![]() ![]() I've been a mugen player for a good while now, but I've never really contributed anything back, and so I thought I'd start with this, I hope to slowly learn to do things. This explains the SF1/4 palettes for Alpha characters, and my eventual work that I will be doing on SF3 characters with alpha palettes *some with SF1, if they're tied to a previous generation like Yun/Yang, Ibuki*. So what I thought of was, basically to try and create consistency through generations of varying characters. The name of it is basically what started it, characters from Street Fighter, some look very dated compared to others, and I don't really like a lot of default random palettes that are included. I was using Necro's current Neon Screenpack, changed at least the logo to "Street Fighter Generations" and modified little else so far. The reason why I essentially started was to begin a look of more consistency with various characters. However the real reason (which also explains why I've only done Street Fighter palettes in this thread also) is for my own private mugen compilation game. Thanks for the tip, I'll probably give it a shot once I download him later on today then, since Warusaki had things like the hair and parts of the clothes on the same layer, and shared parts of shading that also didn't work out well once changed.Īs for your influence, to be honest it started with Cyclysm's recent post, and how he had made both a Udon and SSFIV:AE Palette for Vyn's Evil Ryu, which kinda got me curious, and after some successful attempts at it, it slowly started me on this palette crazy not long ago lol. Pack includes colours for the initial 17 characters that were released with the BetaĪs well as Arthur, the Sub-Boss and both variations of CM Punk. Link for all my palette work will be hosted on my mediafire here-> ALL PALETTES HERE + others (sorry too lazy to go back and check all of them at this point lol)ġ: Froz - JZ's Balrog with his CS Patch doneĢ: Big Boss - Mr Karate/Gustavo's Kairi done This approach allows the future support for more engines, without the need to make too much specialized tools for each one, and keeping the same interface pattern no matter for what kind of game you’re working for.1: D.Magician - Splodes' Captain Commando doneĢ: Ness The Avatar - Mystik blaze's Captain America/JMM Vice doneģ: Davismaximus - Sanders' - Color Separated Wolverine doneġ: Ness the Avatar - Infinite's Krauser doneĢ: Dead or Alive Fan - H"s Maki w/ Girards' CS patch doneģ: Froz - Divine's Mai with his CS Patch done Instead of one main screen with the game itself running in real-time, like commercial game engine tools (because they have the engine inside the editor, of course), Fighter Factory focus on individual files, so each asset type has its dedicated editor. Many Game Maker Studio creators actually use Fighter Factory Studio in their workflow, as its sprite and animation editing tools are supperb and unparallel. The program is notably one of the best tools for 2D game development to date, and is totally free for any purpose. Other engines can be supported and we’re looking at Blugen (under development) and Ikemen GO, maybe at a later time. OpenBoR support is under development, but has low priority right now. replacement engine) as soon as it’s released. is the first and currently the only engine supported, and we’ll be moving to MUGENext (our M.U.G.E.N. (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.įighter Factory Studio moves all generic core functionality to a shared library, and each supported engine extends it to support their content formats and exclusive functionality, in its own library. Fighter Factory is a general purpose content/asset editor for 2D games.
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