February 28, 2019, 12:41:26 PM by laspachoViews: 12350 | Comments: 33
On behalf of Myself, The Robot Master Mayhem Team, and Infinity, I'm proud to Present The Third Release of Megaman Robot Master Mayhem. This project has been developed over the last Eleven Years. This is the second release from the Robot Master Mayhem Team. The on screen starting roster consists of 22 fighters. Take control of your favorite Megaman characters to stop the Evil Dr. Wily from conquering the Earth. This update includes:• New playable character - Enker (with his stage) • New playable character - Metalman • Major updates to ALL CHARACTERS • Updates to the Screen Pack. • Music volume normalize A special thanks goes out to O Ilusionista and everyone involved with this huge update. Thank you to everyone out there that followed our progress over the course of the project to this point. Thanks for your continued interest and support, it's what drives us to create new and fun content. ![](https://i.imgur.com/388Irhw.png) ![](https://i.imgur.com/euQ8dlV.png) ![](https://i.imgur.com/RkVp3Lk.png) ![](https://i.imgur.com/Vxv0TIx.png) Megaman Robot Master Mayhem 2.5 Bug Fix Release 4/26/2019Updated Download link:Download Link for Megaman Robot Master Mayhem 2.5 http://www.infinitymugenteam.com/Uploads/Rmm2.5.zipDownload link also available from the YouTube Video Description:* If you are going to report any bugs please report them from a un modified version of the game so it will be easier for us to fix. If you'd like to help the project by spriting, coding, or fixing any bugs I'd be happy to work with you. The quicker we can identify and fix bugs the quicker I can upload a new Official Version of Megaman Robot Master Mayhem for everyone to enjoy.
December 25, 2018, 01:22:28 AM by laspachoViews: 7785 | Comments: 22
On behalf of Myself, The Robot Master Mayhem Team, and Infinity, I'm proud to Present The Second Release of Megaman Robot Master Mayhem. This project has been developed over the last Eleven Years. This is the second release from the Robot Master Mayhem Team. The on screen starting roster consists of 20 fighters. Take control of your favorite Megaman characters to stop the Evil Dr. Wily from conquering the Earth. Thank you to everyone out there that followed our progress over the course of the project to this point. Thank you for your continued interest and support, it's what drives us to create new and fun content. ![](https://i.imgur.com/9HnVrL6.png) Download Link for Megaman Robot Master Mayhem 2.0 http://www.infinitymugenteam.com/Uploads/Rmm2.0.zip* If you are going to report any bugs please report them from a un modified version of the game so it will be easier for us to fix. If you'd like to help the project and fix any bugs I'd be happy to work with you. The quicker we can identify and fix bugs the quicker I can upload a new Official Version of Megaman Robot Master Mayhem for everyone to enjoy.
August 03, 2018, 12:44:45 PM by O IlusionistaViews: 3684 | Comments: 6
=========== | Hyperstorm H |==========I loved to code this. Ramza made those edits a long time ago but I never had time to do it. Sprited By: Ramzaneko (major sprites), O Ilusionista (minor edits), Rage (RMM Big Portrait) Coding: O Ilusionista Mugen: Mugen 1.0 Data: 2018.05.01 Char number: 73 Hyper Storm H (ハイパーストームH Haipā Sutōmu H) is a Robot Masterfrom Mega Man: The Wily Wars based on Zhu Bajie, a character from the Chinese novel Journey to the West. He is the strongest of the three members of the Genesis Unit, but is easily fooled. He's laid back and avoids conflicts between Buster Rod G and Mega Water S. He is one of the largest Robot Masters and the only one to have two energy gauges. =========== | IMAGES |==========![](http://brazilmugenteam.com/wp-content/uploads/2018/08/1.png) ![](http://brazilmugenteam.com/wp-content/uploads/2018/08/mugen001.png) =========== | VIDEO |======================================== DOWNLOAD: http://www.brazilmugenteam.com ==============================
April 29, 2018, 09:14:51 PM by O IlusionistaViews: 2849 | Comments: 2
Famardy, the last boss from King of Monsters 2, was updated. If you want a cool boss fight, go ahead ![Smiley :)](http://www.infinitymugenteam.com/Forum_345/Smileys/classic/Megaman.gif) ======= What is new in version 2.0 =======
- Mugen 1.0 only - Better AI - New Winpose - New frames and new animations - New super move: Eye Popping - New hyper move: Onslaught - Power Expand: some moves will be different if he loses a round === WARNING: ===Since its a boss char, any custom state move (such grabs and others) won't hit it. plus, this char can't block. THERE IS A KNOWN BUG: Maybe God know why, but people at Elecbyte made chars in a NotHitBy state... actually CAN BE HIT by reversal attacks. Funny, huh? Download the character (and the stage): http://www.brazilmugenteam.com
April 04, 2018, 08:56:27 AM by VirtuallTek | Views: 38321 | Comments: 45
Fighter Factory Studio released!Fighter Factory Studio 3.6 released!![](https://c10.patreonusercontent.com/3/eyJ3Ijo2MjB9/patreon-media/p/post/49363625/9f86caf25d1a4fe28ae1f58e932a5454/1.jpg?token-time=1618858452&token-hash=oRZS-7zSy1dM4yC10SAfhZvc0quHfkAT9J-YGmvXUSk%3D) From Virtualltek's post at Patreon: Hello!
Today, I'm proud to release Fighter Factory Studio 3.6. This version is the major step forward in Fighter Factory history.
Since the first version, the program was designed to edit characters, and specific tools for fonts and stages was planned (Font Factory is the only one that was born). The never released version 3.1 has BGs support, but implementing that was a challenge, as Fighter Factory 3 is, still, focused on chars, so Studio comes to the rescue. This version is designed to support a greater feature set, and it's modularity allows pretty much everything to be supported, that's my final goal.
The first step is done, backgrounds are widely used across the engine, so this editor will highly improve workflow speed and quality of life when working with this type of content. Fonts, System Pack and advanced editing/debugging features comes next.
Changes:
• Image editor no longer asks to discard changes after saving and navigating to another sprite. • Added contiguous option to Magic Wand. • Increased maximum Zoom level. • An active search no longer moves cursor position while going to another editor. • Changed format for exporting config from options to include everything in a single file. • Welcome dialog don't show if the program finds an existing configuration. • Improved search & replace functions to use the advanced search functionality. • Added support to captures on regular expression replace mode (%1, %2, ...). • Fixed some crashes while applying settings. • Fixed selection mask not moving alongside pixels on image editor. • Fixed a bug that might cause sprites to be incorrectly linked. • Made changes on Sprite explorer (thumbnails) to be more generic, so now it's not exclusive to Animations editor. • Sprite explorer can be used on Image editor to insert sprites as individual layers. • Implemented a Play function for Image editor, so it hides all layers and then on, one at a time. • Implemented Save layers as individual sprites (the layer's name defines the sprite identifier). • Made a lot of changes on all presets and iconsets for the new features (including moving OnionSkin to Animations panel, which makes more sense). • Updated the Reference Documentation (scripting documentation is on the way). • Fixed some crashes while editing commands. • Fixed some crashes while trying to edit a FightFX Project. • Fixed Issues showing twice for virtual files like Animations on stages and BGs (stuff from .def). • Updated syntax highlight for stages, storyboard, system.def and fight.def. • Implemented complete BGs support (work for Stages, Motif and Storyboard). • Implemented Controllers panel to edit BG controllers. • Implemented Stage panel to edit Stage specific options (affecting BG preview).
Download: http://fighterfactory.virtualltek.com
Very special thanks to all Patrons for making this possible without taking forever. You rock!
Thanks to my friends Tyler Young and Douglas Baldan for the amazing support and extensive testing.
Thanks to the community for the feedback and support all over these years of work.• I've beta tested it and I can say its a huge step forward, because the bg editor is a game changer! @MatreroG @OldGamer @ELECTRO you guys should really try this version =========== OLD POST ====== 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:- Split on modules with support for multiple engines.
- Project file explorer (will be essential for full game development).
- OpenGL is mandatory, but a software rasterizer alternative is available too.
- Updated to latest version of Qt framework.
- Hybrid parser/syntax highlighter (smarter, faster and more reliable).
- Multi-threaded (long tasks are split across all available CPU cores).
- Import from another project can import from any supported engine too, and has collision resolution.
- Backup function restore files by replacing them and reloading, instead of just loading the backup on memory without changes in the original files.
- 'Project -> Save' improved. Saves all modified files and call save as for those who lives on memory only as expected, on all projects of the same 'group'.
- 'Project -> Save as' improved. Saves all files of the current 'project group' to a new folder (copy them in its current state to a new folder). Eg.: open a character, make a copy of it on another folder to create a new one based on the first.
- We can even make a full copy of a default engine installation to make a full game.
- 'Project -> Run in engine' improved. All bugs solved, faster than before, and on a full game 'project group' runs on the game itself.
- Undo, redo, cut, copy, paste, find and replace available in all editors. You can even undo complex things like changes on sprites.
- Zoom available on code editor too.
- Built-in image editor inside sprites editor.
- Import replace sprites with same group/number.
- Ability to resize one or more sprites outside image editor (you can scale all sprites with hit box adjustment/scaling in one batch).
- Default background is set based on localcoord.
- Contact Box drawing always use the same type as current ones (default or not), or non-default if there's none.
- Better support for frame interpolation, including timeline controls.
- Onion Skin on animations changed from sprite to animation/frame.
- Complete support for high DPI displays.
- Palette generation and 'Adapt image to palette' with better support for alpha channel (can produce anti-aliased 8bit sprites).
- Animated GIF generation works even with non-8bit sprites (adapts to 8bit).
- Better interface preset system (adjusts to available space and scales nicely).
- Drag and drop support on the Organizer.
- Sound file viewer on sounds editor (basic editing functionality will be added over time).
- Added fold all/unfold all for code editors.
- Improved 'Export to HTML function' (tries to detect AI commands to uncheck them).
M.U.G.E.N.- Parser groups allowed code by file type.
- Added A1 transparency shortcut in Animations editor.
- Added full support for frame interpolation.
- Improved offset viewer and throw creator.
- Fixed PCX decoding (solves some issues on portraits in SFF v1).
Changes in 3.5.3See ou post on Patreon for more details. Requirements:Windows (x86):Windows XP SP3 or greater and Microsoft Visual C++ 2017 Redistributable: https://go.microsoft.com/fwlink/?LinkId=746571Windows (x64):Windows 7 SP1 or greater and Microsoft Visual C++ 2017 Redistributable: 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.comPatreon page===========================================https://www.patreon.com/virtualltekKnown 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!
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