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Messages by Ryanide

    

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

 November 15, 2007, 11:07:22 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

Done it and it works like a charm. You can now ZOOM into the air with the launched opponent the minute they leave the ground.

Thanks for your help, Cyanide. It certainly gives him much more of a speedy feel!
    

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

 November 15, 2007, 08:38:58 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 know, I'll make the beam take up a load of juggle points. Just enough so that you can only combo 2 in a row. Or I'll allow it to juggle and just make it weaker. :)

As for quicksilver, I see what you mean. How would I set it to allow you to jump after a non-guarded hit? Perhaps trigger ctrl =1 when the opponent's statetype is A?
    

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

 November 15, 2007, 08:09:34 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

Cyanide, thanks for the great feedback.

I was kind of worried about that Spirit cannon x3 combo, but I don't want to downpower it at all. Is there some way I can make it decrease in power if it's used to combo like that?

Also, do you mean I should decrease quicksilver's lag? Because you can combo tiger claw or another quicksilver after the launch (it has a large stun time), or move in for a pokefest. I do want it to be a punishable attack.
    

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

 November 15, 2007, 07:51:14 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

    

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

 November 15, 2007, 04:02:13 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

Currently I'm adding a combo to his weak kick. Mashing the B button will cause him to deliver a series of kicks instead of just one if the first kick connects, however you can't combo anything out of them except for quicksilver and cosmic nip, meaning you can't do any punches or low attacks until the combo ends. This is to prevent ground infinites.
    

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

 November 15, 2007, 03:50:46 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

Heheh thanks! This is all most encouraging. Glad everyone likes the helicopter special. I'll try to make his other hypers just as crazy when I get round to making them.
    

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

 November 15, 2007, 03:31:16 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

The animations somehow scream "CELL SHADED!!!!" to me... and that's a good thing. Looks nice, and I can't wait to see the finished product.

Thank you. They are done using Flash and with that I can manage to get some nice, crisp vectors for the sprites. The lack of outlines is a carry-on from the original Electospastic animation style and I decided to keep it for Mugen.
    

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

 November 15, 2007, 03:29:33 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

Umm...you ARE using DoubleRes = 4, right? Just checking.

Errm...*checks*

No, I wasn't 0_0. Holy cow, everything is so much crisper now and the size issue is NOT a problem! Facepalmfacepalmfacepalm!!!

Spark alignment and all that stuff will be coming after I've done his attacks. I've already made one custom hitspark for him but so far the feedback on it has been negative. :p I guess I'll have to make it snazzier.

I'm really picky about bugs too. I spent ages testing his parry against aerial opponents. For a while, it caused certain characters to revert to state 0 in the air if they had specific pause times on their hits. I managed to fix it though!
    

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

 November 15, 2007, 02:21:17 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

*grumble grumble*

0.55 is the smallest I'm prepared to officially make this character.

Should I still replace all his sprites with new unscaled versions though? Or is it fine just being scaled to 0.55?

Thanks, I'll take a look at that Kirby, although I haven't been blatantly copying code outright. All the code that I borrowed has been only used as a base and I have attempted to modify it heavily.
    

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

 November 15, 2007, 01:52:26 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

Hehe, I don't want him to be harder to hit than a normal character though. 0.5 is just too small. I'm currently resizing all his sprites to 0.65 like they're supposed to be. ;) As an anthro rabbit, he should come up just past a real human's waist in height.

He'll have plenty more parries when I get around to giving him more attacks, too.
    

Re: WIP - Original Character - Punishous

 November 15, 2007, 01:50:23 am View in topic context
 Posted by Ryanide  in WIP - Original Character - Punishous (Started by dimension_w October 11, 2007, 08:19:06 pm
 Board: Projects

Ah good good. He can be hit by standing attacks.

I just hate it when small Mugen characters have hitboxes that prevent normal attacks from touching them.

Tech hit counters aren't so bad really, just make sure they don't start within 1 frame and make sure they have some lag time at the end for the opponent to abuse if they predict the move.
    

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

 November 15, 2007, 01:07:10 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've decided that 0.5 is just too small for his sprite size. It needs to be at least 0.6 of the original. :( I guess I'm going to try to resize all of his sprites in their PNG form first and then replace them. Talk about tedious.
    

Re: WIP - Original Character - Punishous

 November 15, 2007, 12:49:02 am View in topic context
 Posted by Ryanide  in WIP - Original Character - Punishous (Started by dimension_w October 11, 2007, 08:19:06 pm
 Board: Projects

I know you want him to be hard to hit, but his small size will cause most high attacks and projectiles to go over him. You should make his hitboxes very generous, because otherwise his size alone will make him a very scrubby chatacter who will limit most opponent's movesets to low attacks and sweeper moves. It'd be much better if you make him hard to hit by adding an assortment of evasion moves and counters.

but I love the comic-y feel of this character. I say keep the speed lines when he runs. XD
    

Re: Best recording program for mugen?

 November 15, 2007, 12:39:44 am View in topic context
 Posted by Ryanide  in Best recording program for mugen? (Started by nash0r November 13, 2007, 05:39:46 pm
 Board: M.U.G.E.N Discussion

So what are the proper settings for SnagIt? Mine always records the sound as horribly scratchy.
    

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

 November 14, 2007, 11:52:47 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

Yeah, resizing to 0.5 is an idea, but I did't want him to be too small either (lol) but it's the sprite quality that's an issue here. x_x What do I do? Do I resize all the fla. animations, export them to PNGs and turn them into pcx files again? Ugh.

Thanks for the feedback! For his voice, I'm thinking a scrappy Klonoa-style voice with a slight accent. I should be able to do it myself.

And thanks, I'm pretty pleased with how the chopper attack turned out.

oh, and hosting would be very nice, thangyou. :)
    

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

 November 14, 2007, 01:37:54 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

I wanted to keep the original feel of the animation, which has no outlines on the characters and lots of cheap star effects. XD but you're right, it's just a filler for the time being.

As for the resize, I don't like it either, I realized his sprites were too big only after I'd created a lot of them, but to replace all his sprites with doubleres versions is going to be a huge pain.
    

Re: AI difficulty

 November 14, 2007, 10:28:55 am View in topic context
 Posted by Ryanide  in AI difficulty (Started by cataract November 07, 2007, 04:07:58 am
 Board: M.U.G.E.N Discussion

I do dislike those silly "boss" AIs that seem to be thrown into certain characters. Take GikoNeko for instance. As soon as he reaches half health or below, he starts spamming hypers even though he may have 0 special. GikoNeko's hypers tear off half your life and activate within one frame. Aside from this (and some of his other broken attacks, which are quite easy to tone down in the .def) he's a very enjoyable computer opponent.
    

Re: Yoshi Bonne Everything but Supers and Extras release

 November 14, 2007, 10:02:32 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

Gah, youtube is being super slow for me today. I'd give you some feedback if it wasn't.

I haven't seen Tron Bonne play before, so I don't know about her stun move, but don't you think the stun from his egg throw is a bit on the long side?

Those aerial combos are looking nice though!
    

Re: WHOS YOUR FAVORITE MUGEN CHARACTER????

 November 14, 2007, 09:56:17 am View in topic context
 Posted by Ryanide  in WHOS YOUR FAVORITE MUGEN CHARACTER???? (Started by pmc1416 November 14, 2007, 02:04:38 am
 Board: M.U.G.E.N Discussion

Ella, Cinnamon and modified Giko Neko are my favorites.

Although now that I think about it, Cinnamon isn't as balanced as I thought he was. He could probably use some modifying as well.
    

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

 November 14, 2007, 09:29:59 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


Current released version: 1.5

Progress since release: Rave bar System and Rave Exceed points.

Currently working on: Rave breaker (burst), Rave Special, guard break, striker