Fighter Factory Studio

Fighter Factory Studio released! 3.7.4.4

No permission to download
From author's Patreon:

Version 3.6
Hello!

After a long time developing many features at the same time (and not releasing debugger support for Tier 4 to implement it in Linux and macOS first, sorry Tyler Young for not telling this until now), I'm showing some great progress of current Beta build.

I'm very busy working on a lot of things that I forgot to show progress more frequently, so sorry for our Patrons that recently left. But, as I said before, the amount of work done on this project is related to the income, so my only fault is not showing proper updates and progress. Sorry again. If someone wants to thank us for all the work done in all these years of contribution to the community (not only for current or future works), this is the right place, so very special thanks to all current and past Patrons!

About this version, a lot of things were improved and new stuff implemented. The key of this build is two big features: Debugger support and BGs editor for M.U.G.E.N.

Changes:

External debugger for M.U.G.E.N: this works gathering information directly from memory, allowing you to set data breakpoints (track value changes), inspect all sort of variables in real-time and more.
BGs editor for M.U.G.E.N.: this editor is wonderful, allowing you to edit all types of BGs (system screens too) like any other graphic editor. The time-line can be used to jump to any desired tick, and all positioning, scale, animation and controller info is updated just like in M.U.G.E.N. This is a massive time-saver feature!
Optimized rendering: I rewrote many parts of the rendering code to be far more efficient!
Completely fixed animation playback: now all aspects of the animation are simulated with extreme precision, including interpolation.
Implemented cut, copy and paste on the tree view of left panel in code editors: this was a great suggestion made by Douglas Baldan. It's possible to select multiple items too.
Added support for archives: you can open projects from .zip and .rar archives (read-only in the later). Backups are made in compressed .zip archives now. In OpenBoR alpha module, .pak is supported too.
Improved M.U.G.E.N parser.
Implemented the Script editor and improved the scripting support.
Fixed a lot of minor bugs.


The Fighter Factory Studio C++ API is close to be done, so I will release it on GitHub to allow everyone interested make their own modules.

That's it! Thanks to everyone supporting us, now and all over these years!

I hope more people engage on Patreon, making possible the release of more amazing content to Fighter Factory Studio!

Video: https://vimeo.com/370432854
 
O Ilusionista said:
I don't know the date yet, sorry.
Mugen is the priority for now - there are still smal things to be fixed.

1


The author has a Patreon and the patrons receive the updates before anyone. If more people could support him, the progress would be faster.
https://www.patreon.com/virtualltek

No pressure man, but giving Mugen the preference is kinda unfair, I mean there are TONS of supporters of Mugen so as a solid feedback community, which Openbor doesn't despite this forum is supposed to be the best for the matter.
 
Valentine Wong said:
No pressure man, but giving Mugen the preference is kinda unfair, I mean there are TONS of supporters of Mugen so as a solid feedback community, which Openbor doesn't despite this forum is supposed to be the best for the matter.

Valentine Wong,

How is it unfair? Sure, from a biased perspective I'd like to see more support thrown our direction, but he's a Mugen guy doing a Mugen project. OpenBOR is just a side thing to him. The way I see it, telling him he should support OpenBOR first is no different than people bugging us to support ports for their pet console. When you are the creator of something, you get to decide what the priorities are. It goes both ways.  :)

DC
 
No pressure man, but giving Mugen the preference is kinda unfair,
This statement may be one of the reasons of why this is getting so long to be completed...
I, personally, suggested him to add OpenBOR support for it. Don't make me regret of this, please.

Hello!

Yesterday I released an update to version 3.5.6 as mentioned in the previous post. You can both update throught Help -> Check updates or do a full reinstall (download links are available for offline Installer as well).

Main Changes:

Fixed many crashes while closing a project;
Fixed crashes while closing/resetting .cmd file in the commands editor;
Fixed scripting system (so templates on Project/New menu will work again);
Fixed Throw Creator (code fixed by O Ilusionista);
Made demanding tasks heavily multi-threaded, so you'll see massive performance gains on newer hardware;
Optimized code parsing (opening and reparse after big changes should be a lot faster now);
Implemented asyncronous task support (async and auto save implemented);
Improved cache systems;
Improved the way it handles non-8bit images on SFF v1 (on image insertion instead of on save);
Improved the way files are handled (now you can open multiple files in any editor);
Fixed Import sprites from anorther project (second and third palette options not working as intended);
Fixed frame skipping while navigating between frames using the slider;
Implemented "Contiguous" option for Paint bucket on Image editor (when disabled paints all pixels with the same color);
Implemented Magic Wand tool on Image editor;
Exposed more classes to the scripting system (documentation will be updates later).
We are getting close to finish version 3.6, which is the major step in Fighter Factory history, introducing amazing debugging functionality and BGs editor!

1.png


Thanks again!

I've been testing this for quite some time - I am the main beta tester of this tool for a decade :) - and he had added some cool things, like the BGS editor.
I've worked to fix the throw code and suggested the contiguous on the image editor - which makes editing images inside the tool way easier now. I know a lot of people who likes to edit sprites inside the FF, and now this is even better :)

 
Excellent! <3 Don't mind me, you know how dumb I am with this part, so I was really in need of a tool like this. I'm going to start making my own chars to play mugen.

I might finish my first one soon. You know, in....2047 or something.

Thanks still <3
 
Fighter  Factory Studio version 2.6 is almost done with BG editor.
As a beta tester, I can say that is A GAME CHANGER when making stages, making the process a lot easier.

Words from the author, Virtualltek:
Hello guys!

I'm doing the last adjustments and fixes before releasing version 3.6. Everything I wanted to implement in this version is done (except Debugger, which unfortunatelly will be missing).

This build is a massive step up in editing capabilities, and BGs are the main focus. You can edit BGs from everywhere (Stages, Screen packs, ...), opening room for more a specific editor later for System Screens.

Stages have more attention on this release, so you can easely test camera bounds, P1 and P2 start position, ZOffset and ZOffset link, among many other editable parameters in the Stage's panel.

Translation:

To anyone interested in translating Fighter Factory, here are the translation source files and Qt Linguist: https://www.sendspace.com/file/yrvcro

To translate you need to open each file in Qt Linguist, choose English as source language, and the language you're translating to as destination. For more details about the translation process, check this: Qt Linguist Manual: Translators | Qt Linguist Manual

Thanks!

Original post https://www.patreon.com/posts/version-3-6-is-48864994
 
O Ilusionista said:
Wallachia here is a complete Mugen video tutoria series if you need one
https://www.youtube.com/watch?v=yMRjrtY6x3E&list=PLIwEWBFlq_nqdRXtIA9rccQXx29eSHPlY

Damn! You never cease to impress. I have been dabbling in FF Studio 3 for a bit now. Originally I used it as a great tool for MUGEN, but sprite ripping for OpenBOR is great with it. Thanks for yet another great tutorial.
 
Fighter Factory Studio 3.6 released!
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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
 
A new version is available today, fixing all known issues since the last release.

Changes:

Fixed the file modification watcher showing twice and prompting the user at every external change, even if there's already a prompt active;
Fixed camera movement (up/down) on BGs editor;
Fixed a bug where incorrect indexing causes code to me moved to the wrong animation;
Fixed the crop after option on the add sprites function;
Fixed the sprite Export function for SprMake2;
Fixed default width/xscale values for new Parallax elements;
Fixed sprite not showing properly on BGs editor after undo/redo and BG type changes;
Fixed the Zoom Fit function for graphic editors;
Fixed program freezing on DirectX rendering mode (dead-locking on some machines).

Original post https://www.patreon.com/posts/version-3-6-1-is-50320301
 
VirtualTek’s website seems to be down (I have already downloaded it, though). I also have a suggestion for the future; Unity-style sprite sheet cutting, as external cutters are unreliable and hand-cutting takes forever, and that’s not even getting into aligning the sprites.

https://docs.unity3d.com/Manual/SpriteEditor.html
 
From author's post: https://www.patreon.com/posts/version-3-7-mode-54238356

Version 3.7 Preview! [Simulation Mode]
Hello!

After the version 3.6 release, quite some time ago, I started to work on the biggest feature I ever made for Fighter Factory. Originally, debugging support was supposed to be released on that build alongside BGs editor, but at the time, grabing stuff directly from Mugen's process memory was a big challenge on Unix systems. Testing directly on the engine is the best scenario, but the time will take to circunvent some complexities of a Windows executable running under Wine led me to skip this for now and focus on the second debugging alternative Fighter Factory Studio supports, the Simulation Mode (don't know if this will be the final name for the feature).


Simulation Mode is the engine running inside FFS, using the program's resources. This has some disadvantages like its slower, may differ from M.U.G.E.N. slightly sometimes, but has the biggest advantages:

Faster to test (it loads only the required resources and some of them are already loaded and ready to be used by FFS itself);
Detailed information (no limits to what can be displayed and inspected);
Advanced debugging capabilities like stepping line by line, more supported breakpoint modes;
As M.U.G.E.N. isn't open source like OpenBoR, I made everything from scratch, and it's built to perform as closest as possible to M.U.G.E.N. 1.1 Beta. As shown in the video, you can test everything, from chars to system screens, or even storyboard.

Engine's global clipboard is written to the Output panel in the bottom, so you can see all information, not just the last couple of lines.

Currently, not all information is available, but I'll be adding shortly more stuff like Projectile list, Explod list, Global assert flags, Envshake, After Image and PalFX information, Animation stats and Buffering time per command (yeah, you can see if a command has matched and the time it's valid for the command trigger, and, as certain variables are editable, you can even manually trigger a command editing its buffer time).

Sound support is very limited on Fighter Factory (no mixer), so no audio for now. But I'm working to improve this so everything M.U.G.E.N. does, the program will do the same. Basic audio editing is on the way too.

When finished, you will be able to pause at any desired point, see all game variables, inspect the changes made by state controllers, know what all triggers will return before they gets executed, check what trigger lines has been activated or not. You have all the information you need to easely find and fix bugs, develop things faster and better. The ultimate tool will be in your hands.

Beta for Tier 4 soon.
 
Version 3.6.2 is out.
This build fixes various issues as listed bellow:
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Changes:

  • Fixed window size restoration on macOS;
  • Fixed flip on Throw Creator not flipping axis too;
  • Fixed workspace not updating after changing screen resolution on Throw Creator and Offset Viewer;
  • Fixed P1 and P2 frames and added an option to limit bind on Throw Creator;
  • Fixed some weird bugs on Animation editor after manually editing the Begin Action number in full text mode;
  • Fixed angle on Animations editor (now counterclockwise);
  • Fixed current line not being set to current frame while switching from graphic to text mode on Animations editor;
  • Fixed the autosave interval (in minutes as intended now);
  • Fixed some random freeze/crashes while editing text (affects any text-based editor);
  • Fixed some typos in the sound editor (sprite instead of sound);
  • Fixed delete sound group (was keeping the first of the group and removing the next from the group's last one);
  • Fixed the "Import" function for Sprites and Sounds freezing if there's a syntax error in the .ffe file;
  • Fixed program crashing if you use zoom fit on a very small sprite;
  • Fixed an issue where incorrect image size calculation makes M.U.G.E.N. use more memory for sprites (fixed on next time SFF is saved);
  • Improved support for 32-bit images.

Donwload: http://www.virtualltek.com
Feedback can be sent directly to the creator at his patreon page: https://www.patreon.com/virtualltek
 
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