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Author Topic: Fighter Factory Studio 3.6 - UPDATED 04/2021  (Read 50672 times)

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Offline VirtuallTek

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Fighter Factory Studio 3.6 - UPDATED 04/2021
« on: April 04, 2018, 08:56:27 AM »
Fighter Factory Studio released!

Fighter Factory Studio 3.6 released!

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 3.5.3

See 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=746571
Windows (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.com

Patreon page===========================================
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!
« Last Edit: April 05, 2021, 03:13:43 PM by O Ilusionista »



Offline Magma MK-II

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Re: Fighter Factory Studio
« Reply #1 on: April 04, 2018, 09:24:13 AM »
Congrats for the release!

Offline O Ilusionista

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Re: Fighter Factory Studio
« Reply #2 on: April 04, 2018, 10:08:28 AM »
Congrats for such great release! It was an honor to be able to help you for such long time :)

Offline NX-MEN

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Re: Fighter Factory Studio
« Reply #3 on: April 04, 2018, 11:28:56 AM »
Congrats for the hard work!! This tool will help creators a lot!!  :w00t:
 

Offline VirtuallTek

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Re: Fighter Factory Studio
« Reply #4 on: April 04, 2018, 12:09:03 PM »
Thanks!

Added a quick fix on first post to solve some bugs people reported.

Thanks Ilu for including the images too.

Offline DarkValentine

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Re: Fighter Factory Studio
« Reply #5 on: April 04, 2018, 12:13:50 PM »
Congratulations on the release :w00t:
"Today, your inevitable teaching. Tomorrow, your unavoidable Schooling - DarkValentine1984"

DV's Works

Offline AncientBehemoth999

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Re: Fighter Factory Studio
« Reply #6 on: April 04, 2018, 12:14:05 PM »
Wow, a wonderful release! Thank you all for your work and efforts, this tool will help alot creators (and not) at 360°. Thanks alot for the share
 ^^(PM)^

Offline O Ilusionista

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Re: Fighter Factory Studio
« Reply #7 on: April 04, 2018, 02:30:52 PM »
I've made a quick video just to help to spread about this great tool :)

Offline sky79

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Re: Fighter Factory Studio
« Reply #8 on: April 04, 2018, 03:59:47 PM »
Keep Mugen Free

Offline O Ilusionista

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Re: Fighter Factory Studio
« Reply #9 on: April 04, 2018, 05:10:42 PM »
Quote
Requirements:

Windows (x86):Windows 7 SP1 or greater and Microsoft Visual C++ 2017 Redistributable: 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.

Offline Uche_of_IMT

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Re: Fighter Factory Studio
« Reply #10 on: April 04, 2018, 05:11:38 PM »
It's a good thing I installed that one first before downloading the program.
92% of people have moved onto rap. If your part of the 8% who still listen to REAL music, post this in your signature.

Offline gaara6666

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Re: Fighter Factory Studio
« Reply #11 on: April 04, 2018, 06:14:02 PM »
 :o nice good job on that

Offline VirtuallTek

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Re: Fighter Factory Studio
« Reply #12 on: April 05, 2018, 01:06:08 AM »
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 known bugs.
In the end of this week I will release the full version 3.5.1, with all bug fixes and adjustments.

Thanks!

I've made a quick video just to help to spread about this great tool :)

WOW! Thanks Ilu! Awesome!

Offline O Ilusionista

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Re: Fighter Factory Studio
« Reply #13 on: April 05, 2018, 11:27:31 AM »
Honestly speaking, do you think its even worth to add XP support? Its a 17 years old OS...

Offline VirtuallTek

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Re: Fighter Factory Studio + BIG FIX 2
« Reply #14 on: April 05, 2018, 10:53:48 PM »
BIG FIX 2 on first post. Fixed all bugs people reported.

Honestly speaking, do you think its even worth to add XP support? Its a 17 years old OS...
No :D, this is why I released without XP support anyway. But I want all people could use FFS, so that's not that much work, and applies only to x86 version.

Thanks!

Offline mulambo

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Re: Fighter Factory Studio
« Reply #15 on: April 06, 2018, 04:48:49 AM »
Honestly speaking, do you think its even worth to add XP support? Its a 17 years old OS...
17 years old "and still kicking!"  .V.!
and yes, I do think that many users still use Windows XP, even if it's old. not anybody of us is rich enough to sustain the cost of a better PC with a more "updated" OS (which is sometimes more resources-consuming than the previous one). so if you want to laugh about XP users... well, I don't know if that's really respectful. Laughing about other people's economic situation... *Iceman ThumbsDown!*

speaking of "old" stuff: remember that the style you use for your chars, O Ilusionista, was a style from 20 years ago, even the megaman and other avatars here are from 20+ years old games.  telling you this because it's strange that you consider "old" one of the most powerful OS out there because it has the same "age" of the stuff you seem to like. it's paradoxical <_<|...|   /offtopic
« Last Edit: April 06, 2018, 05:02:47 AM by mulambo »

Offline O Ilusionista

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Re: Fighter Factory Studio + BIG FIX 2
« Reply #16 on: April 07, 2018, 09:14:55 AM »
BIG FIX 2 on first post. Fixed all bugs people reported.
No :D, this is why I released without XP support anyway. But I want all people could use FFS, so that's not that much work, and applies only to x86 version.

Thanks!

My concerns about this is:
- This could possible bring new bugs. Will this price be okay to be paid just because few people still uses a 17 years old OS (the reason for they still using is irrelevant)? We can bring problems to a majority of users just because very very few users?

- People with old OS can still use the old versions, they work pretty fine.

- Not trying to say what you should do with your time, but the time spent on this could be used for way more useful things. And the time spent fixing the bugs this will bring too.

You know you have my support since the day one. And you will have my support till the end of time.

Offline mulambo

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Re: Fighter Factory Studio + BIG FIX 2
« Reply #17 on: April 07, 2018, 12:44:17 PM »
I don't think it's great effort or a painful thing to provide a version for older operative systems. The reason why some of us (and we can be more than O Ilusionista thinks) still use XP can be various, some of us still use it because we can't afford newer PC's, some other of us still use it because it's greater than newer ones on many aspects (softwares, resource consuming, etc..). So the reasons are actually more than relevant. They're just being ignored, that's all. And that's bad, I mean: what's the problem?
Fear of bugs, O Ilusionista? Make 2 versions: one with OpenGl and all the "cool stuff" for "superior" OS... and another one for XP users, so you can both satisfy the needs of high-demanding and low-demanding users, nobody gets the bugs and nobody complains, simple.

Let's be realistic about bugs: if there are any there will be for any version... saying that being retro-compatibility is a cause of bugs... well that's just a big lie.

Also, saying that FF3 is "fine"? You serious? You're saying that FFS is useless or do you just want XP users to stay away? I don't think so, I think that FFS has probably (according to the news, I can be wrong, but that's to be verified by direct experience) new things to offer and it would be a shame to leave XP users behind. A big shame indeed. :(
« Last Edit: April 07, 2018, 01:13:19 PM by mulambo »

Offline VirtuallTek

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Re: Fighter Factory Studio 3.5.1 (UPDATED April 07)
« Reply #18 on: April 07, 2018, 06:39:00 PM »
Version 3.5.1 released!

Windows XP support is back on x86 version. If you have OpenGL problems, rename the file "opengl32sw.dll" to "opengl32.dll" to force the use of software rasterizer.

Thanks!

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Re: Fighter Factory Studio 3.5.1 (UPDATED April 07)
« Reply #19 on: April 08, 2018, 11:54:23 AM »
Yess, it works (even with opengl dll not renamed). But still something seems missing or maybe not functioning properly (if compared to FF3). I didn't try any new feature yet, but if I can advance some suggestions/feedback, hoping they will be useful :
- it seems there's a relevant decrease in speed/performance of the program (while moving the sprites, switching to a panel to the other, zooming in and out... in FF3 the action was really more smoother and faster)
- most info boxes have no fill color, example: in "classic" theme the boxes with number values (example: number of sprite or X/Y values in animation panel) are shown in white, while the UI is grayish. The boxes also look expanded or not correctly justified
- the info messages on hover are full black in the new themes: I was going to discover the various icons' functions but when I hover them by just placing the cursor over them, the message/description shows in the same color of the background ( only a black rectangle appears)

Offline daraku

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Re: Fighter Factory Studio
« Reply #20 on: April 08, 2018, 03:12:40 PM »
17 years old "and still kicking!"  .V.!
and yes, I do think that many users still use Windows XP, even if it's old. not anybody of us is rich enough to sustain the cost of a better PC with a more "updated" OS (which is sometimes more resources-consuming than the previous one). so if you want to laugh about XP users... well, I don't know if that's really respectful. Laughing about other people's economic situation... *Iceman ThumbsDown!*

speaking of "old" stuff: remember that the style you use for your chars, O Ilusionista, was a style from 20 years ago, even the megaman and other avatars here are from 20+ years old games.  telling you this because it's strange that you consider "old" one of the most powerful OS out there because it has the same "age" of the stuff you seem to like. it's paradoxical <_<|...|   /offtopic

Yea i use XP, it's really a great SO, thanks for ur support  ^:)^

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Re: Fighter Factory Studio 3.5.1 (UPDATED April 07)
« Reply #21 on: April 10, 2018, 05:33:43 PM »
Waiting for OpenBOR features!!  :o

Offline O Ilusionista

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Re: Fighter Factory Studio 3.5.1 (UPDATED April 07)
« Reply #22 on: April 11, 2018, 01:26:39 AM »
Me too :)

Offline Tha Lando ( Le CROM )

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Re: Fighter Factory Studio 3.5.1 (UPDATED April 07)
« Reply #23 on: April 11, 2018, 06:30:08 PM »
 :w00t: :w00t: awesomeness!!!

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Re: Fighter Factory Studio 3.5.1 (UPDATED April 07)
« Reply #24 on: April 15, 2018, 12:46:31 AM »
Love what you have done with it, upgrading from 3 to Studio.

Great to see you back at it again! ::salute::

CNS and CMD buttons (top buttons) are reversed from before, which feels weird.


Also, was hoping for an installation package with FF3, but that never happened. It was kind of just a download and go type of thing. I was wondering if we can get an installation package option with this one though. Having that with either an update tab, or an update available notification on top would be awesome! [-O<


Overall, this works great though! Can't wait for more updates! :)


UPDATE: Found error messages, when I try to create a palette, without opening a file. When I try to create a palette without opening a file, it won't let me open a palette nor an image. It actually closes/crashes when I try.
« Last Edit: April 15, 2018, 07:03:06 PM by ATiC3 »
 

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