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AnArquiA B.

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Messages by AnArquiA B.

    

Re: Tifa Lockhart (Mugen 1.0)

 April 20, 2012, 02:19:03 AM View in topic context
 Posted by AnArquiA B.  in [R-18] Tifa Lockhart (Mugen 1.0) (Started by Zzyzzyxx April 14, 2012, 03:01:16 AM
 Board: Projects

However I'm seriously considering to remove all shortcuts. It really would make the layout more comprehensible.
It would be Fine. My first impression when I took her was that chaotic too. When I understood what is shortcut and what is bonafide-gameplay-button, her gameplay becomes more accessible. I think she would be more non-QA-fans-friendly without this shortcuts, or at least the Y and Z ones.

Nevertheless
Great char! I never expect none from you but the best. And play with her against simul characters feels great too.


I'm late. Plz sorry.
    

Re: [PORTUGUESE ONLY] Português. Ena pá.

 March 22, 2012, 11:11:01 PM View in topic context
 Posted by AnArquiA B.  in [PORTUGUESE ONLY] Português. Ena pá.  (Started by LC-DDM August 27, 2007, 01:31:55 PM
 Board: International

    

Re: the fav GIF thread!

 March 14, 2012, 10:11:40 PM View in topic context
 Posted by AnArquiA B.  in the fav GIF thread! (Started by Jessy September 20, 2007, 12:48:25 AM
 Board: All That's Left

    

Re: M.U.G.E.N Screenshots V2

 March 07, 2012, 01:12:45 AM View in topic context
 Posted by AnArquiA B.  in M.U.G.E.N Screenshots V2 (Started by Titiln April 08, 2009, 08:11:07 PM
 Board: M.U.G.E.N Discussion

Too many flowers... Allergy? [/captain obvious]
    

Re: the fav GIF thread!

 March 07, 2012, 01:09:34 AM View in topic context
 Posted by AnArquiA B.  in the fav GIF thread! (Started by Jessy September 20, 2007, 12:48:25 AM
 Board: All That's Left

    

Re: [PORTUGUESE ONLY] Português. Ena pá.

 March 07, 2012, 01:04:55 AM View in topic context
 Posted by AnArquiA B.  in [PORTUGUESE ONLY] Português. Ena pá.  (Started by LC-DDM August 27, 2007, 01:31:55 PM
 Board: International

PQP, fecharam o Snesorama!
Que chato! Não era assíduo frequentador (prefiro PlanetEMU) mas era legalzinho.
RIP[3]

Será que foi medo da canja sopa?
Não me lembro como eles hostavam as coisas.... Mas pode ser como o Hinata-Sou, site de animes, que agora conta exclusivamente com os ups de RapidShare. O MU ruleava lá. Duvido que nego suba séries e mais séries de novo. Imagino que ROMs sejam em menor número, mas, enfim.
    

Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)

 March 07, 2012, 01:00:24 AM View in topic context
 Posted by AnArquiA B.  in Fighter Factory 3.0.1 (Started by VirtuallTek December 16, 2011, 11:37:46 PM
 Board: Your Releases, 1.0+

    

Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)

 March 05, 2012, 09:16:34 PM View in topic context
 Posted by AnArquiA B.  in Fighter Factory 3.0.1 (Started by VirtuallTek December 16, 2011, 11:37:46 PM
 Board: Your Releases, 1.0+

A suggestion: in the SFF, drag on rulers could have the same effect of drag on the axis or outside sprite's boundaries: pan the whole workspace.

Like, I drew ^^' :

Left, a cropped shot. Right, I tinted Green the area where our mouse dragging would change the sprite's offset. I tinted Red, well, the area already works this way (paning workspace) PLUS the ruler I've mentioned.

OK, but why in the hell I'm pull this?

OK, working with big sprites, big enough to don't let even a little bit of background to "grab" and pull to pan the workspace, like this shot:

(in both images I've eneble "show tranparency color" for an obvious reason)

So, I want to get the top of that shitty wall (to align with onionskin, by instance). Will I scroll the mouse trying to guess where the focus will drop? :p (OK, I know you're thinking about that "center of zoom" thing, but even). At the moment, drag on the ruler will behave just like the ruler wasn't there. But, in this instance and in other involving larger sprites, pan the workspace in that ruler would be VERY nice.


Sakubona.
    

Re: [PORTUGUESE ONLY] Português. Ena pá.

 March 02, 2012, 12:37:19 AM View in topic context
 Posted by AnArquiA B.  in [PORTUGUESE ONLY] Português. Ena pá.  (Started by LC-DDM August 27, 2007, 01:31:55 PM
 Board: International

    

Re: Character of the Month: January 2012 - Voting

 February 13, 2012, 06:49:53 PM View in topic context
 Posted by AnArquiA B.  in Character of the Month: January 2012 - Voting (Started by Rajaa Retired February 07, 2012, 09:16:29 PM
 Board: Contributions of the Month

Oh, my gawdesses.... I didn't play with half of these chars! It's so unfair! XD

Well, glad to be here, guys! o/
    

Re: Femina Blakey beta 3.2

 February 06, 2012, 07:06:46 PM View in topic context
 Posted by AnArquiA B.  in Femina Blakey beta 3.2 (Started by AnArquiA B. January 09, 2012, 06:42:33 PM
 Board: Projects

Release it, release it, am kidding but definitely I will be expecting and waiting this final release  :'(
:D Femmie is very pleased with your expectation!  :gorgeous:

I'm thinkin': that bikini palette could be "worn" during the Passion Guilt's (qcb,dodge) effect. It make sense, didn't it?

Thia isnt half bad... Especially for a first character.
Hm, thanks, I think.
This project gives the someone of the likes of me some hope in my future WIP's, keep it up man!
  :yippi: Success with your WIPs and we'll try keep it up, too o/

So You have used Pokemon ground effects. :)
Sorry my terrible engrish, plz XD

I like the fact you can cancel throws!  8)
I think it's quite codewise dangerous and gamewise awkward, but I see a "cancel tree" and the "mecha branch" had overloading responsability.
So, now you can dreamcancel this hyper throw when she's safe on the floor ;) Isn't it nice?


 :dio: Hasta, and I'll try do not disappoint you all!
    

Re: Fighter Factory 3 Beta 8.4 (updated 01/11/12)

 February 06, 2012, 06:28:29 PM View in topic context
 Posted by AnArquiA B.  in Fighter Factory 3.0.1 (Started by VirtuallTek December 16, 2011, 11:37:46 PM
 Board: Your Releases, 1.0+

Sorry, I'm that syntax-freak XD

StageVar trigger would be fine if:

a) In the trigger section it seems like:
Code:
<trigger name="stagevar" type="const" minver="1.0"/>
b) In the consts area, to add:
Code:
  <consts name="stagevar">
    <const name="info.author"/>
    <const name="info.displayname"/>
    <const name="info.name"/>
  </consts>

Sorry if you already fix it ^^'
 
Luck, pal o/
    

Re: Femina Blakey beta 3.2

 February 02, 2012, 06:45:44 PM View in topic context
 Posted by AnArquiA B.  in Femina Blakey beta 3.2 (Started by AnArquiA B. January 09, 2012, 06:42:33 PM
 Board: Projects

Eh what? Why Pokemon?
I meant I ripped GBA Pokemon game (gold or silver, just can't remember) rock effects, from two moves, to make that ground impact effect.

You mean 'why I chose Pokemon'? I really don't know  8)

The enemy say NO when exactly?
Blakey Rinjuu: 2Xqcf+punch. She slam the poor thing againt the floor thrice. Beetwen the second and the last one, a RBFF-ripped baloon is shown. And it reads "NO!". A this time, you can cancel Rinjuu with a Sacrifice Delusion (qcf,qcb,x+y)

Nice work!! Keep it up!
Thanks! I'll try it!  :D

Thank you, it was actually the only program that could open it.
:)
Dont worry, I have no intention of stealing anything.
I guess it. I just like to abuse the strike text for fun and profit  :mad:
    

Re: Femina Blakey beta 3.2

 January 31, 2012, 06:45:18 PM View in topic context
 Posted by AnArquiA B.  in Femina Blakey beta 3.2 (Started by AnArquiA B. January 09, 2012, 06:42:33 PM
 Board: Projects

    

Re: Femina Blakey beta 3.2

 January 29, 2012, 12:03:10 AM View in topic context
 Posted by AnArquiA B.  in Femina Blakey beta 3.2 (Started by AnArquiA B. January 09, 2012, 06:42:33 PM
 Board: Projects

that's nice, I like the asymetric details.
Thanks! You know, I also like it.

Thanks to SFF2 paletting, I'm under temptation to make non-mirrored sprites to her.... Like Gill.... It would be cool, wouldn't it? But, well, it's a bad idea, I guess, the world is ending XD and I want you all play with her in this life yet.

Only the fatality feels unbalanced, as it can turn the outcome of a fight a little too easily. Keeping it as a MK fatality would be better IMO.
It was intended to be like MK, but when she was pinkier and I was n00bier I feel pretty unsure to make something like this. Now, to fix a persistent bug with Aphrodite's Gift screen (that thing choose the fourth secret move), I added a var booleaning the 'kill' param in each HitDef, making your suggestion quite pretty viable.

- Z move (Roundhouse) could use the optional custom animation 5052 for a better look. Same for Dash-and-then-short-jump-plus-air-roundhouse.
:/ I think 5052 is too.... overused XD I had this funky idea playing Vanguard Princess XD

Dash-and-then-short-jump-plus-air-roundhouse.
OK, this needs a better name..... ^^'

- I hate the sound FX during dodge or dash. Just a personal thing. :P
Huh, I think I stole ripped it from KOF.... Well, if I dound a better one....

BTW, You noted her Worms Armageddon's Smooth Babe's voice. Her .SND NEEDS be redone, so this things can be included in the checklist ;)

- Parry is missing a sound IMO.
You're right. Included in the checklist too.

- The smile during taunt is really strange.
What, the mouth-shut one or the plus-two-white-pixels one? Y'know, there's 3 anims to taunt.

- I'd personally put the smoke during her run a little behind her.
Good, it can be done.

- Mistake in readme : Spin Heel needs to be blocked low and not high.
- Typo for Courage Dawn : it's performed with Kick.
Cursed Ctrl+C,Ctrl+V :p Thanks!

- Is Crossdrive supposed to work during jump back too ? It makes it harder to jump back with SK as a defensive move.
Sincerely, I added this move when I was playing versus some bonus, like Bio Hazard and stuff. Thus, yes, it would be. But is quite illogic perform it against a  I'm trying convince myself Crossdrive is useful to start a combo, but....

- Senjin doesn't feel very useful IMO. It pushes back Femina far away, which means no comboability after it (maybe I'm wrong ?) and it doesn't do much damage. Plus, it has very long recovery time if it misses (which is the sort of thing that should happen only on a very strong move).
And it isn't the case to a dash attack. This move runs on Rule of Cool XD Without that "recoil", it feels cheap, but we'll think in a better way to perform it.
Nevertheless, right now tall enemies can be roundhoused (Z) it connects.

- I managed to chain 3 Dash-and-then-short-jump-plus-air-roundhouse on a cornered opponent.
OMB, I just can't believe I overlooked it!

- Ninja Spring in the air looks strange in terms of the vels (acceleration between the jump and the special). It may be needed though.
Concept.
Thanks to Blackmore feedback above, it'll dodge ONLY normal attacks and projectiles, non-aerial special projectiles, ALL throws and ALL that crouches. She'll be vulnerable to special, hyper attacks, air projectiles....

But then I was under the impression that Priority = 7 in her 2nd HitDef to this move is way too.... ninja. By Angra, it's a non-power-costing special! There's a gamut of wonderful chars who don't use even Priority = 5 anywhere!!!

So, this outrage to Mechanics laws is the remaining charm of the move.

- Courage Flower's cornerpush needs some fix. If performed from far away on a cornered opponent, it will onlt hit once.
- Cornerpush for Courage Dawn needs work too. Seiyoku misses on a cornered opponent if performed from far away. Blakey Hammer looks strange when she's pushed far from the opponent and still manages to catch him.
Hm, I'll check it.

There are some animations with changes in proportions
Often intentional, like cartoonish effect or kinda.

and the shading is not always to my taste
I'm unexcusable ^^'

This is a very nice beta.
The gameplay is cool, the mechanics are nice and all the bonus stuff is very much appreciated, especially since it's your first character. The mini games are very cool, the XP system is really well made and feels balanced, and the wit system too. The cancels feel right and it all makes sense.
(...)
Good luck with finishing everything, this character is nice. (...) this is definitely an astonishing effort and nice job. :)
Thanks!



Migrating birds! o/
    

Re: Femina Blakey beta 3.2

 January 27, 2012, 02:28:03 AM View in topic context
 Posted by AnArquiA B.  in Femina Blakey beta 3.2 (Started by AnArquiA B. January 09, 2012, 06:42:33 PM
 Board: Projects

Meanwhile, I'm finishing her smartpaleting.

At final release, it would be possible paletes like these:
Spoiler, click to toggle visibilty
Spoiler, click to toggle visibilty

=*

    

Re: [PORTUGUESE ONLY] Português. Ena pá.

 January 21, 2012, 07:18:23 PM View in topic context
 Posted by AnArquiA B.  in [PORTUGUESE ONLY] Português. Ena pá.  (Started by LC-DDM August 27, 2007, 01:31:55 PM
 Board: International

Pois é. \o/

Mas sério
O FBI também prendeu o graphic designer.
Não, a sério. Tipo, os graphic designers são os membros mais perigosos de qualquer site. ::)
Pra quem tá mais perto.... Faz horas que o FBI não dá uma dentro, não é?
    

Re: Femina Blakey beta 3.2

 January 21, 2012, 06:58:45 PM View in topic context
 Posted by AnArquiA B.  in Femina Blakey beta 3.2 (Started by AnArquiA B. January 09, 2012, 06:42:33 PM
 Board: Projects

-Most CLSNs don't cover the entire body.
(...)
-In her jumping light punch, jumping forward and downward kicks (light or medium, forgot), the CLSNs disappear in some places.
OMB, it seems I've overlooked an old CLSN bug. Thanks!!!! I'll check it out.
I've learn too late to mix up default CLSN and normal ones is recipe for hangover  :rolleyes5: 
-How come she can do her QCB+K attack without being punished at all? It seems that she's invincible the entirety of the move. Way too safe.
Hm... I'll check the NotHitBy sctrls. Thanks!!!

-Why is she invincible the entire time she's in her parachute form?
Dunno. It wasn't intended to be so.

-Hit your opponent while in parachute mode, then preform a supercancel. The parachute will stick to you.
OK, thanks! We checked several similar explod bugs.

i love this char. it's like a dramatic hardcore bad girl good stuff can't wait for an update ;D
Huh, thanks.  :sugoi:

'Til :dio:
    

Re: Femina Blakey beta 3.2

 January 21, 2012, 02:38:20 AM View in topic context
 Posted by AnArquiA B.  in Femina Blakey beta 3.2 (Started by AnArquiA B. January 09, 2012, 06:42:33 PM
 Board: Projects

I added some larger screenshots and a link to a video Zzyzzyx made.
    

Re: Femina Blakey beta 3.2

 January 12, 2012, 06:00:39 PM View in topic context
 Posted by AnArquiA B.  in Femina Blakey beta 3.2 (Started by AnArquiA B. January 09, 2012, 06:42:33 PM
 Board: Projects

I'll give a try on her once I get the chance^^ I may also do a new gameplay video featuring Femina in action.
Btw, hope you can understand my "engrish" well.
I'll try XD Y'know, my engrish is pretty much quite worse XD

She's wonderful!  :beamgoi:
Great job on drawing sprites for so many custom states (such as electrocution, Akiko Minase's final memory, and Princess Fine's Iya-Iya dance).
:sugoi: And many others. I'll talk more about it soon

She is looking good so far, can't wait until you complete here.
There's two unlockable moves to polish, improving & optimization and some lil' features to complete her. And, of course, fix bugs and issues you found!  ;)

looking great and sexy, maybe next time post larger screenshots please
Thanx! And, good, I'll try it XD

lol different?.. isn't this character a NSFW creation?
You got it. I think she's now secure for your work XD
Of course, if you get a boobophobic boss....

Serious now.
I removed raping compatibilities of mainstream release, that's what I mean. The code of most that chars are a pain in the ass of the programmer. Too.

will definitely test tomorrow after work
:2thumbsup:

You're still working on this woman?!
I just couldn't help. It's eternal love  :swoon: