YesNoOk

Show content

This section allows you to browse the content for this member. Note that you can only see content for which you have sufficient viewing permissions.

***
Ryanide is Offline
Contact Ryanide:

Ryanide

Contributor

Messages by Ryanide

    

Re: BrokenMUGENhr screenpack

 December 23, 2008, 04:25:26 am View in topic context
 Posted by Ryanide  in BrokenMUGENhr screenpack (Started by Sniper December 19, 2008, 08:27:02 pm
 Board: Hall of Fame

I don't remember ever giving permission to include Maxime in your screenpack...

If you really are selling this, you'd better remove him ASAP. Maxime is an original character and I exclusively hold the rights to his design.

If this whole donation system thing is indeed non-profit, then I suppose I don't mind. However I'd greatly have appreciated it if you attempted to contact me first before using my character in your screenpack.
    

Re: Narayan Maxime W.I.P. (Original Character)

 November 27, 2008, 04:49:49 am View in topic context
 Posted by Ryanide  in Narayan Maxime W.I.P. (Original Character) (Started by Ryanide November 14, 2007, 09:29:59 am
 Board: Projects

Progress report:

I've started working on him again.

Here's a list of changes I've made since the last update.

2 new normals:

His second is a fast slamming kick in the air which drops the opponent straight down and then bounces them up into the air. It adds some moor oomph to his aerial combos and makes them look flashier. It can also be used for crossups and as an overhead, which I felt he was lacking.

He also has a very fast frontal poke with much more range than his jab. It's a 2-hit claw swipe that gets an extra hit if it lands, and can be comboed into his kick. It also combos from the Top Kick, meaning it can be used for meatier combos.

Other:

He now gains even more meter off certain moves, and it's possible for him to gain enough meter to use a level 1 super with just a single ground to air combo. His damage on certain moves has been increased a tiny amount due to popular request (but against my better judgement.)

Taunt now gives you rave points instead of building super, and takes a few frames longer to finish.

His helecopter is a bit more powerful and deals more chip damage

His spirit cannon super has been made a bit slower, and Maxime is now vulnerable for a few frames at the very start of all his supers.

Will-o-whisp cannot be ducked and the hitbox has been made bigger and it has been given a graphical update. However, if Maxime is hit while his projectile is out, the projectile disappears.

His rush parry can be performed even when walking and running now, meaning you no longer have to stop and press forward + x to dodge a projectile. Same for all his other "running" attacks except for his 66C

Wind's edge has been made stronger

After hitting with Saturn Rave, Maxime breaks out of hitpause about 4 frames earlier than the opponent, so it's easier to combo this move into airdashed kicks and such. Climb up to the top of the screen!

His basic parry has been changed a lot. Instead of just sapping health and pushing the opponent away, Maxime now retalliates with an attack if the opponent is on the ground. The attack has high stun and can be comboed from there. If they attack from the air, Maxime can move immediately, but doesn't retalliate on his own.



    

Re: Will pay to create characters...

 November 27, 2008, 04:13:45 am View in topic context
 Posted by Ryanide  in Will pay to create characters... (Started by rob7480 November 11, 2008, 03:05:04 pm
 Board: Requests

I don't see why everyone is getting antsy at him if he wishes to pay someone to make him a character. That's perfectly reasonable, since time is money, and making a Mugen character consumes a LOT of time, especially if said character has original spritework and whatnot.
    

Re: Narayan Maxime version 1.5! Updated with AI, Hitsparks and other fun stuff.

 October 29, 2008, 01:42:16 am View in topic context
 Posted by Ryanide  in Narayan Maxime version 1.5! Updated with AI, Hitsparks and other fun stuff. (Started by Ryanide August 28, 2008, 12:58:58 am
 Board: Your Releases, older Mugen

There's really nothing wrong with Melty Blood. Last time I checked, only a select few characters were considered unplayable, and even then Neko Arc Chaos managed to do decently well despite being a joke character.

Another thing worth considering (that everybody seems to forget about) is that Maxime can shove out of blockstrings with a sacrifice of 200 special, and then combo immediately. For Maxime, 200 special is really nothing, which means that most of the time he's safe against blockstrings if you know what you're doing. I'm thinking of changing this in the next update to make it burn off a Rave Exceed point instead of consuming special, and his taunt will also build rave exceed.

I might allow him to start the match with one RE point.

We'll see about his damage output once his RE system is complete and he has attacks that make use of them.

Hykeush, thanks for the feedback on his bugs. Edge Master is a bit tricky for me, since it requires the opponent to be in a dizzy state. I guess I could fix this by making a custom state for the character, but then it will bug up on characters who can't be put into custom states.

Maxime isn't really designed with "abnormal" opponents in mind, so I don't really bother thinking of stuff like that. If you play him against characters without dizzy states or who can't be put into custom states then there may be some bugs.

I don't know why the Chopper would be freezing the opponent though...I'll have to look into that.
    

Re: Narayan Maxime version 1.5! Updated with AI, Hitsparks and other fun stuff.

 October 24, 2008, 11:25:32 am View in topic context
 Posted by Ryanide  in Narayan Maxime version 1.5! Updated with AI, Hitsparks and other fun stuff. (Started by Ryanide August 28, 2008, 12:58:58 am
 Board: Your Releases, older Mugen

If you want him to fare better, resize his collisions and give him less defense or life (life is preferable because most grabs ignore defense).  I'd say about 800, and that's pushing it.  A few hits and he already lost 1/3 of his life.
Actually, I found his health falls faster than normal sometimes. Could be me.

Quote
It may sound cheap, but this is the year 2008, where lolis the same size as Maxime can take down advanced martial artists, who were considered cheap in the past no less, without effort.  If this was the early 2000's, then the way he sits would be perfect.
Not all lollies, Komachi, even in her Gold palette, is still nothing.

Also, if he suddenly had the strength to lift terribly heavy gaunlets and could only be stopped by a giant motha f***ing badger, who had to handicap him, wouldn't that make him stronger?

It did make him stronger. Doesn't that say something about how weak rabbits are in Maxime's world? XD

But seriously, I did state that while the Hunter's claws provided Maxime with lifting force and speed, they couldn't do much to improve his power. They essentially put him in the league of a small-scale predator. Still no match for a badger. (Irl, badgers are incredibly strong and can bite through a human arm or something crazy like that)
    

Re: Narayan Maxime version 1.5! Updated with AI, Hitsparks and other fun stuff.

 October 24, 2008, 10:46:59 am View in topic context
 Posted by Ryanide  in Narayan Maxime version 1.5! Updated with AI, Hitsparks and other fun stuff. (Started by Ryanide August 28, 2008, 12:58:58 am
 Board: Your Releases, older Mugen

So that means, that if I just wave my hand above someone's head, they will get hit.  Doesn't seem very realistic...

If you wanted to punch a short guy, you wouldn't just punch above him, you'd adjust your swing a little downwards so that it would hit him.

Same principle here.

I know, common sense.  No offense intended, but the collision detection is on par with that of SSBMelee's.  That is, very poor.

I would consider generous collission detection to be better than having a character with an unfair advantage against tall players.

Most all tall characters, save for bosses (such as Apocalypse and Abyss) have crouching attacks, and crouching kicks seem to have the best range, so they really don't have that big of an advantage.

Fun fact:  In MvC2, Servbot was the overall smallest character, but much larger characters like Juggernaut and Sentinel could easily dispose of him.

Then again, it is MvC2, one of the most broken fighters to date.

The problem with limiting an opponent to crouching attacks is that most crouching attacks can just be blocked low. This means that you can avoid most problems by just ducking and blocking. Maxime is also not supposed to be a "fast but low defense" character. he's supposed to be a normal defense, fast, safe and low-damage character.

Maxime's startups aren't bad at all. 2 frames is all it takes to execute a jab, and that can be mixed up with a low jab meaning that you will land a jab pretty much every time you're close to an opponent. From a jab, you can usually deal about 1/5 of a lifebar's worth of damage, and only 2 of those will give you enough special to use his level 1 super, which may I remind you, is fast, covers the length of the screen, and drains the opponent's special. It also allows you to taunt after you land it with no chance of being interrupted, meaning you get half of the special back. His other lunging attacks like the boost kick or 66C leave you at a frame advantage if the opponent blocks them.

His attacks are also very safe on block. He can essentially just spam his normals and not have to worry about being counterattacked with few exceptions. If I make his times any more leniant, he'll be able to keep the opponent in blockstun for as long as he wants. His blockstrings are already long and he gets chip special, so that's not a good idea. His will-o-whisps basically allow for all sorts of mix-ups and force the opponent to play defensive the whole time they're out, since they can't be worked around or attacked. Maxime can then cross up with an air dash, or springjump them to prevent blockstun, or use the stun from the projectile to cut off the afterlag of his less safe attacks, taunt, etc.

This is not even bringing up the various parries and things that he has. As I said before, using projectiles against Maxime is a bad idea, because he can just scoot past them with his rush parry and he gets a boost in special too.

His level 2 super is really fast and basically impossible to avoid. Making it do any more chip damage would just be stupid, especially since Maxime's special builds faster than the average character

As for the level 3 super, there is no way I'm ever going to make it unblockable. Unblockable supers are always a bad idea. they're either a) broken and too hard to avoid if set up correctly or b) too easy to avoid because they're slow or can't be set up for

I consider leniant hitboxes to be good, being an avid fan of Melty blood and Smash bros, I think meaty hitboxes are important for the gameplay. Characters should not have to rely on being small to avoid damage.

Also, have you ever wondered why so many modern fighters suck? It's because they aren't balanced and are therefore not competitive. I'm going to keep my characters sensible and am not stooping to overpowering them. Maxime is overpowered as he is anyway. I wanted him to be a more technical character and harder to play, but his game basically comes down to jab > combo. I'm seriously considering lowering his damage output again for the next version. I'm going to make his will-o-whisps duckable too, but that's still going to leave the opponent open for a mid attack if they try that.

Gardevoir, you don't seem to know what I'm going for here, nor do you seem to be playing my character properly. So stop correcting people and bashing Melty Blood, which is a highly respectable and balanced doujin game.

Keep in mind that I'm building Maxime with my own doujin in mind. I don't care about BS characters like Giant Apocalypse and Shining Magic Girl Dance Flying Super Electro-charged Orochi Rare God Invincible Farting Iori Magneto. Maxime is not designed to compete with Mugen characters, but realistic characters who are balanced for PvsP.

I appreciate your input, but please look deeper than just the damage he deals.
    

Re: Narayan Maxime version 1.5! Updated with AI, Hitsparks and other fun stuff.

 October 23, 2008, 07:29:56 am View in topic context
 Posted by Ryanide  in Narayan Maxime version 1.5! Updated with AI, Hitsparks and other fun stuff. (Started by Ryanide August 28, 2008, 12:58:58 am
 Board: Your Releases, older Mugen

So that means, that if I just wave my hand above someone's head, they will get hit.  Doesn't seem very realistic...

If you wanted to punch a short guy, you wouldn't just punch above him, you'd adjust your swing a little downwards so that it would hit him.

Same principle here.

I know, common sense.  No offense intended, but the collision detection is on par with that of SSBMelee's.  That is, very poor.

I would consider generous collission detection to be better than having a character with an unfair advantage against tall players.
    

Re: Narayan Maxime version 1.5! Updated with AI, Hitsparks and other fun stuff.

 October 23, 2008, 06:30:47 am View in topic context
 Posted by Ryanide  in Narayan Maxime version 1.5! Updated with AI, Hitsparks and other fun stuff. (Started by Ryanide August 28, 2008, 12:58:58 am
 Board: Your Releases, older Mugen

So that means, that if I just wave my hand above someone's head, they will get hit.  Doesn't seem very realistic...

If you wanted to punch a short guy, you wouldn't just punch above him, you'd adjust your swing a little downwards so that it would hit him.

Same principle here.
    

Re: Narayan Maxime version 1.5! Updated with AI, Hitsparks and other fun stuff.

 October 20, 2008, 05:58:42 am View in topic context
 Posted by Ryanide  in Narayan Maxime version 1.5! Updated with AI, Hitsparks and other fun stuff. (Started by Ryanide August 28, 2008, 12:58:58 am
 Board: Your Releases, older Mugen

Ah, thanks for the info.

The only things I suggest improving are his hitboxes (most are bigger than he is) and AI, because he will even lose to losers like Dan, despite being much more aggressive than them.

Oh, and the story is too original and very tl;dr (too long; didn't read).  Needs to be more generic, like how he was the child of your generic awesome fighter and some Japanese businesswoman and how he went to Japan to train under Gouken and how Akuma came and killed Gouken and how Vegeta always yells "It's over 9000" every five minutes.



Spoiler, click to toggle visibilty

Lol.

And the hitboxes are that way on purpose. He's not supposed to be a hard character to hit. I want him to be able to eat standing punches just like everyone else.
    

Re: Gleam of force by french bread.

 October 16, 2008, 01:11:57 pm View in topic context
 Posted by Ryanide  in Gleam of force by french bread. (Started by Bastard Mami September 01, 2008, 07:30:05 pm
 Board: Fighting Games

I'm still playing this game, and I feel sorry for all you haters. I am only now just beginning to discover just how deep and well-executed the gameplay is.
    

Re: Narayan Maxime version 1.5! Updated with AI, Hitsparks and other fun stuff.

 October 16, 2008, 01:01:52 pm View in topic context
 Posted by Ryanide  in Narayan Maxime version 1.5! Updated with AI, Hitsparks and other fun stuff. (Started by Ryanide August 28, 2008, 12:58:58 am
 Board: Your Releases, older Mugen

Are these sprites drawn from scratch of did you render them with Cel Shading?

Something just came to mind:  Considering he is effective against Computer players, how can he deal with the once-in-a-blue-moon human player?  If the opponent knows he can work, even a giant like Sentinel can easily defeat him.

Scratch that, Sentinel's fucking cheap to begin with.  Let's say Great Wario.

Anyhow, I hope, HOPE you win an award.  We really don't need any more generic fighters who are unplayable but have LOLZ GWAFFIX to win Gold for 2008.

inb4 Some Admin who thinks he's god when he can't make anything himself.

Needs CvS2 Hitsparks, tune up his damage, make it impossible to chain into other attacks, and give him boobs and rename her Yoko and call yourself Warusaki3.

Maxime is designed with player vs player in mind. Providing that the opponent's character is not a cheap monster, but a balanced character who's also designed for pvp play, then Maxime can definately compete. There's no point in me making characters to compete with computers when I will eventually be using them to create a full game. He's supposed to be a sensible character with sensible strengths and weaknesses. There's no reason he wouldn't fare well against another sensible human-controlled character.

Maxime's strengths are that he's safe, fast and can combo from attacks that are 2 frames in execution, an excellent mixup and pressure game and sports many tools to deal with various threats (he is very hard to barrage with projectiles, since he can just dash past them using his parries) And can use his specials very often because his meter builds so fast. His weaknesses are that he doesn't deal much damage outside of his supers and combos, meaning he's vulnerable against timeouts and characters with good evasive/defensive abilities. Also, if he misses with a super, he's pretty much screwed since he'll have to build meter again to get a KO.

I personally still think that he's a bit 'too good' at this point. In the next patch, I'm going to change his taunt so that it gives him an Exceed point instead of building his special.

And I wish I'd get an award...so far he hasn't even been mentioned once on the Mugen Infantry character of the month thread. :/ But oh well, I should probably be content with the awards he recieved in the BETA stage.

And these sprites are hand drawn. It would be very hard to get that kind of "warp" animation effect using 3D.
    

Re: Gleam of force by french bread.

 September 25, 2008, 11:42:08 am View in topic context
 Posted by Ryanide  in Gleam of force by french bread. (Started by Bastard Mami September 01, 2008, 07:30:05 pm
 Board: Fighting Games

It's true! I went to work on Maxime and it took me a while to realise that there was no dodge button, and I kept dashing at the opponent trying to infight them.

I would give Maxime an infight of his own, but that would be cheap on a traditional character.
    

Re: Gleam of force by french bread.

 September 25, 2008, 04:25:12 am View in topic context
 Posted by Ryanide  in Gleam of force by french bread. (Started by Bastard Mami September 01, 2008, 07:30:05 pm
 Board: Fighting Games

more like watching art in motion.

There isn't anything about this game that's not appealing besides perhaps character balance issues (and even then it's very balanced compared to some other doujin games). The art style is charming and the gameplay is brilliant.

After playing this for a while, normal fighters just don't feel natural any more.
    

Re: My next character: which one will it be?

 September 24, 2008, 03:07:17 pm View in topic context
 Posted by Ryanide  in My next character: which one will it be? (Started by Ryanide September 24, 2008, 08:11:49 am
 Board: Projects

I added a poll to make things easier.

Also, Sister Awesome is absolutely nothing like Ciel.
    

Re: My next character: which one will it be?

 September 24, 2008, 09:47:05 am View in topic context
 Posted by Ryanide  in My next character: which one will it be? (Started by Ryanide September 24, 2008, 08:11:49 am
 Board: Projects

Thank you. Rick is actually a white squirrel, not a cat. Sister Awesome is a cat and Aanru is a jackal.

Rick = 2
Aanru = half a point
Sister Awesome = 1 point

Whenever somebody double-votes, I'll consider it half a point to the second character.
    

Re: My next character: which one will it be?

 September 24, 2008, 09:32:12 am View in topic context
 Posted by Ryanide  in My next character: which one will it be? (Started by Ryanide September 24, 2008, 08:11:49 am
 Board: Projects

Yes, that's something I'd like to do.
    

My next character: which one will it be?

 September 24, 2008, 08:11:49 am View in topic context
 Posted by Ryanide  in My next character: which one will it be? (Started by Ryanide September 24, 2008, 08:11:49 am
 Board: Projects



Since Maxime is almost finished, I want to get opinions as to which of these characters I should create next.

From left to right: Aanru, Rick and Sister Awesome.

Aanru: The prince of a neighbouring country to Maxime's homeland. Aanru is a cheerful and energetic person, easily fascinated or excited by the smallest things. He is said to be the son of Anubis, born as a mortal to lead his people as king, but his passion is exploring. Aanru does have some god powers in him, but not enough to be able to successfuly perform rites to the dead. His natural power gives him the ability to freely control grains of sand. Aanru has a deep affinity for the clean golden sand of the desert. He believes that each grain of sand is a living thing and treats sand as if it were family. He always carries blocks of sand with him wherever he goes for company. His weapon is an heirloom staff that he swings effortlessly with reckess abandon due to his deceptively great physical strength.
Aanru is a heavy hitting character with lots of range, mid-speed attacks and average mobility. His weaknesses lie in the fact that his range requirements are very specific. He forms sand into various extensions to his staff in order to attack and deal crushing blows, but he also has many other tricks to help him land his powerful blows. He has super armour on many of his moves and also can form substitutes on the battlefield to block projectiles and attacks. His style could be described as defensive-offensive. His options up close are limited to his kicks, which are faster than his standard moves.

Rick: A quiet foreigner and rarely seen inhabitant of Fort Glen. Nobody knows where he came from, but he keeps to himself and is almost impossible to find if he chooses not to show himself. He very rarely talks to anyone, as he speaks a different language, although Maxime can understand some of his words. He has a habit of showing up suddenly at odd times and in odd places. Due to his cute behaviour and quirks, the others refer to him as their "pet ninja". Rick is an agile and versatile character, but his gameplay is not speed-oriented. His electropower is the ability to control his own space to a limited degree. He can make himself invisible for short periods, change his aerial accelleration and direction and retrieve thrown objects to his hand. He uses two short swords as his weapons which allow him to perform flashy mid-damage combos, although many of his attacks are unsafe or lack range. Rick's real strength lies in his runaway and projectile game. He's the sort of character who gets his wins from timeouts and chip damage. His attacks move him about the stage a lot and make him difficult to hit, and he has many evasive options that he can use to escape from the opponent's offense. His high-stun attacks can be used to stall, he can puff up his fur and fly in the air like a dandilon seed, and the animations on his supers are excessive and dramatic, and don't stop the timer.
Rick does hide a rather dark secret though. Sometimes it may seem like he has someone else with him for a split second. Something far more sinister and dangerous.

Sister Awesome: the leader of the nuns who have taken refuge at Fort Glen. Awesome is an impressive woman who's faith is only matched in strength by her jabs and uppercuts. Even Lord Glen himself fears her. Awesome has a strong belief that even creatures born to darkness have a bit of good in their hearts that can be expanded. She has the ability to see and communicate with otherworldy bodies, and can freely call angels to her aid. Besides angels, Sister Awesome also specialises in taming fallen demons. Her guardian angel Lucius and her demon subject Azale don't get along with each other very well, but they will work together with her, making her a 3-in-one character. Sister Awesome herself is a close range fighter. Her kickboxing skills are fast and direct and her combos are damaging, but she only has average speed and range and lacks in defensive options. However, at mid to far range she becomes a grappler, summoning her helpers to hold the opponent in place or cover for her as she moves in to land her blows. Azale is an offensive helper who grapples the opponent and throws them for launches, while Lucius serves to cover for Sister Awesome's mediocre defenses.

I'm ready to start on either of these 3, but I can't decide which one I should begin with.

(waits for the Lucario/Pachirisu/Bridget comparisons to start)
    

Re: Gleam of force by french bread.

 September 24, 2008, 04:03:19 am View in topic context
 Posted by Ryanide  in Gleam of force by french bread. (Started by Bastard Mami September 01, 2008, 07:30:05 pm
 Board: Fighting Games

I disagree. I've had this game for a while and it is still just as fun as when I first got it. In fact I'm still constantly finding new stuff and ways to play. I couldn't say that about Glove on Fight, which was really quite limited and had treacle slow gameplay. I think it's worthy of a "best game ever" title as far as doujins go.

It's not fair to say that a game sucks simply because you don't understand it. Especially when it's not the case.

Yes, the original had wacker supers, but they were't very cool. It was funny to see Satsuke throw a headless body at someone, but the supers were rather unspectacular. Gleam of Force has really awesome looking supers that actually feel dramatic.

It's also not fair to bash a game for the art style so long as it isn't ugly. The art and animation style is unique. That alone should be worthy of praise. You'd think that by now people would be bored of generic "realistic" looking fighters animated in typical traditional style, and yet as soon as something innovative and fresh is released, people think it sucks? Wow, I guess that really sums up the Mugen community's mentality.

Originality is the best.

Also, how can you say that Glove on Fight had better presentation? The animations, interface and effects were all quite inferior. Probably the only thing I preferred was the music. And Gleam of Force has some excellent tunes as well.

Btw: Papeko is a lot of fun to play once you can figure out her combos and playstyle. Futaba also has a very fun playing style as does Minami.

Edit: One thing I do miss from the original are the manga style internal shots on some of the heavy punches.
    

Re: Gleam of force by french bread.

 September 24, 2008, 03:23:50 am View in topic context
 Posted by Ryanide  in Gleam of force by french bread. (Started by Bastard Mami September 01, 2008, 07:30:05 pm
 Board: Fighting Games

I see that nobody here understands the simple principles of exaggeration.

I guess I'll have to spell it out for you: it's easy to generalise a game and completely ignore any of it's other aspects, like the melty blood and street fighter examples here. I KNOW that Steet fighter is a fairly technical fighting game, but so is Melty Blood. Me saying that Street fighter is nothing but a hadouken spam fest is the same as saying that Melty Blood comes down to pokes and air throws. Way to ignore the various defensive options and also the difficulty required to pull off some character's B&B combos in the first place.

People who think that this game suck so far have had no real backing to prove this except for a few lame "the characters look weird" comments, which are unfounded since the characters actually look quite cool.

This game is brilliant. I can understand how it's genius would be overlooked by people who are too simple minded to bother learning it, or see how clever it's system is.

If you say this game sucks, go on and write up a detailed review of why it's so bad. I'll bet most of it will just be personal bias towards the art style, because the system is solid and beautiful.
    

Re: Gleam of force by french bread.

 September 23, 2008, 02:16:57 am View in topic context
 Posted by Ryanide  in Gleam of force by french bread. (Started by Bastard Mami September 01, 2008, 07:30:05 pm
 Board: Fighting Games


Quote

edit: MB is just poke-BnB-air throw. Whats so technical about that?

Street fighter is just hadouken hadouken hadouken hadouken hadouken, what's so technical about that?