# Fighter Factory Studio - Reference Documentation

For problems and bug report, go to VirtuallTek Game Studios web site. For doubts related to some specific engine, go to their own web pages or community forums.

# Menu Animations

The Animations menu is used to manipulate the animations of the project.

## New

Create a new empty file.

## Open

Open an existing file. Note: All syntax errors on the loading will be added in the Issues list.

## Save

Overwrite the last saved file, if it exist. Else, execute 'Save as...'.

## Save as...

Save the animations on a new file.

## Edit code

Switch between code and visual mode.

## Edit animation code

Displays the code editor for the current animation. You need to hit Apply to confirm the changes, otherwise the current text will be replaced by the graphic editor.

## Add

Add a new animation in the next position from the current.

## Delete

Removes the current animation. Note: A confirmation will be shown if is defined in the Options window.

## Duplicate

Duplicates the current animation.

## Save as animated GIF...

Save the current animation as animated GIF. Note: The current palette will be used, including remapped palettes.

## Play

Play the current animation.

## Stop

Stop the current animation.

## Add frame

Add a new frame in the current animation in the next position from the current frame.

## Delete frame

Removes the current frame. Note: A confirmation will be shown if is defined in the Options window.

## Apply offset to all next frames

Apply the current offset/axis in all next frames.

## Apply time to all next frames

Apply the current time in all next frames.

## Apply transparency to all next frames

Apply the current transparency in all next frames.

## Apply flip to all next frames

Apply the current flip in all next frames.

## Apply scale to all next frames

Apply the current scale in all next frames.

## Alignment tool

Displays the sprite alignment window. In this window, you can adjust the axis of all selected sprites in the list.

The X and Y fields are used to define the increment. You can also enter a negative number to decrement.

To select a sprite, click on the list. For more than one sprite you can use Ctrl+Click (add the item to the curret selecton) or Shift+Click (range selection).

On the bottom-right you have three buttons to manipulate the current selection (Select all, Clear selection and Inverse).

Every time you hit Apply, the increment will be applied.

## Add attack box

Enables the CLSN creation mode for Attack boxes. For mode information about this mode, see Animation workspace

## Add collision box

Enables the CLSN creation mode for Collision only boxes. For mode information about this mode, see Animation workspace

## Delete selected Contact boxes

Removes all selected CLSNs.

## Delete all Contact boxes

Removes all CLSNs of the current frame.

## Delete all Contact boxes of current animation

Removes all CLSNs of the current animation.

## Switch Contact box type

Switch all selected CLSNs between attack and collision only.

## Switch Contact boxes to default

Switch all selected CLSNs between regular and default.

## Copy all Contact boxes of previous frame

Replace all CLSNs of the current frame by the previous frame ones.

## Use these Contact boxes in all other instances of this frame.

Search for any other instance of the current frame and replace any existing CLSN by the current ones.

## Optimize

Removes all unneeded comments and try to make CLSN boxes Default, cleaning animation code.

## Import from another project...

Import one or more sprites from another project in the same Fighter Factory instance.

The options are:

Source

Project: the source project.

You must select the animations you want to import, and add them to the destination list.

Destination

Besides the list of animations to import, you can rename items to avoid conflicts and/or choose conflict resolution option:

Replace existing: replace animations with the same identifier.

Skip (don't add): ignore animations who identifier already exists.

Note: The animations will be placed in the next position from the current sprite.

Import sprites: Import frame's sprite too. Currently, it ignores sprites who identifier already exists in the current project.