Highlight #1 - Sprites editor
🕑 Added 2018-02-28 16:13:19 +0000 UTC Hello, today I will show our first highlight on Fighter Factory Studio improvements and new features: the Sprites editor.Besides the ability to edit sprite's axis, this editor now has the image editor incorporated. This make simpler and faster to do your edits, navigate between sprites to see the diferences, and so on. Being a sub mode of sprites editor, the image editor shares all palette editing and navigation controls, so you can edit pixels by index (on indexed ones) using actual sprite palette or display it using another palette, as seen in the screenshot above.
Currently, all tools are the same as seen in Fighter Factory 3, but we have plans for magic wand and geometrics (line, ellipse, square). However, we extended the palette size of remap tool from 5 to 12 slots, as people suggested many times.
These changes makes sprite edits more natural and quicker, as you don't need to go outside main window to do some changes, mainly the small ones.
What do you like on image editor, suggestion of tools, what need to be improved? Tell us on the comments!
UPDATE:
More information about changes related to sprites:
- Fixed a bug in PCX decoding that leads to some palettes being ignored on SFF v1. You see this on some portraits with wrong palette.
- Fixed a bug in SFF loader: try to catch the right palette when there's no .act files set in .def. In this case, neither Mugen 1.x handles this right.
- Improved handling of PNG on SFF v2: reduce file size a bit.
- Threaded SFF loading, so it scales well as more CPU cores are available on your system, reducing load times.
- Added resize functionality outside image editor, so you can even scale all sprites with automatic hit box adjustments, like Crop function.
- Support for alpha channel on palettes (for M.U.G.E.N. 1.1 only). All palette functions take alpha channel into account now, so you can make anti-aliased sprites, which is cool.
- Added back the field to set a name for sprites in SFF v1.