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Ryanide

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Messages by Ryanide

    

Re: Narayan Maxime Alpha ver1.1

 November 16, 2007, 08:36:20 am View in topic context
 Posted by Ryanide  in Narayan Maxime Final Alpha (one more to Beta!) (Started by Ryanide November 16, 2007, 12:30:34 am
 Board: Your Releases, older Mugen

Feedback:
-You didn't insert the clsn boxes of 1 frame of the standing animation.
-Too many clsn boxes,use 1 box for the whole body,1 box for the head (however,you can use more in attacks)
-Some of the attacks have infinite priority (insert a clsn2 box over the clsn1 box)
-The Y-button attack is spammable/cheap since it's unguardable.
-He doesn't have clsn boxes during the Spirit Cannon super.
-You didn't insert the clsn boxes of 1 frame of the special.

As you can see,the clsn boxes need work.

I had lots of fun playing with him though,good luck on him.

Thanks for the feedback.

I'll fix up his standing anim's hitboxes.

Some of his attacks are supposed to have infinite priority (disjointed hitboxes) though, and his y attack isn't spammable because it has a clear startup time compared to his other moves and can be ducked. He's not supposed to have any hitboxes during those supers either.
    

Re: Narayan Maxime Alpha ver1.1

 November 16, 2007, 07:20:33 am View in topic context
 Posted by Ryanide  in Narayan Maxime Final Alpha (one more to Beta!) (Started by Ryanide November 16, 2007, 12:30:34 am
 Board: Your Releases, older Mugen

I like the hitsparks you're using. I might make some custom hitsparks for the copter blades that look similar to those.
    

Re: Yoshi Bonne Everything but Supers and Extras release

 November 16, 2007, 05:37:15 am View in topic context
 Posted by Ryanide  in Yoshi Bonne Everything but Supers and Extras and bug fix release (Started by DemonicDrPhil November 14, 2007, 09:58:42 am
 Board: Your Releases, older Mugen

Yeah, I'm one of those sad people who never got to play Marvel vs. Capcom 2. :(
    

Re: Yoshi Bonne Everything but Supers and Extras release

 November 16, 2007, 05:10:09 am View in topic context
 Posted by Ryanide  in Yoshi Bonne Everything but Supers and Extras and bug fix release (Started by DemonicDrPhil November 14, 2007, 09:58:42 am
 Board: Your Releases, older Mugen

If they don't have a dizzy animation, pop them into a custom state that consists of the standing light and standing light frame 2 animations looped slowly for a similar effect.

Perhaps you shouldn't make the egg throw stun 100% of the time. Maybe you could try to give it a 30% chance of going into that stun when it hits?
    

Re: Narayan Maxime Alpha ver1.1

 November 16, 2007, 04:26:02 am View in topic context
 Posted by Ryanide  in Narayan Maxime Final Alpha (one more to Beta!) (Started by Ryanide November 16, 2007, 12:30:34 am
 Board: Your Releases, older Mugen

It counts a parry as a combo? It shouldn't do that. It doesn't do that for me. This is so strange.

Maxime is a boy, just so you know. A common trend for anthro artists is to represent male lop rabbits as being effeminate in appearance, in place with the rabbit's gentle nature.

Kyr for example: http://lylac.deviantart.com/art/Neo-NoTimeToWaste-23053297
    

Re: What makes you sad in the MUGEN community?

 November 16, 2007, 03:46:48 am View in topic context
 Posted by Ryanide  in What makes you sad in the MUGEN community? (Started by whodawhat November 15, 2007, 05:00:25 am
 Board: M.U.G.E.N Discussion

Oh I almost forgot:

Slime and Kuromaru make me sad. So sad in fact that I plan to add special code to Maxime so he will auto-win the match if these monsters come anywhere within grabbing distance of him.
    

Re: pallets for Goodman, Goeniko

 November 16, 2007, 03:22:44 am View in topic context
 Posted by Ryanide  in DMR's Pallete Release Thread(closed for now) (Started by The Dutch Guy November 15, 2007, 09:59:25 pm
 Board: Edits & Add-ons

Goeniko's MUGEN sprites are all fan-made aren't they? As far as I know, she only exists as a Midnight Bliss character.
    

Re: Narayan Maxime Alpha ver1.1

 November 16, 2007, 02:40:35 am View in topic context
 Posted by Ryanide  in Narayan Maxime Final Alpha (one more to Beta!) (Started by Ryanide November 16, 2007, 12:30:34 am
 Board: Your Releases, older Mugen

Yeah. It shouldn't be doing that, I've checked the code and I can't find anything in his .def that would cause him to do that.

Is Yoshi Bonne having similar problems for you?
    

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

 November 16, 2007, 02:26:35 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

Thanks. It works fine, but it causes the helpers to disappear completely. It looks quite bizarre. XD

I guess I would have preferred to have them continue on with their actions as if nothing had happened, like when Ella reversals someone's helpers. But I can work on that later. At the moment it does what it needs to do.

    

Re: Narayan Maxime Alpha ver1.1

 November 16, 2007, 02:24:20 am View in topic context
 Posted by Ryanide  in Narayan Maxime Final Alpha (one more to Beta!) (Started by Ryanide November 16, 2007, 12:30:34 am
 Board: Your Releases, older Mugen

Ok, it did something weird where I was jumping and attacking and the other player attacked in air and I got hurt and then until I got hurt again was walking like the floor was midlevel when it was not. In short it forgot where the floor was. Not sure if its related to the problems early.

Sorry I'm posting so heavy.

Ugh, this is so weird. I went into debug mode and made two Maxime's attack each other at exactly the same time in the air, and they floated back down to ground level perfectly fine.

Are you sure there's not a problem with your common1 cns?
    

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

 November 16, 2007, 02:05:42 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

Thank you. How exactly do I do a check for something like that? I'll play around with it a bit, but do you know any characters that I could look at (or you could give me an example) so I can get the correct syntax?
    

Re: Narayan Maxime Alpha ver1.1

 November 16, 2007, 01:38:09 am View in topic context
 Posted by Ryanide  in Narayan Maxime Final Alpha (one more to Beta!) (Started by Ryanide November 16, 2007, 12:30:34 am
 Board: Your Releases, older Mugen

Freezing in air attacks? Ugh...gotta test this.

Edit: Nope, I can't get his air attack to freeze, and he doesn't freeze when other characters hit him in the air. Can you tell me exactly how you got this to happen please?
    

Re: Narayan Maxime Alpha ver1.1

 November 16, 2007, 01:34:14 am View in topic context
 Posted by Ryanide  in Narayan Maxime Final Alpha (one more to Beta!) (Started by Ryanide November 16, 2007, 12:30:34 am
 Board: Your Releases, older Mugen

Yeah. Please wait until I've at least given him a primary helper, a projectile and more aerial and crouching combo moves.

And when all the bugs are sorted out. :)

*I need help with this parry problem!!*
    

Re: What makes you sad in the MUGEN community?

 November 16, 2007, 01:33:00 am View in topic context
 Posted by Ryanide  in What makes you sad in the MUGEN community? (Started by whodawhat November 15, 2007, 05:00:25 am
 Board: M.U.G.E.N Discussion

Not enough original characters, and too many broken/stupid ones.
    

Re: Narayan Maxime Alpha ver1.1

 November 16, 2007, 01:27:03 am View in topic context
 Posted by Ryanide  in Narayan Maxime Final Alpha (one more to Beta!) (Started by Ryanide November 16, 2007, 12:30:34 am
 Board: Your Releases, older Mugen

Whoops. I was supposed to remove both those palletes from the .Def

I'll fix it up as soon as I figure out how to fix the bug when he parries helpers.
    

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

 November 16, 2007, 12:42:11 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

I posted his downloadable data in the releases section instead of here.

Demitri: unfortunately, I do want him to be a Shiki Tohno style character, meaning lots and lots of noisy button smashing. XD But I am making sure to give him some technical moves too. He'll have a load of parries and longer commands to balance out the spasm action.

Edit: I found a bug! If Maxime uses his normal parry to block a helper, it creates an instance of the parent character that just hangs in the air for a while. How would I prevent this? Perhaps I should try to set a variable?
    

Narayan Maxime Final Alpha (one more to Beta!)

 November 16, 2007, 12:30:34 am View in topic context
 Posted by Ryanide  in Narayan Maxime Final Alpha (one more to Beta!) (Started by Ryanide November 16, 2007, 12:30:34 am
 Board: Your Releases, older Mugen

*UPDATED!!*

This is the final Alpha for Maxime, the next release WILL be a beta!

New additions include an overall buff in combo ability thanks to the inclusion of three new attacks. I fixed up some gameplay problems too. He now gains chip special when opponents block his attacks, and some of his attacks deal chip damage, so opponents will no longer just be able to stand there and block all his moves. His low attacks actually hit low now, and his will-of-whisp attack stuns for much longer if it hits. He also has a (lame) voice now!

Come get him!http://rapidshare.com/files/83203267/Narayan_Maxime.rar.html

I'm not going to call him Beta until he has a helper, some more hitsparks, one more hyper and an AI, but he's somewhat playable now. He's really starting to shape up to be the character that I want him to. I think you'll find that the damage starts to add up a bit more now that he has some other attacks to extend those combos.




    

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

 November 15, 2007, 11:07:18 pm 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

Oh right, I suppose I'll take down the link then.
    

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

 November 15, 2007, 12:43:28 pm 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

Edit: I fixed the jump from quicksilver problem I posted just earlier.

However using IDs may be a better idea, since if you miss with the first hit of Quicksilver, you won't be able to jump if the move hits with the second hit and not the first.
    

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

 November 15, 2007, 12:08:57 pm 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



New attack: Iron Foxtrot.

I've decided to make this a single attack instead of a group of smaller ones. The command is still hammer the b button and it can combo from the regular kick, but you can't interrupt this attack with any move besides Quicksilver and Cosmic nip, so no weak punches into the mix and no low attacks!

I'll add this to the next alpha release, along with more moves once they're done.