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Messages by NarayanK

    

Re: Taki Updated [6/6/2013]

 June 10, 2013, 08:55:36 am View in topic context
 Posted by NarayanK  in Taki Updated [6/6/2013] (Started by Mako. June 05, 2013, 07:48:36 am
 Board: Your Releases, Mugen 1.0 +

You know, I appreciate the command list, but I honestly want you to fix the FX issues Cybaster pointed out and the overall CLSN collisions first. Or at least include a readme.
    

Re: Taki Updated [6/6/2013]

 June 05, 2013, 12:21:09 pm View in topic context
 Posted by NarayanK  in Taki Updated [6/6/2013] (Started by Mako. June 05, 2013, 07:48:36 am
 Board: Your Releases, Mugen 1.0 +

Cybaster pretty much said what I wanted to say.

Also:

-Her super jump has the same jump height like her normal jumps. Kinda kills off the purpose of having a super jump in the first place...
-Her Level 3 super FX doesn't really match with the actual attack collision. Might as well realign them together.
-D, DB, B, X+Y+Z does... an EX version of the normal Zankou? It's pretty strange when you take note of the command code of her Level 3 Super, but that might just be me being really picky.
-If you crouch and use your Fierce/Strong Punch, Taki apparently swings her blade. But it really doesn't look like it. This one is somewhat connected to the feedback below.
-A majority of the animations are either way too fast or lack detail in the sprites to clearly indicate what the move will do. For example, blade slashes aren't present for certain moves that are extremely fast, making the attacks unclear. (restated what Cybaster basically said because this part really got on my nerves)
-Jumping Normal Punch and Jumping Strong Punch are exactly the same except the Strong Punch deals more damage.

There's potential in the character. Good progress so far.

EDIT: By the way, what does MAX mode do to Taki? I tried it (Z+C), and I don't really see a difference combo-wise. Damage is increased by an insanely small amount, making it useless to use...
    

Re: Persona 4 Arena Labrys 1.0 [Finished]

 May 30, 2013, 09:58:52 am View in topic context
 Posted by NarayanK  in Persona 4 Arena Labrys 1.0 [Finished] (Started by Reverse Yu August 26, 2012, 10:00:34 am
 Board: Your Releases, Mugen 1.0 +

And I'll just assume that you didn't know you could recover out of it. Because you can.

Didn't notice that part since I used Training Mode. My bad.

There really isn't that many things to add now. Switched it back to 1.0, and it's working flawlessly now. Cool.
    

Re: Persona 4 Arena Labrys 1.0 [Finished]

 May 29, 2013, 05:51:30 pm View in topic context
 Posted by NarayanK  in Persona 4 Arena Labrys 1.0 [Finished] (Started by Reverse Yu August 26, 2012, 10:00:34 am
 Board: Your Releases, Mugen 1.0 +

No, small and big portraits weren't added yet, for whatever reason (maybe because sxvector is using custom portraits in his screenpack).

Just found out that there's only ONE custom portrait inside. Thanks for the info, btw. (also, I noticed that Labrys' mugen version went 1.1)

So far, other than her stun animation that strangely loops, which isn't supposed to loop considering that Labrys falls on her knees, there weren't any major problems I faced. However:

-Crouching 'Y' (Medium Punch) Issue: I managed to launch Kung Fu Man up in the air 30 times at a corner without stopping. If timed correctly, this becomes an infinite priority that could easily be used thanks to the huge Attack Collision boxes.

I'm not kidding when I said I pulled off 30 launches. This attack doesn't need smaller Attack Collisions, but it desperately needs a limit when it comes to consecutive use.
    

Re: Persona 4 Arena Labrys 1.0 [Finished]

 May 29, 2013, 01:38:51 pm View in topic context
 Posted by NarayanK  in Persona 4 Arena Labrys 1.0 [Finished] (Started by Reverse Yu August 26, 2012, 10:00:34 am
 Board: Your Releases, Mugen 1.0 +

Just saying, for some reason, there's no portrait when I select Labrys. I'm getting a feeling that it's only happening to me.

Guess I'll configure it myself...
    

Re: Persona 4 Arena Labrys 1.0 [Finished]

 May 29, 2013, 10:49:25 am View in topic context
 Posted by NarayanK  in Persona 4 Arena Labrys 1.0 [Finished] (Started by Reverse Yu August 26, 2012, 10:00:34 am
 Board: Your Releases, Mugen 1.0 +

Just a heads up, but there's no big portrait.
    

Blue Mary, Malin, and Ryo by KoopaKoot

 October 10, 2012, 03:28:19 pm View in topic context
 Posted by NarayanK  in Blue Mary, Malin, and Ryo by KoopaKoot (Started by NarayanK October 10, 2012, 03:28:19 pm
 Board: Requests

I can't find the three (Blue Mary, Malin, and Ryo) anywhere. Honestly, I couldn't find any of KoopaKoot's characters except for Nameless.
    

Re: Old Pikachu, New Pikachu, Astraea, and Sailor Venus updated!

 October 07, 2012, 05:37:06 am View in topic context
 Posted by NarayanK  in Old Pikachu, New Pikachu, Astraea, and Sailor Venus updated! (Started by DNZRX768 August 26, 2012, 11:07:36 pm
 Board: Your Releases, Mugen 1.0 +

Sorry for the late reply, I've been busy with some stuff recently.

I couldn't get into much details for Astraea because my computer is going haywire whenever I run MUGEN. She was the only one I got to play as before the incident occurred. She improved a little, there are still some old problems I've found.

- Astraea's crouching Strong Punch attack has Attack CLSNs even after she swung her sword.

- Her idle stance have really, really weird breast movements. It either:
1) Shouldn't move that much
2) Needs smoothening

- Commands need to be readjusted. They're all jumbled up, so it makes it hard to use a specific special move. For example, I'm moving back from my opponent, and I try to use the projectile. I stop moving backwards, and I input the commands for the Projectile... only to use a Sword Dash. Speaking of Sword Dash...

- Sword Dash has two command inputs: one is listed in the readme, FBF, while one is unlisted. The unlisted one is HCF (Half Circle Forward). This is probably the reason why Energy Ball Projectile is harder to use.

- For a projectile, Astraea's Energy Ball move is pathetically weak. The slow one deals very little damage, while the fastest ball deals a PIXEL of his health.

- Energy Ball Projectile is super hard to use. You need to mash in the inputs a little too quickly. Otherwise, it'll do a normal sword attack instead.

- The sound that plays when the Projectile hits doesn't really make any sense. Maybe something like a Hadouken Hitsound would be better.

- Except for connecting normal moves with super moves, there really isn't any "combos" for Astraea. Try finding some moves that could be cancelled into other ones, because that'll make combo-ing a lot easier.

- Sword Dash could deal the same amount of damage as Sword Storm. Not only do I find this cheap, but I also noticed how weak Sword Storm actually is. You may need to look in this one.

- There definitely needs to be different sprites for normal punches and kicks.

That's all I found so far. Sprites aren't exactly the major problem so far. Astraea's overall strength and combo techniques need to be balanced.

I couldn't get the rest of the characters for feedback for the reason I listed above. I'm no expert at coding, but I just wanna help out.
    

Re: Old Pikachu, New Pikachu, Astraea, and Sailor Venus updated!

 September 25, 2012, 01:40:50 pm View in topic context
 Posted by NarayanK  in Old Pikachu, New Pikachu, Astraea, and Sailor Venus updated! (Started by DNZRX768 August 26, 2012, 11:07:36 pm
 Board: Your Releases, Mugen 1.0 +

It took me a very long time to find Astraea, who is apparently in '0.2.1 Beta' or something. I really recommend you to just keep your updates in one topic...

Anyways, I'll try to give some feedback sometime this week (for several characters here).

EDIT: Forget it, Astraea's probably 1.1 considering how the update you gave out at late August was 1.0...)
    

Re: Astraea 0.2 Beta by DNZRX released

 July 27, 2012, 06:51:31 am View in topic context
 Posted by NarayanK  in Astraea 0.2 Beta by DNZRX released (Started by DNZRX768 July 15, 2012, 03:23:02 pm
 Board: Your Releases, Mugen 1.0 +

I have no idea why no one is giving feedback for this character. (it has potential to become a good one)

- 'Sword Storm' could be combo-d two times (three times in a corner) if timed correctly. It takes out half of the opponent's health (tested on KFM), so it may be a little too strong.

- Her idle pose should be slightly redone. The hair seems to be moving in a strange fashion, and her overall stance is stiff. And why does her shoes 'move' even though they're staying still?

- Her combos are very limited. Excluding quick 'X + Y/A + B' combos, I can't perform any combos that actually connect.

- A taunt may be nice. ._.

- I can't get her to be defensive without any grab moves. It would be appreciated if you did add one in.

- Her jumping 'B/Y' attack has misleading CLSNs. The CLSN is way too small for the sprite. If I were you, I'd change the sprites in the animation. (it's too large)

That's all I could give to you without using Fighter Factory to check it. I'm looking forward to the progress of this character!
    

Re: Ill Sagat

 November 16, 2011, 08:31:53 am View in topic context
 Posted by NarayanK  in Ill Sagat (Started by DoubleDragonII November 16, 2011, 03:53:04 am
 Board: Edits & Add-ons

For some reason, I read this as "Lil Sagat", and was hoping for a baby Sagat.

A Sagat based off of I Am Legend.....well, it's certainly original to me.  But it's an edit you made, shouldn't it be over in the Edits section, not Found Releases?

^ This

On-topic: This looks pretty interesting. We never got that many Sagat edits for MUGEN, anyways. Better try this out...

[size=3pt]And pray that it's not bad...[/size]
    

Re: Warachia

 November 16, 2011, 08:25:32 am View in topic context
 Posted by NarayanK  in Warachia (Started by Rajaa November 15, 2011, 04:08:57 pm
 Board: Your Releases, Mugen 1.0 +

The moment I've been waiting for... *loses first match*

Seriously though, I love this release! As expected from you, Rajaa. :D
    

Re: Superman Reeve by JPATRICKA

 November 10, 2011, 08:33:05 am View in topic context
 Posted by NarayanK  in  Superman Reeve by JPATRICKA (Started by Zingo November 07, 2011, 02:44:24 pm
 Board: Found Releases

By terms of creativity, this just hit gold. (even if he's not balanced)
    

Re: Hi-res Greed (fullmetal alchemist)

 November 08, 2011, 02:29:25 pm View in topic context
 Posted by NarayanK  in Hi-res Greed (fullmetal alchemist) (Started by grigorev November 08, 2011, 02:05:08 pm
 Board: Projects

Greed  3%


...
...
...Ok, there's something you definitely need to change there. Why the heck are the pants lo-res with the top 'hi-res'? The coat itself looks low-res except in several other parts. The muscles definitely need more work in them with SOME sort of detail. The hand looks pretty f**ked up. Also, did you need to sadly cut and past the head and fur?

Currently, this looks like a mash-up of MSPaint line edits, rips from a sprite with some 'differences' on it, and very badly cropped out images. I like the fact that you're trying to work on something new, but I really don't recommend ripping from the anime itself.

Try spriting Greed instead of ripping and editting missing parts with a brush tool, cause if you keep this up by the current way of this Hi-Res Greed, there's an extremely highly unlikely chance anyone would like the way it is. Not trying to be harsh on you, but I'm being serious right now. (also, the muscles in each side are very uneven. try to fix that as well)
    

Re: CvS Yuki Kushinada (WIP)

 November 08, 2011, 02:13:00 pm View in topic context
 Posted by NarayanK  in CvS Yuki Kushinada (WIP) (Started by Onju August 02, 2011, 12:39:18 pm
 Board: Graphics

Spoiler, click to toggle visibilty

Anyways, I'm getting interested in your progress with the CvS type of sprites. I'll try helping whenever I could.
    

Re: Asura/Dante Wip by alexlexus

 November 08, 2011, 01:48:48 pm View in topic context
 Posted by NarayanK  in Asura/Dante Wip by alexlexus  (Started by alexlexus December 28, 2010, 08:36:43 am
 Board: Projects

Heh Anyway-

Why not hold on to the 'Cheep' AI bro release it as an opional patch? Many people do dig that after all. Think it over.

As always, let me know if you need more sprite help  :2thumbsup:

Cheap AI is something that one would never want in a character that's not supposed to be exactly cheap. And that would only demote this Asura. The reason? It's pretty obvious, seeing how 'Cheap AI' got him into a lot of trouble, which I don't want happening when he went this far. Another reason is because...well, this really isn't a boss or joke character, right? Just saying, and what I'm saying is basically the same as Riccochet. Soooo, yeah.







[size=3pt]Please don't kill me for that statement.[/size]
    

Re: Leone Abbacchio by amarimono released 11/06/11

 November 07, 2011, 10:06:32 am View in topic context
 Posted by NarayanK  in Leone Abbacchio by amarimono released 11/06/11 (Started by Shunt666 November 06, 2011, 08:54:55 pm
 Board: Found Releases

    

Re: Furude Rika

 November 05, 2011, 02:48:11 am View in topic context
 Posted by NarayanK  in Furude Rika (Started by Seravy November 04, 2011, 01:12:18 pm
 Board: Edits & Addons 1.0+

Holy crap, I can't beat her unless I use a projectile-punishing character. Whenever I go near, she brooms the living hell out of me, when I'm far away, syringes. Man, I'm gonna have a damned seizure of this keeps up...

Anyways, the overall character is great despite the fact that she can't be punished if you can't counter the projectiles. (SF4 KFM failed me, Segalow nearly got dominated until I used Scary Approach. >_>) But that's just for Hard 8, anyways; so it's understandable.
    

Re: Asura/Dante Wip by alexlexus

 November 04, 2011, 04:26:45 pm View in topic context
 Posted by NarayanK  in Asura/Dante Wip by alexlexus  (Started by alexlexus December 28, 2010, 08:36:43 am
 Board: Projects

    

Re: Share your Deviant Art account

 November 04, 2011, 05:49:25 am View in topic context
 Posted by NarayanK  in Share your Deviant Art account (Started by moolambo March 18, 2009, 04:36:20 am
 Board: Graphics