I'll mark the topic as resolved after that. I know that this would be the end of the problem, but I want to know if there's something wrong with the method I'm currently using. On side note, it's cool that Fighter Factory 3 allows you to crop the sprites you're adding at the same time.in my case though, I probably shouldn't have done that first. The method I use seems to work as long as the colors in the images are within the palette itself. In comparison, the old Fighter Factory had you create your palette first, but then you had to select the bitmap images to adapt to the palette in the Palette Editor, which was time consuming. I found that by selecting "Force the specified palette (adapt the image)" in the drop down box under "Palette:", I was able to save a lot of time and multiple groups of images. Once I created my palette, I decided to add a sprite in and understand the "Add Sprites." window. While messing around with Fighter Factory 3, I found a fast way to adapt the images to the palette. That said, I.uh, somehow managed to resolve the problem? So here's what going on, I organized the color gradients in the palette itself and set the transparency color. I'll try that next time I make a palette. Lastly, I want to figure out how to change the transparency color. I truly want to make it easier for other players to create their own custom palettes, but I don't want to frustrate them when the gradients are all over the place. I'm doing my best to settle into FF3, but this is the only thing left that I MUST figure out before I can set myself loose. Skip to 6:06 of this video and see how Dr. I also believe that it's much easier than ever to generate a palette out of an image, but what I found is that the process of organizing the color gradients seems.gone. Once that was done, you saved the palette, inserted it into the image, then added more sprites without trouble.įF3 does something similar but it also takes advantage of PNG images (a key reason in why I downloaded FF3). I figured out how inserting the palette into images worked in FF3, however, it seems quite different from what I'm used to.įighter Factory Classic allowed you to generate colors from an image then organize the colors yourself when making the palette. The Palette Editor interface is a far cry from the one I used in Fighter Factory Classic, and I can't help but feel lost. I downloaded FF3 and I'm still trying to figure how to do this. An important part in palette creation however was organizing the color gradients for character sprites. Since the latest patch, you cannot use Boss Goenitz's moves in KOFXV even if you play as him hence, I was only able to implement the combos that I could watch. .Before FF3 was released, I had little to no trouble creating palettes for MUGEN characters. KOFXV Boss Goenitz (BoyBoyz) : Created this as I love to make bosses. M.U.G.E.N natively supports up to 12 palettes per character with up to 255 colours (plus transparency) each, though a number of characters feature a custom Palette Selector that makes use of the RemapPal sctrl to bypass this limit, allowing the player to cycle through a far greater amount of palettes at the start of a match. I have added a custom A.I to make it less boring to fight against, edited and added a few win quotes, and added a. . The Judge - OFF (AI Patch + Edit) (mickes/Oddish sTUFF.) : This is an edit of mickes/Oddish sTUFF's M.U.G.E.N character of the Judge from OFF. (Sorry for spam, btw, this Marcus has louder voice and other improved stuff, but it's for merging purposes) Ignore : Ignore this, it's for merging purposes. (fighting game engine) only editor, its wide support to almost all needed asset types, ease of use and rich feature set has been expanded to a brand new modular design in the latest version, Studio. This Lopmon has Blazing Ice as a Super Move, other than that, its Ice Blast and its Blazing Ice both 'freeze' the opponent. Fighter Factory Studio Fighter Factory is a general purpose content/asset editor for 2D games. įor Merging (Gomamon) : Ignore this as well, this is for merging purposes. Reuben Kee chars edited by PotS (Reuben Kee) : DragonClaw, EvilKen & EvilRyu, the three masterpieces created by Reuben Kee, edited by PotS (Phantom of the Server)Ĭharacter change logs for Mugen 1.0. . Fighter subgenre featuring an almost exclusively female cast
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