority right now, so he's not going to bother with it... -.-
lol.
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Offline Alexziq

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Re: Fighter Factory Ultimate talk... *RELEASED!!*
« Reply #58 on: June 30, 2009, 09:06:46 AM »
I'm sticking with classic for almost everything. The only thing I'm using it for is to compare characters. It is helpful if you are programming an Iceman edit, and be able to look at the placement of hitsprites in an actual Iceman to see how the animations should be, and the x,y locations of sprites. It sucks having to switch back to classic for other things though.

I think this version might be good for a few people in the way that they work, but will be a big hassle for others who have a differant method.

Offline .:K.I.N.G:.

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Re: Fighter Factory Ultimate talk... *RELEASED!!*
« Reply #59 on: June 30, 2009, 09:40:43 AM »
I'm sticking with classic for almost everything. The only thing I'm using it for is to compare characters. It is helpful if you are programming an Iceman edit, and be able to look at the placement of hitsprites in an actual Iceman to see how the animations should be, and the x,y locations of sprites. It sucks having to switch back to classic for other things though.

I think this version might be good for a few people in the way that they work, but will be a big hassle for others who have a differant method.
i agree, it has some improvements over the old ff but feels like a downgraded version overall.
i hope the pal order/index switching gets implemented tho, what i mean is being able to switch the color positions in the pal and not just the colors themselves.
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Offline DARKTALBAIN

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Re: Fighter Factory Ultimate talk... *RELEASED!!*
« Reply #60 on: June 30, 2009, 10:52:43 AM »
I still like the zoom on this for palettes . But there seems to be many things incomplete . I'll stick with my old Fighter Factory for now until all these issues get taken care of .
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Offline Alexziq

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Re: Fighter Factory Ultimate talk... *RELEASED!!*
« Reply #61 on: June 30, 2009, 11:08:12 AM »
I would use it for palettes, but I cant apply them to my sprites to see how it looks on all of the SFF file. If I missed a color in certain sprites I'd never know untill gameplay.

I know what you mean though

Offline ATiC3

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Re: Fighter Factory Ultimate talk... *RELEASED!!*
« Reply #62 on: July 02, 2009, 01:39:32 PM »
What I would suggest is to everyone who still has Fighter Factory (the original)... keep it for now... There's been quite a bit fixed in FFU, but there's still quite a bit to go.. I mean.. the program was just released what... last week? If you haven't updated already, then wait to update for another week or so...

uh... oh.. and don't forget to get the latest updates.. There are updates EVERY DAY... for some reason he only uploads them once a day... don't ask why... lol...
 

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Re: Fighter Factory Ultimate talk... *RELEASED!!*
« Reply #63 on: July 04, 2009, 09:41:26 AM »
tried updating it today and it'd asking for a -volumes file, so it's not updating.
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Offline ATiC3

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Re: Fighter Factory Ultimate talk... *RELEASED!!*
« Reply #64 on: July 04, 2009, 07:25:09 PM »
Uh... re-download I guess..??

Also, if people are having problems with inputting sprites that are inputted out of order randomly.. I'm working on having him update that bug.. I just uploaded and sent him a vid on his site so hopefully that'll be fixed soon.. because that's major..
 

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Re: Fighter Factory Ultimate talk... *RELEASED!!*
« Reply #65 on: July 05, 2009, 01:16:49 AM »
Uh... re-download I guess..??

Also, if people are having problems with inputting sprites that are inputted out of order randomly.. I'm working on having him update that bug.. I just uploaded and sent him a vid on his site so hopefully that'll be fixed soon.. because that's major..
the latest update isn't working even after re installing, still asks for some weird volumes file.
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Offline ClubSyN-X-TReME

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Re: Fighter Factory Ultimate talk... *RELEASED!!*
« Reply #66 on: July 05, 2009, 01:23:56 AM »
I still like the zoom on this for palettes . But there seems to be many things incomplete . I'll stick with my old Fighter Factory for now until all these issues get taken care of .

There far too many problems in this "Ultimate" version of FF STILL.
Like you I stuck with what I had already before this.

"Fight Factory Portable"

IMO switching to this new version is really a waste of time.

Offline xPreatorianx

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Re: Fighter Factory Ultimate talk... *RELEASED!!*
« Reply #67 on: July 05, 2009, 01:30:52 AM »
Well didn't he say he was making this completely from scratch. Basically starting over? If so expect a ton of bugs. Basically I consider it a beta release or a final alpha if you will. It will get fixed and be even better then the original just give it time.

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Re: Fighter Factory Ultimate talk... *RELEASED!!*
« Reply #68 on: July 05, 2009, 07:28:11 AM »
As far as vitualTek, I know that but as far as O'Illusionista bragging on it and being buthurt because ppl wont upgrade, thats a different story.

You should see his behavior @ MFG and he still wonders why he got kicked off from or suddenly left infinity. :P

Offline ATiC3

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Re: Fighter Factory Ultimate talk... *RELEASED!!*
« Reply #69 on: July 05, 2009, 02:34:36 PM »
lol.. is he really? ;*))

I agree with you, though, SyN, if you still have FFC then don't bother upgrading to FFU right now... The problem with FFU is that he built it from scratch.. he didn't build from the FFC layout and all that... which kinda sucks too, because some of the layout is weird... like on the site's forum this one guy is claiming all these people are having trouble where to find the button to add sprites... when the + button is like right next to the sprite number thingy.. idk.. I think it would be cool if he put up FFC for the users who are still having trouble with FFU and don't want to do anything about it...

@SyN: Fighter Factory Portable? Where'd you get that at?
 

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Offline ATiC3

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Re: Fighter Factory Ultimate talk... *RELEASED!!*
« Reply #71 on: July 06, 2009, 01:56:35 AM »
http://mugenguild.com/forumx/index.php?topic=78332.0

AWESOME! THANKS!

 :w00t:

The only thing I don't like about FFC now is that the old virtualltek update link is down.. so you can't get the palette editor anymore.. which was my only way of making palettes... :(
« Last Edit: July 06, 2009, 02:04:08 AM by ATICE »
 

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Re: Fighter Factory Ultimate talk... *RELEASED!!*
« Reply #72 on: July 06, 2009, 11:19:56 AM »
you still reporting bugs ATICE?

-thew added animations offset viewer is part of the cns editor and not the air editor? and it shows the sprites flipped horizontally when clicking it for some reason.
-the auto palfx editor still has the color line error.
-the low priority sprite cursor thing.
-still not able to switch/replace the color indexes and orders in the palette.
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Offline ATiC3

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Re: Fighter Factory Ultimate talk... *RELEASED!!*
« Reply #73 on: July 06, 2009, 03:17:38 PM »
you still reporting bugs ATICE?

-thew added animations offset viewer is part of the cns editor and not the air editor? and it shows the sprites flipped horizontally when clicking it for some reason.
-the auto palfx editor still has the color line error.
-the low priority sprite cursor thing.
-still not able to switch/replace the color indexes and orders in the palette.
1 - It is obvious. The offset calculation is used in the CNS, not in AIR. The flip simulate P1 and P2, it is extremely obvious.

2 - The actual PalFX uses the MUGEN formula to calculate the color. The Previous version not. This will be changed to previous version for more fidelity with the MUGEN view.

3 - When a tool is selected, the cursor is visible. The size of it varies depending on the options used.

4 - You have two options in the palette editor: change palette and adapt the image palette. The first maintains the indexes, only change the palette. The second changes the indexes to coincide with the colors of the palette. What you want, change the order of the colors???
 

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Re: Fighter Factory Ultimate talk... *RELEASED!!*
« Reply #74 on: July 06, 2009, 04:09:44 PM »
1 - It is obvious. The offset calculation is used in the CNS, not in AIR. The flip simulate P1 and P2, it is extremely obvious.

2 - The actual PalFX uses the MUGEN formula to calculate the color. The Previous version not. This will be changed to previous version for more fidelity with the MUGEN view.

3 - When a tool is selected, the cursor is visible. The size of it varies depending on the options used.

4 - You have two options in the palette editor: change palette and adapt the image palette. The first maintains the indexes, only change the palette. The second changes the indexes to coincide with the colors of the palette. What you want, change the order of the colors???
-the offset editor should be included in the air editor instead since it's mainly made for moving the frames of animation, like the old ff, you could have an entirely messed up sff when it comes to the offsets/aligning of the sprites then re align everything using the x and y axis through the air editor and the old air offset + cursor, that's why it makes more sense if it was included in the air editor instead.

-the sprite editing tool cursor isn't visible at all when trying to edit the sprites, my os is xpsp2.

-the palfx inputs the code in the wrong way like i posted before, you'll have to separate the lines or else the code will get mugen to crash.

-lets say that i have a messed up palette and my bg color is like in the middle of the pal index, lets say order 128 for example, the bg transparency will not work unless the bg color was at index 0, right? what i mean is switching places of where these colors are, that would be easier when making pals.

-i forgot to mention that rotating a sprite using a negative angel messes up the highlighted sprite.
« Last Edit: July 06, 2009, 04:44:32 PM by Mr.47 »
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