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Fighter Factory Studio Version 3.7 (Updated 24.09.22)

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xXEnchanter.ZuXx

xXEnchanter.ZuXx

Fighter Factory Studio Version 3.7 (Updated 24.09.22) 51937087043_a9ce7b0d64_o
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Fighter Factory Studio Version 3.7 (Updated 24.09.22) 2iCevp4

Fighter Factory Studio 3.7 released!


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 our post on Patreon or Blog.

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.
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!

http://fighterfactory.virtualltek.com/download


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Fighter Factory Studio Version 3.7 (Updated 24.09.22) P21sO8E

O Ilusionista

O Ilusionista

Fighter Factory Studio Version 3.7 (Updated 24.09.22) 49241500477_6b04bc7f46_o
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Version 3.6.2 is out.
This build fixes various issues as listed bellow:
Fighter Factory Studio Version 3.7 (Updated 24.09.22) 1

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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Fighter Factory Studio Version 3.7 (Updated 24.09.22) HcGzIrB
Avengers game demo is out: http://brazilmugenteam.com/avengers/
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Oxocube

Oxocube

Fighter Factory Studio Version 3.7 (Updated 24.09.22) 51240524370_550aa649d1_o
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i am a little bit skeptic of ffs after it used to make some things crash but I will wait to hear the feedback of others before i switch


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"My authority is absolute & I will not tolerate Insolence!" - M.Bison, 1994

Fighter Factory Studio Version 3.7 (Updated 24.09.22) WEOuZsG

Vermilion Spy

Vermilion Spy

Fighter Factory Studio Version 3.7 (Updated 24.09.22) 52117799409_ab650ff4e9_o
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Liked 5 Forum posts
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Recieved 60 or more likes from other Members

FF 3.7 in development.
The Beta version is now a Patreon Exclusive download: https://www.patreon.com/virtualltek



________________________________________________________________________________________________________________________________________________________________________
Fighter Factory Studio Version 3.7 (Updated 24.09.22) 39750191021_f709bd611c_o

Filthy Fredo

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Fighter Factory Studio Version 3.7 (Updated 24.09.22) 50086984306_129c06f147_o
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It was Updated to 3.7.
Link is in the description updated


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The Cosmic frog will get you!
Fighter Factory Studio Version 3.7 (Updated 24.09.22) JABb8Bu
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