Infinity MUGEN Team

IMT Discussions => M.U.G.E.N Discussion => Topic started by: ATiC3 on April 25, 2009, 05:02:25 PM

Title: Fighter Factory Ultimate talk... *UPDATED*
Post by: ATiC3 on April 25, 2009, 05:02:25 PM
Yes, this has been released!!

As for Fighter Factory Ultimate... this was in the previous topic...

Posted by Virtualltek this afternoon...

Quote
Well, time does not post news, so here goes:
- The program is almost ready.
- Scrolling with mouse scroll in publishers SFF and AIR.
- Option to rotate the image in the image editor (without the danger of being a part out or have to set the center as in previous versa)
- Option to create an animation from the creator pitches instead of having to make a prompt before.
- Auto complete 100%. Add SCtrls just typing his name and pressing Ctrl + J.
- Onion Skin
- Button to clear all CLSNs
- Templates of states (as in the previous version, but in a separate window)

Languages to be included in FFU...

English, Spanish, Valencian, European Portuguese, French, Urdu, German, Chinese, Romanian, Polish, and Dutch.

The ones that haven't been started yet are...

Japanese, Korean, Italian, Russian, Swedish, Croatian, Arabic, Netherlands, and Turkish.


What's to be added & improved in this version...
Code: [Select]
General
- Improved Interface
- Performance is incredibly superior
- Less memory consumption
- Possibility of opening up to 12 chars in the same window
- Almost all functions accessible via shortcut keys
- The Esc key closes a window
- Customizable (possibility to enable or disable some recursor, usually messages of confirmation)
- Possibility to hide the panel of the editor to increase the space
- Format of the programs for chars (all except in a single file with compression - average 50% reduction)
- Zoom up to 8X
- New system of languages, much lighter and faster
- Test of char in MUGEN improved
- New organizer
- Confirmation of overwrite in all operations to save

DEF
- Possibility to comment a line, unchecking a check box (for snd valley, st, intro, ending, states and palettes)

SFF
- Customizable background image
- Movement of the image according to the zoom
- Buttons to go to the next or previous group
- Option palette of the image does not change the previous image
- Function optimize for DOS and Win Mugen
- Cut and optimize all the images 1000x faster than the previous version
- Axis-shaped buttons on adding sprites
- Ruler on one side to increase the space
- Export and import a whole SFF (own format and SprMaker)
- Possibility to save the current image, all, a group of images, range images of a group
- Image Editor

ACT
- Inclusion of the editor of pallets in the main window
- Increased floor area
- All functions apply to both the image and the char palette, chosen by the user
- Possibility to choose whether he will replace the palette or the image to adapt it
- Enhanced Function mask
- Just click on the image he selects the color without the need to activate an additional button
- Effects RGB Hue and improved, with the option of applying or permanently reset and ignore the changes
- RGB Effect will not work for value and dragging the Barrinha
- Option to replace a color by clicking it twice
- Function that puts gradient in the range of selected colors
- Removal of duplicate colors in the palette
- Generate optimized palette for the image
- Inserts in palette images with option to use the Clean PCX
- Generate optimized palette from multiple images
- Movement of the image according to the zoom

AIR
- Display of real-time transparency in the editor
- New alignment system, equal to the SFF in order to standardize and facilitate the use
- Movement of the image according to the zoom
- New system for generating animated GIF (positions and scales the image correctly, not cutting the feet or the head like before)
- Preview of sprites on thumbnail for rapid creation of animations
- Resizing and repositioning of CLSN 1px directional buttons at once by

SND
- Allows you to set the group and add sound
- Conversion of bitrate and number of channels made by the program
- System for enhanced Resample using the library LibSampleRate
- Display information on the correct sound WAVE
- Find sound
- Delete Group
- Possibility of individual sounds Resampler
- Possibility to save the current sound, all, a group of sounds, range of sounds of a group

CMD
- Display list of states with number and name
- Allows to navigate the state by double-clicking an item from the list
- New syntax coloring
- New editing system (standard in the text editors)

CNS
- System auto complete with support for functions with parameters (shows possible options or monitoring the switch current)
- System auto complete with the addition of SCtrls from a shortcut key
- Templates for SCtrls
- List of StateDefs
- Editor of PalFX
- Viewer Offset
- List of Vars

I actually got another e-mail from the staff at Virtualltek, and they are prepping for a Release Candidate that will hopefully be released soon...

That is all the information I can give you for right now...

If you don't remember their website... click the link...
Virtuall Tek (http://virtualltek.mgbr.net)

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

FIGHTER FACTORY ULTIMATE HAS BEEN UPDATED TO VERSION 2.5..
GET IT NOW!!

virtualltek.com
Title: Re: Fighter Factory Ultimate talk...
Post by: Sabaki on April 25, 2009, 05:56:23 PM
hey, great news! I'm really looking forward to FFU, for i've heard many good things will be added, both visually and functionability (is that even a word?!?).
Title: Re: Fighter Factory Ultimate talk...
Post by: Reza on April 25, 2009, 07:15:03 PM
Quote
Well, time does not post news, so here goes:
- The program is almost ready.
- Scrolling with mouse scroll in publishers SFF and AIR.
- Option to rotate the image in the image editor (without the danger of being a part out or have to set the center as in previous versa)
- Option to create an animation from the creator pitches instead of having to make a prompt before.
- Auto complete 100%. Add SCtrls just typing his name and pressing Ctrl + J.
- Onion Skin
- Button to clear all CLSNs
- Templates of states (as in the previous version, but in a separate window)   
      
I actually got another e-mail from the staff at Virtualltek, and they are prepping for a Release Candidate that will hopefully be released soon...

Awesome news man, i can't wait for its release and i like the word SOON.
Title: Re: Fighter Factory Ultimate talk...
Post by: GodzFire on April 25, 2009, 10:57:01 PM
Really looking forward to this
Title: What's Up With: Fighter Factory Ultimate?
Post by: GodzFire on May 20, 2009, 06:24:51 PM
The last we heard about FFU was when OIll was still around and giving updates. Apparently it was about 80% finished, and that was the last news.

Does anyone have any new news to post, or know someone who is part of the team making the program?
Title: Re: What's Up With: Fighter Factory Ultimate?
Post by: ATiC3 on May 20, 2009, 07:00:42 PM
The last we heard about FFU was when OIll was still around and giving updates. Apparently it was about 80% finished, and that was the last news.

Does anyone have any new news to post, or know someone who is part of the team making the program?
Apparently you don't know how to check through the pages... I made a topic about FFU that's either on page 2 or 3... 8=|
Title: Re: Fighter Factory Ultimate talk...
Post by: ATiC3 on May 20, 2009, 07:11:03 PM
Just for you all who are going... wtf... what happened to this?

It's still being worked on... Right now they're working on translating it into all sorts of all languages...

Languages to be included in FFU...

English, Spanish, Valencian, European Portuguese, French, Urdu, German, Chinese, Romanian, Polish, and Dutch.

The ones that haven't been started yet are...

Japanese, Korean, Italian, Russian, Swedish, Croatian, Arabic, Netherlands, and Turkish.

I've asked quite a few people, but no one has really responded to me about RC1... I think that one may just be for the staff members... I think they should release it to the public, though, to get feedback so that they can fix almost all of the errors before the final release...
Title: Re: Fighter Factory Ultimate talk...
Post by: xPreatorianx on May 20, 2009, 08:11:40 PM
"You can't rush Greatness" Don't really know if it is a official quote but its my quote. So yea let them take as much time as they need so it will be perfect!
Title: Re: What's Up With: Fighter Factory Ultimate?
Post by: GodzFire on May 21, 2009, 12:21:26 AM
Wow aren't we nice.....
Title: Re: What's Up With: Fighter Factory Ultimate?
Post by: ATiC3 on May 21, 2009, 01:50:25 AM
lol.. I'm just quite surprised since you were the last to post on my FFU topic.... ;*))

Sometimes I'm not nice.. sometimes I can be cranky, if I want to... Just use search.. it's not that hard... I'm quite amazed at how many of the new members don't even know how to use google...

'Is this still a WIP? Does he have a site?'
''Well, did you even bothering googling his site? Here...''

 ;*))
Title: Re: What's Up With: Fighter Factory Ultimate?
Post by: fatalfreak on May 21, 2009, 03:32:54 AM
Does anyone have any new news to post, or know someone who is part of the team making the program?

Yesterday, when I was checking Mugen Guild (as a guest because I don't have an account there), I saw the topic of Fighter Factory Ultimate; it seems like people are working on language translation (Yeah, it's cool).
Title: Re: What's Up With: Fighter Factory Ultimate?
Post by: Random Regular on May 21, 2009, 03:42:11 AM
I'm involved into the production of FFU too.
Progress is being made by VirtualTek every day, But in small steps.
You just have to wait, There is nothing to worry about.
Title: Re: Fighter Factory Ultimate talk... *HUGE ANNOUNCEMENT!!*
Post by: ATiC3 on June 15, 2009, 11:31:32 PM
NEW ANNOUNCEMENT! CHECK FIRST POST!

 ::salute::
Title: Re: Fighter Factory Ultimate talk... *HUGE ANNOUNCEMENT!!*
Post by: nick09 on June 16, 2009, 11:03:07 AM
Sweet I wonder how it will look like after the release.
Title: Re: Fighter Factory Ultimate talk... *HUGE ANNOUNCEMENT!!*
Post by: fer619 on June 16, 2009, 05:54:03 PM
one more week left! can't wait  :w00t:
Title: Re: Fighter Factory Ultimate talk... *HUGE ANNOUNCEMENT!!*
Post by: ATiC3 on June 23, 2009, 11:10:12 AM
FIGHTER FACTORY ULTIMATE IS RELEASED!!

virtualltek.com

GET IT NOW!


 ::salute::

 :w00t:
Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: DARKTALBAIN on June 23, 2009, 11:33:54 AM
The zoom for making palettes is incredible !!!!  :w00t: :w00t:

It also has some other interesting features & seems to have a better feel . I may be tinkering with this all day   
Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: Error Macro on June 23, 2009, 12:01:16 PM
I love this already.  I actually feel like working on my chars again. xD
Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: Mugendude26 on June 23, 2009, 12:06:02 PM
Wow, I might be able to finish my three projects much faster now due to this being released! However, whenever I choose Elecbyte Player for a template, everything is blank unlike the old version of Fighter Factory. Anyone know what the problem is?
Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: ATiC3 on June 23, 2009, 12:27:56 PM
idk.. all I know is this one doesn't have the Elecbyte Player template.. it just has Winane AI unlike the last one.. so.. idk..
Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: Mugendude26 on June 23, 2009, 12:35:58 PM
Yeah, I reinstalled it and all I have is Winane AI but whenever I choose it, everything is blank...
Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: Spidermew on June 23, 2009, 01:07:24 PM
Its out already? Someone remind me to download it when i get home, they dont want me doing that here in the computer lab at school.
Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: .:K.I.N.G:. on June 23, 2009, 01:09:24 PM
it fails to load the character when opining the def file :-??
Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: The King Sic-1™ on June 23, 2009, 01:20:07 PM
I will say this... FFU works Great!
Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: .:K.I.N.G:. on June 23, 2009, 01:37:25 PM
I will say this... FFU works Great!
no, it's doesn't load many characters properly, it only loads the pallets and dates for some characters.
(http://img29.imageshack.us/img29/9756/ffu.png)
Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: Random Regular on June 23, 2009, 01:41:05 PM
Which character are you trying to open?
Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: .:K.I.N.G:. on June 23, 2009, 01:50:08 PM
Which character are you trying to open?
some characters work some don't, the one from the pic is lee by envymask666.
it work fine using the old fighter factory
(http://img199.imageshack.us/img199/9756/ffu.png)
Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: Alexziq on June 23, 2009, 02:00:12 PM
Hmmmn think I'll wait on this one. I was kinda hoping there would be more photoshop type of options in sprite mode anyway.
Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: Random Regular on June 23, 2009, 02:06:00 PM
Hmmmn think I'll wait on this one. I was kinda hoping there would be more photoshop type of options in sprite mode anyway.

I was a beta tester for FFU/the Image Editor, And I can say that this tool only was made for minor sprite editing purposes.
But since FFU will be updated from time to time, I can ask to expand it a bit with some extras.

This is only a public beta release.
Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: .:K.I.N.G:. on June 23, 2009, 03:08:16 PM
beside the character compatibility thing i mentioned i found some stuff.

-right click a def file then chose open with and browse for fighter factory exe then click it check the "always use" box, it wont register to automatically open def files of even stay in the open with menu.
i used to open my characters just by clicking the def files using the old ff btw.

-if you switch a sprite with another one while both having different pals the inserted one will still use the overwritten sprite's old pal, even when disabling the shared pal option, i don't know if that's a bug or not tho.
Title: Re: Fighter Factory Ultimate talk... *HUGE ANNOUNCEMENT!!*
Post by: Slivern on June 23, 2009, 04:11:44 PM
FIGHTER FACTORY ULTIMATE IS RELEASED!!

virtualltek.com

GET IT NOW!


 ::salute::

 :w00t:

ALRIGHT!!!
Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: fer619 on June 23, 2009, 04:53:43 PM
glad to hear that it has finally been released  ;D
Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: Sabaki on June 23, 2009, 05:34:38 PM
-if you switch a sprite with another one while both having different pals the inserted one will still use the overwritten sprite's old pal, even when disabling the shared pal option, i don't know if that's a bug or not tho.
Same here. I purposely made a duplicate copy of a character I'm working on with a new .sff and .act, but FFU continues to use an old palette even though in the .def I removed it and exchanged it with a new one. It's like FFU won't allow you to automatically view sprites with the listed palette in the .def but only with the one that, apparently, the 1st sprite is associated with.

Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: ExShadow on June 23, 2009, 05:39:41 PM
does anyone have the setup file of the old fighter factory?
Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: ATiC3 on June 23, 2009, 06:34:34 PM
You should've probably kept the old one & tried to see if you could install FFU too.. I know why EX, because FFU isn't compatible with making stages.. you can only make chars in FFU.

That's like.. the only bad thing about it.. lol..
Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: felideo on June 23, 2009, 07:24:49 PM
no, it's doesn't load many characters properly, it only loads the pallets and dates for some characters.
(http://img29.imageshack.us/img29/9756/ffu.png)

you needs to enter in configurations and later in options and to do associations of the files, after the open char is only to also open the cns and the cmd
Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: ATiC3 on June 23, 2009, 07:55:48 PM
Ok.. did you look at the bottom of that pic.. it says 47.6%... Maybe it's still loading.. Probably because it's either a huge char or a really old one and is trying to make it compatible with FFU.. I'm not sure though...
Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: .:K.I.N.G:. on June 23, 2009, 07:56:23 PM
you needs to enter in configurations and later in options and to do associations of the files, after the open char is only to also open the cns and the cmd
i'm not sure it's about that, cus it worked fine for some characters without configuring anything, and just didn't work well for some others.
Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: ATiC3 on June 24, 2009, 06:05:59 PM
An update has been released for FFU fixing 6 critical bugs. Please update now.

(Meaning get the Software Updater program, if you haven't already... That's the only program that updates FFU.)

virtualltek.com
Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: hyperion76 on June 24, 2009, 06:32:51 PM
I was really looking forward to this, but after a couple days I've gone back to the original. Think its best to give em time to work some stuff out, might try it again in a couple months.
Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: .:K.I.N.G:. on June 26, 2009, 02:47:08 PM
Ok.. did you look at the bottom of that pic.. it says 47.6%... Maybe it's still loading.. Probably because it's either a huge char or a really old one and is trying to make it compatible with FFU.. I'm not sure though...
lol dude, that bar belongs to a different program and it's showing the progress of my download, it's not ff related

i tried the palfx tool and it seems to have a bug as well, when inserting into editor it puts the lines like this.
invertall = 0color = 256

the lines should be separate like this

invertall = 0
color = 256

and still the file association isn't working properly, it gives an error loading characters when simply clicking a def file.
Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: Random Regular on June 26, 2009, 03:14:36 PM
Thanks for the bug reports Iron Fist :)
We are reporting bugs to VT on a daily basis, So this will come in handy.

 
some characters work some don't, the one from the pic is lee by envymask666.
it work fine using the old fighter factory
(http://img199.imageshack.us/img199/9756/ffu.png)

Fixed.
(Atleast it opens the files of the characters who couldn't be opened first)
Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: .:K.I.N.G:. on June 26, 2009, 03:19:50 PM
Thanks for the bug reports Iron Fist :)
We are reporting bugs to VT on a daily basis, So this will come in handy.

 
Fixed.
(Atleast it opens the files of the characters who couldn't be opened first)
good to know, gonna mess around with it a bit and i'll be posting any weird thing i find, keep up the good work.
it would be cool if he includes a color index switching tool, not the colors themselves but the index position/number like 0,1..ect, if there is one currently then i can't seem to find it.

ok..one more thing missing from the old ff, in the old ff the sprite viewed in the air editor becomes the same sprite viewed in the sff editor when switching to the sff editor which mad things a bit easier when it came to aligning sprites and animations, in this new one you'll have to have to manually highlight the sprite in the sff editor every time.
Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: Random Regular on June 27, 2009, 03:25:08 AM
Thanks again for reporting bugs/Giving opinions.
They are sent to VT (Along with other things)


FFU has been updated, Use the updater to get the updates
This time with **Major Fixes**
Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: .:K.I.N.G:. on June 27, 2009, 05:42:31 AM
Thanks again for reporting bugs/Giving opinions.
They are sent to VT (Along with other things)


FFU has been updated, Use the updater to get the updates
This time with **Major Fixes**
the updater only shows an Italian language back :-??
more stuff
-the image editor part of the sff editor doesn't show any cursor when editing or using the tools.
-when clicking search for updates from the file menu it dose nothing
-the training stage blue bg makes harder to see the blue clsn boxes

Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: ATiC3 on June 27, 2009, 01:25:28 PM
The only program that updates Virtualltek's new programs is the Software Updater available on their website.. If you haven't started updating, I would do so now... You'll find at least 5 updates...

Yeah, I tried the image editor too and found no cursor.... which is weird... because then I can't even do anything in it... lol...
Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: .:K.I.N.G:. on June 27, 2009, 01:44:34 PM
The only program that updates Virtualltek's new programs is the Software Updater available on their website.. If you haven't started updating, I would do so now... You'll find at least 5 updates...

Yeah, I tried the image editor too and found no cursor.... which is weird... because then I can't even do anything in it... lol...
i updated it, you mean the "search for update" option in the file menu is pointless?
-still can't load a def file/character when clicking it.
-the palfx line error is still there.
-the cursor problem is still there.
-no offset cursor in the air editor as well.
-no cns tabs
Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: Random Regular on June 27, 2009, 02:11:31 PM
-the training stage blue bg makes harder to see the blue clsn boxes

You can disable that in the options menu.

Also, Bugs sent :)
Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: .:K.I.N.G:. on June 27, 2009, 10:11:07 PM
You can disable that in the options menu.

Also, Bugs sent :)
k cool, also you can't search for animations by names unlike the old ff.
Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: ATiC3 on June 28, 2009, 12:56:42 AM
Uh... you couldn't search by names in the old one... it was just numbers... lol...
Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: Fallen_Angel on June 28, 2009, 01:19:30 AM
@atice...actually, yes you can search by name @^@
Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: Alexziq 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.
Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: ATiC3 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..
Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: .:K.I.N.G:. 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.
Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: Alexziq 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.
Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: .:K.I.N.G:. 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.

Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: ATiC3 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... :-"
Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: .:K.I.N.G:. 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.
Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: Alexziq 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.
Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: .:K.I.N.G:. 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.
Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: DARKTALBAIN 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 .
Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: Alexziq 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
Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: ATiC3 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...
Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: .:K.I.N.G:. 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.
Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: ATiC3 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..
Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: .:K.I.N.G:. 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.
Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: ClubSyN-X-TReME 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.
Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: xPreatorianx 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.
Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: ClubSyN-X-TReME 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
Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: ATiC3 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?
Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: ClubSyN-X-TReME on July 05, 2009, 03:41:48 PM
http://mugenguild.com/forumx/index.php?topic=78332.0 (http://mugenguild.com/forumx/index.php?topic=78332.0)
Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: ATiC3 on July 06, 2009, 01:56:35 AM
http://mugenguild.com/forumx/index.php?topic=78332.0 (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... :(
Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: .:K.I.N.G:. 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.
Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: ATiC3 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???
Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: .:K.I.N.G:. 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.
(http://img246.imageshack.us/img246/9200/image1hnh.png)
Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: ATiC3 on July 06, 2009, 06:49:51 PM
http://www.virtualltek.com/contact (http://www.virtualltek.com/contact)

You can just put in a bogus city or country.. doesn't matter.. but this is the best way to reach him if you're not signed up to the forum... I would suggest using the contact method or sign up and go on his forum and explain. He's telling me I shouldn't be reporting those things in the bug report thread or w/e...
Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: .:K.I.N.G:. on July 06, 2009, 06:53:39 PM
http://www.virtualltek.com/contact (http://www.virtualltek.com/contact)

You can just put in a bogus city or country.. doesn't matter.. but this is the best way to reach him if you're not signed up to the forum... I would suggest using the contact method or sign up and go on his forum and explain. He's telling me I shouldn't be reporting those things in the bug report thread or w/e...
oh well, if he feels that these are not important then i guess who reports them wont make much of a difference. :-??
Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: ClubSyN-X-TReME on July 06, 2009, 06:59:51 PM
oh well, if he feels that these are not important then i guess who reports them wont make much of a difference. :-??

Which is why I deleted FFU and Restored the last version before FFU.
Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: pmc1416 on July 06, 2009, 08:13:18 PM
lol
Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: ATiC3 on July 07, 2009, 12:59:29 AM
Which is why I deleted FFU and Restored the last version before FFU.
Hey, do you think you can upload Palette Editor then.. That was my only way of making palettes.. unless you can point me towards someone else's dl link...
Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: Alexziq on July 07, 2009, 08:43:02 AM


-i forgot to mention that rotating a sprite using a negative angel messes up the highlighted sprite.
(http://img246.imageshack.us/img246/9200/image1hnh.png)

 o.O#

FFU  *Iceman ThumbsDown!*
Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: Random Regular on July 07, 2009, 09:14:57 AM
o.O#

FFU  *Iceman ThumbsDown!*

Dude calm down, YOU can't even come up with some creative feedback, we are working on this as hard as we can, (programmers, testers)
This is an early beta, and if you don't like it then don't post here anymore.
This is just freaking disrespectful to us.

kthxbye




I expected alot more of you Syn, I thought that you would help us with tracking bugs since you are a great coder, I guess not :/

http://www.virtualltek.com/contact (http://www.virtualltek.com/contact)

You can just put in a bogus city or country.. doesn't matter.. but this is the best way to reach him if you're not signed up to the forum... I would suggest using the contact method or sign up and go on his forum and explain. He's telling me I shouldn't be reporting those things in the bug report thread or w/e...

Or people can Pm me with some bugs (or post it here) so that I can pass them personally to VT :P




Btw thanks, Ironfist (And others) for the bug reports :)
Maybe he will listen to us.. :-??
Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: Alexziq on July 07, 2009, 12:24:35 PM
Dude calm down, YOU can't even come up with some creative feedback, we are working on this as hard as we can, (programmers, testers)
This is an early beta, and if you don't like it then don't post here anymore.
This is just freaking disrespectful to us.


Uh I'm perfectly calm, and I have posted creative feedback. You need to drop the additude. It seems like you guys are the ones who dont seem to care about the feedback your getting from some pretty standup guys.

We all get feedback we dont like sometimes.
Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: Random Regular on July 07, 2009, 12:46:04 PM
Uh I'm perfectly calm, and I have posted creative feedback. You need to drop the additude. It seems like you guys are the ones who dont seem to care about the feedback your getting from some pretty standup guys.

We all get feedback we dont like sometimes.

You call that creative feedback? lol
Nevermind, It's some stuff that was already reported, Thanks anyway.
Standup guys?
You mean Syn?
With all my respect he was just talking about how bad FFU was, That's just disappointing..
Starting from scratch isn't easy, Give it time.
VT has a life too, He can't fix every bug in one day, this program is just a beta that was meant for bug testing by different people.
I don't understand why he only mostly listens to his beta testers.

And "  *Iceman ThumbsDown!* " Is far from being your so called 'feedback'
Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: ClubSyN-X-TReME on July 07, 2009, 12:58:59 PM
Wise man once said,

"some things are best left alone"

and if you think I am complaining about how horrible FFU is, look at the 10+ page thread about it on mfg.
Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: Alexziq on July 07, 2009, 01:34:45 PM
You call that creative feedback? lol
Nevermind, It's some stuff that was already reported, Thanks anyway.
Standup guys?
You mean Syn?
With all my respect he was just talking about how bad FFU was, That's just disappointing..
Starting from scratch isn't easy, Give it time.
VT has a life too, He can't fix every bug in one day, this program is just a beta that was meant for bug testing by different people.
I don't understand why he only mostly listens to his beta testers.

And "  *Iceman ThumbsDown!* " Is far from being your so called 'feedback'

Are you not reading thru this thread? I pointed out the issue with adding bitmaps, and trying to add a frame in the middle of the animation. My thumbs down was in regard to that particular situation regarding rotating the sprite.

Guys like Attice, and Mr 47 have tried to report these bugs, and the responses from what I can see have been less than sympathetic. You should really read all the post b4 you jump to conclusions.
Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: Random Regular on July 07, 2009, 01:42:55 PM
Are you not reading thru this thread? I pointed out the issue with adding bitmaps, and trying to add a frame in the middle of the animation. My thumbs down was in regard to that particular situation regarding rotating the sprite.

Guys like Attice, and Mr 47 have tried to report these bugs, and the responses from what I can see have been less than sympathetic. You should really read all the post b4 you jump to conclusions.

Good job!!
That was already pointed out, I don't know why he responses like that, And I appreciate what Atice and Mr.47 do.
Let the guy do his job, He has probably a family and all, He is here since the beginning, Without his work you were still using MCM.
Let the guy do his job quietly.
He is probably stressed.
And I've read the whole topic, Because it's my 'work' to check all the bugs.
Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: ATiC3 on July 07, 2009, 02:32:05 PM
Hey, MFP are you that LegendaryXM guy on the Virtualltek site? lol.. it's kinda weird that me and XM are the only ones that are mainly reporting bugs on that site.. you would think that more would sign up to post the current bugs in hope that they get fixed...

As for the Palette editor program.. I'm still looking for someone to provide a link or upload that so I can put it on the first page of this topic as it was a major source for many people for creating palettes... Idk why he got rid of it...
Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: Random Regular on July 07, 2009, 03:13:18 PM
Hey, MFP are you that LegendaryXM guy on the Virtualltek site? lol.. it's kinda weird that me and XM are the only ones that are mainly reporting bugs on that site.. you would think that more would sign up to post the current bugs in hope that they get fixed...

lol, no that's another guy, He is a beta tester too.
But some of us keep it private, I don't even know why, XD
And it's true, But sadly people just don't want to sign in just to report some bugs, I understand them.
That's why people like me are looking on alot of popular Mugen forums for some feedback.
Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: ATiC3 on July 07, 2009, 04:00:45 PM
Yeah. True. I did notice a few of the critical updates said from MUGEN Guild forum or another forum.. I was like.. really? lol..
Title: Re: Fighter Factory Ultimate talk... *RELEASED!!*
Post by: ATiC3 on July 31, 2009, 02:08:43 PM
Version 2.5 just released today.. Apparently Software Updater is incorporated into it now, too..

Post Merge: July 31, 2009, 02:46:53 PM
Works wonders, and Virtualltek included more things for storyboard creation.. =-)
Title: Re: Fighter Factory Ultimate talk... *UPDATED*
Post by: .:K.I.N.G:. on August 05, 2009, 02:52:07 AM
tried the new 2.5 version, it seem a bit better now.
-got this error when clicking the optimize palette button.
(http://img294.imageshack.us/img294/5458/bugso.png)
i got another one of these errors while going through the sff file, i'm not sure if it was the same error tho.

-the palfx editor still inserts the code with an error in the last line.
invertall = 0color = 256
Title: Re: Fighter Factory Ultimate talk... *UPDATED*
Post by: DanOwnsall112 on August 05, 2009, 03:11:56 AM
tried the new 2.5 version, it seem a bit better now.
-got this error when clicking the optimize palette button.
(http://img294.imageshack.us/img294/5458/bugso.png)
i got another one of these errors while going through the sff file, i'm not sure if it was the same error tho.

-the palfx editor still inserts the code with an error in the last line.
invertall = 0color = 256


did you try to change the palette with a pcx file, that's just a no when trying to change/add a new palette, try using a bmp file THEN USE THE OPTIMIZE PALETTE BUTTON.
Title: Re: Fighter Factory Ultimate talk... *UPDATED*
Post by: .:K.I.N.G:. on August 05, 2009, 03:17:35 AM
did you try to change the palette with a pcx file, that's just a no when trying to change/add a new palette, try using a bmp file THEN USE THE OPTIMIZE PALETTE BUTTON.
why? psx files should be fine, right?
-found another thing, apparently the program hangs if you are saving a gif over an already existing one.
Title: Re: Fighter Factory Ultimate talk... *UPDATED*
Post by: DanOwnsall112 on August 05, 2009, 03:34:05 AM
why? pcx files should be fine, right?
-found another thing, apparently the program hangs if you are saving a gif over an already existing one.

Actually PCX files don't work for palette editing only bmp's

You're character's sprite in the SFF is a pcx file and the image you are using to change the palette is supposed to be a bmp file.
Title: Re: Fighter Factory Ultimate talk... *UPDATED*
Post by: .:K.I.N.G:. on August 05, 2009, 03:55:16 AM
Actually PCX files don't work for palette editing only bmp's

You're character's sprite in the SFF is a pcx file and the image you are using to change the palette is supposed to be a bmp file.
i messed around with it a bit and it seems to happen if the edit mode was "image" and not "character" regardless if it was pcx or not.
(http://img37.imageshack.us/img37/2858/image1bto.png)
Title: Re: Fighter Factory Ultimate talk... *UPDATED*
Post by: ATiC3 on August 05, 2009, 12:38:23 PM
Actually PCX files don't work for palette editing only bmp's

You're character's sprite in the SFF is a pcx file and the image you are using to change the palette is supposed to be a bmp file.
Actually.. that's wrong.. you are supposed to use a pcx file.. but some people have found different methods using bmp and png...
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