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Insigniawarfare

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Messages by Insigniawarfare

    

Re: Show Us Your Desk/Laptop Screensaver

 February 18, 2020, 07:14:43 AM View in topic context
 Posted by Insigniawarfare  in Show Us Your Desk/Laptop Screensaver (Started by ViBeZ February 16, 2020, 04:08:20 AM
 Board: All That's Left

What do you guys use to screenshot your desktop, I only just realized mine got super compressed
Win10 has a program called snipping tool. Just search for it in search bar.


Laptop

Desktop
    

Re: Iai Arthur from Million Arthur: Arcana Blood

 January 02, 2020, 04:52:57 AM View in topic context
 Posted by Insigniawarfare  in Iai Arthur from Million Arthur: Arcana Blood (Started by Eiton January 01, 2020, 05:44:37 AM
 Board: Your Releases, 1.0+

This is cool, i never expected someone to make Iai. She was my main in MAAB
Here's some things i found:
- Her air elemental attack doesn't seem to cancel into her lv.1 super similar to source.
- The last two hits in her first lv.1 super don't count in the combo counter.
- Her lv.2 super flower petal animation should fade away when she sheath her sword.
- Can't seem to connect her elemental attack after her heavy attack while in the air.
- The opponent drops before the first attack hits in her air back grab
- Her 236A>Z should bounce more so Iai can combo after canceling Z with her C (enchant boost). She should be able to forward dash into her air light attack .... combo continuation. If you need source video example let me know for better understanding. 
- I've noticed her localcoord is a bit off so i increased it to  = 2280,1440 for 720p resolution
Before localcoord was changed.
Spoiler, click to toggle visibilty
After localcoord was changed.
Spoiler, click to toggle visibilty

Your Localcoord suggestion does not work if someone is using no localcoord for every single character as well as stage zoom. I don't use localcoord for SD characters, and when I get an HD character I typically adjust the localcoord to match their height. Your suggestion only works to match the height of your characters. For example, Arawn is using a specific localcoord, which makes him smaller, too small I might add. I have adjusted all of his Aquapazza characters localcoord to match SD characters heights. For example:

Arawn and Ragna, Arawn is using 960 as his localcoord, while Ragna is using no localcoord. Ragna is a tall character, and so is Arawn. So their heights match.
Spoiler, click to toggle visibilty

Here, Morgan and Kirito, Morgan and Kirito are roughly the same height, Morgan being an inch taller. Their heights match up correctly here.
Spoiler, click to toggle visibilty

Here is Iai Arthur, using your specified Localcoord of 2280,1440, against Morgan.
Spoiler, click to toggle visibilty

As you can see, Iai is just too small. Localcoords must be adjusted based on people setup.

I use the resolution of 1280x720p for mugen 1.1.
He stated that the sprites were in 1080p, so i adjust the character localcoord for 720p.
Going by your screenshots you don't use 720p resolution for mugen, so why would you use my suggestion if that's not the res you use?
Iai isn't a small character height wise so i used Arwan to adjust her height.
If you look at my screenshot shes slightly smaller than Arwan.
    

Re: Muse Dash - Candy Land Stage v2 + Christmas Update [1.1 only]

 January 01, 2020, 10:13:35 PM View in topic context
 Posted by Insigniawarfare  in Muse Dash - Candy Land Stage v2 + Christmas Update [1.1 only] (Started by Zzyzzyxx December 24, 2019, 03:32:11 AM
 Board: Your Releases, 1.0+

Great stage. Thanks for releasing it.
    

Re: Iai Arthur from Million Arthur: Arcana Blood

 January 01, 2020, 08:14:51 AM View in topic context
 Posted by Insigniawarfare  in Iai Arthur from Million Arthur: Arcana Blood (Started by Eiton January 01, 2020, 05:44:37 AM
 Board: Your Releases, 1.0+

This is cool, i never expected someone to make Iai. She was my main in MAAB
Here's some things i found:
- Her air elemental attack doesn't seem to cancel into her lv.1 super similar to source.
- The last two hits in her first lv.1 super don't count in the combo counter.
- Her lv.2 super flower petal animation should fade away when she sheath her sword.
- Can't seem to connect her elemental attack after her heavy attack while in the air.
- The opponent drops before the first attack hits in her air back grab
- Her 236A>Z should bounce more so Iai can combo after canceling Z with her C (enchant boost). She should be able to forward dash into her air light attack .... combo continuation. If you need source video example let me know for better understanding. 
- I've noticed her localcoord is a bit off so i increased it to  = 2280,1440 for 720p resolution
Before localcoord was changed.
Spoiler, click to toggle visibilty
After localcoord was changed.
Spoiler, click to toggle visibilty
    

Re: M.U.G.E.N Screenshots V3

 December 10, 2019, 01:51:46 AM View in topic context
 Posted by Insigniawarfare  in M.U.G.E.N Screenshots V3 (Started by Berry May 13, 2014, 03:05:14 AM
 Board: M.U.G.E.N Discussion

    

Re: MugenHook - upgrade your M.U.G.E.N!

 December 03, 2019, 07:29:09 PM View in topic context
 Posted by Insigniawarfare  in MugenHook - upgrade your M.U.G.E.N! (Started by ermaccer September 20, 2019, 03:01:11 PM
 Board: Projects

Here's a couple of ideas if possible:
If it's possible to implement a change for the characters shadow into ovals.
Stage interaction implementation would be nice if its possible without the need to make a fullgame.
Implementing something similar to Training by Stupa would be a nice feature addition for training mode.
Character color/palette preview/selection in the select screen would be nice.
    

Re: Updated - Three Yatagarasu-Aoc stages

 November 27, 2019, 09:39:39 PM View in topic context
 Posted by Insigniawarfare  in Updated - Three Yatagarasu-Aoc stages (Started by Insigniawarfare August 29, 2017, 02:47:34 AM
 Board: Your Releases, older Mugen

    

Re: DiveKick Stage Sprites 100% Complete Updated

 November 27, 2019, 01:07:39 PM View in topic context
 Posted by Insigniawarfare  in DiveKick Stage Sprites 100% Complete Updated (Started by Insigniawarfare November 20, 2019, 08:53:58 AM
 Board: Resource Releases

Update: The Lab and Playground stage has been added. I figured out the issue i was having.
    

Re: M.U.G.E.N Screenshots V3

 November 24, 2019, 06:24:38 PM View in topic context
 Posted by Insigniawarfare  in M.U.G.E.N Screenshots V3 (Started by Berry May 13, 2014, 03:05:14 AM
 Board: M.U.G.E.N Discussion

    

DiveKick Stage Sprites 100% Complete Updated

 November 20, 2019, 08:53:58 AM View in topic context
 Posted by Insigniawarfare  in DiveKick Stage Sprites 100% Complete Updated (Started by Insigniawarfare November 20, 2019, 08:53:58 AM
 Board: Resource Releases



Note: I have the backgrounds for the the Lab and Playground stage but i'm still working on rendering the animations correctly for them so those two won't be uploaded until later in future.
Update: The Lab and Playground has been added.

Screenshot Example
Spoiler, click to toggle visibilty


Down World Stage
Download

Dojo Stage
Download

Heaven Stage
Download

JEO Arena Stage
Download
 
Bel Air Stage
Download

Da Beach Stage
Download

Bar Stage
Download

Lab Stage
Download

PlayGround Stage
Download
    

Tekken 7: Fated Retribution Arcade BG Video Animations

 November 14, 2019, 10:12:26 PM View in topic context
 Posted by Insigniawarfare  in Tekken 7: Fated Retribution Arcade BG Video Animations (Started by Insigniawarfare November 14, 2019, 10:12:26 PM
 Board: Resource Releases

    

Re: Updated - Three Yatagarasu-Aoc stages

 November 13, 2019, 12:35:56 AM View in topic context
 Posted by Insigniawarfare  in Updated - Three Yatagarasu-Aoc stages (Started by Insigniawarfare August 29, 2017, 02:47:34 AM
 Board: Your Releases, older Mugen

I've updated Aja stage with a transition effect to its day version which i forgot the stage had at the time.
I've had it uploaded for a while but never posted it, so here it is.
    

Re: Sonic & NIGHTS Stage from Dengeki Bunko Fighting Climax

 November 11, 2019, 08:44:31 PM View in topic context
 Posted by Insigniawarfare  in Sonic & NIGHTS Stage from Dengeki Bunko Fighting Climax (Started by Websta November 11, 2019, 02:40:40 PM
 Board: Your Releases, 1.0+

Sonic stage
- Missing leaves that scroll up from the bottom then fade out.

Nights stage
- Snow animation could be better. The fading doesn't fit well.
- If that's a constellation on the top right that fades in and out shouldn't that be layered in the back with the same deltas as the sky.
- The bottom left gold rings in the back are barely noticeable. I thought you didn't add them in at first.

Other than these issues i've listed both stages are great.
    

Re: 2 mugen stages for the mugen 1.1

 August 14, 2019, 06:02:48 PM View in topic context
 Posted by Insigniawarfare  in 2 mugen stages for the mugen 1.1  (Started by OldGamer August 14, 2019, 09:23:54 AM
 Board: Your Releases, 1.0+

Nice stages.

Tinytown stage:
- Falling flowers have leftover outer pixels  that could use some cleaning.

China stage:
- Background seems slightly blurry.
- Background x-axis delta could be increased, the movement is a bit fast.
- Hanging lamps could use some light flickering.
- Fireworks would be nice touch in the background sky.
    

Re: Dengeki Bunko FCI Training Stage (not so close) Remake

 August 06, 2019, 12:20:03 AM View in topic context
 Posted by Insigniawarfare  in Dengeki Bunko FCI Training Stage (not so close) Remake (Started by beterhans August 04, 2019, 11:38:30 AM
 Board: Your Releases, 1.0+

Looks nice, the particle effects could've been coded better so they don't look so repeated.
    

Re: Project Z.E.D - Demo 1.2

 April 03, 2019, 01:29:03 AM View in topic context
 Posted by Insigniawarfare  in Project Z.E.D - Demo 1.2 (Started by SeanE June 17, 2014, 06:04:46 PM
 Board: Your Releases, 1.0+

Nice to see that you're still working on this project. Here's a couple of things i've notice:

Stages- Screenleft and right need adjusting. The characters go too far off screen.

Jinzai
Throw - Seems inconsistent while in the corner. Some times it pushes you back some times it doesn't based on how close you are in the corner and how the throw pulls your opponent forward. You should also be able to throw an opponent during max stun state.

F+Hp - Hitbox needs adjusting(slightly wider) and it seems inconsistent with the ground bounce unless you put a limitation on it? I've only been able to do two.

Beastial Charge - Lv.2 changes Jinzai combo chain to link combos. Was that intentional?
The heavy version startup could be slightly faster. I understand its unblockable but it builds up way too slow.
    

Re: Gunvolt released V1.4

 April 02, 2019, 08:06:43 PM View in topic context
 Posted by Insigniawarfare  in Gunvolt released 2.0 (Started by k6666orochi April 01, 2019, 07:16:40 AM
 Board: Your Releases, 1.0+

    

Re: M.U.G.E.N Screenshots V3

 February 16, 2019, 05:24:30 PM View in topic context
 Posted by Insigniawarfare  in M.U.G.E.N Screenshots V3 (Started by Berry May 13, 2014, 03:05:14 AM
 Board: M.U.G.E.N Discussion

parallax test, is not too bad, what do u guys think? any way to improve it?

Spoiler, click to toggle visibilty

most of the ugly distortion is because of the small rocks on the original sprite, i think if i remove it and maybe put on another layer could become a little  better

The floor should be longer than the bound of the stage width wise so that it fits when it moves. You shouldn't see that light red/gray background on the bottom right corner.
By the way when doing parallax the characters shouldn't slide across the floor. They should be more intact, when the characters move the floor moves with them. That's if you didn't know already.
If you really want someone's opinion on the parallax then make a .gif image of the floor parallax next time.
    

Re: Goldenland Ship

 January 22, 2019, 12:18:25 AM View in topic context
 Posted by Insigniawarfare  in Goldenland Ship (Started by Margatroid January 21, 2019, 06:44:19 PM
 Board: Your Releases, 1.0+

I like that you used another transition its smoother. Nice work!
    

Re: Dragon Ball FighterZ (Xbone)(PS4)(PC)

 January 21, 2019, 03:23:59 PM View in topic context
 Posted by Insigniawarfare  in Dragon Ball FighterZ (Xbone)(PS4)(PC) (Started by Moon Girard June 09, 2017, 04:33:13 PM
 Board: Fighting Games

you know Jiren vs Goku, in this case Goku ultra instinct
I thought you were saying that because of the scan that has Goku vs Jiren except we already have Goku Blue.
I'm actually not expecting a UI Goku because I'm sure they know there's too many of him already. They probably could if they had to, but so far I'm not expecting it. I'll wait for a couple more reveals to figure out which direction this pack is going.

by the same guy that leaked season one. like I´ve told you.xD it´s going to be a new Goku, 3 more gokus this season :smash: but to be honest I like so much ssj 4


It's missing Tapion, another sword wielding character would fit nicely in the roster.
Majin Vegeta and SSJ4 Goku isnt needed everyone else is fine if this leak seems to be true.
I also wish Toppo was added, he would fit well to be a god of destruction like Beerus but maybe thats asking for too much.