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Messages by NarayanK

    

Re: CvS Yuki Kushinada (WIP)

 November 04, 2011, 05:42:25 am View in topic context
 Posted by NarayanK  in CvS Yuki Kushinada (WIP) (Started by Onju August 02, 2011, 12:39:18 pm
 Board: Graphics

Arguements yet again... I can't believe that this isn't even on some Facebook chat.

Keep the topic about what it's supposed to be. This is a WIP thread, not a Public Message thread. I know this is said a thousand times, but if you really WANT to argue, just go argue on a spam thread or a private messaging system. Not trying to cause another arguement, I'm just trying to stop it from getting bigger. There IS no specific person who made the conflict, and even if someone overreacted or it's about getting rage and talking about spam, deal with it; there would be no winner in the end, anyways. No winners, no losers; it's just an everyday life routine.
...

Although I do remember every of these type of posts get ignored or cursed at... *cries forever in a corner that says 'Forever Alone'*

EDIT: Also, really? I think I lose track of my private edit characters while typing this in. *cries forever in a corner that says 'Fail'*
    

Re: Kasumi Wpr By Akkin Released 10/30/11

 November 04, 2011, 05:31:05 am View in topic context
 Posted by NarayanK  in Kasumi Wpr By Akkin Released 10/30/11 (Started by Phantom Blood October 31, 2011, 11:52:09 pm
 Board: Found Releases

    

Re: Asura/Dante Wip by alexlexus

 November 04, 2011, 05:23:26 am 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

ok i am at a place with asura where i might have a beta test in the next few days. im working on new hit sparks and other effects.

i am still working on combining the gigantic pressure into the sgs while running. the problem is i need help fixing the glitch where the p2 gets locked in a custom state. im also trying to try something different.

the AI is doing shit i didnt plan for. i saw asura combine some moves i didnt think were possible . So i tried to do some of these new combinations and the play cant but the CPU can. not fair so i might have to redo his AI all over.

Good luck with the coding, cause I can only give feedback at the gameplay. :(

Also, take your time. The longer and harder you work on this, the better the results would be. Also, if the AI is crap like how you described it, you're gonna either have to delete the AI for awhile, or you're gonna have to redo it.

And let's pray the Gigantic Pressure + SGS move won't be pitiful or overpowered...
    

Re: CLARK KOF XIII advance

 November 03, 2011, 12:33:45 pm View in topic context
 Posted by NarayanK  in CLARK KOF XIII advance  (Started by rejy2505 November 03, 2011, 05:39:33 am
 Board: Projects

My suggestion is that in the video, there should be some screen shaking or some type of visible force to make it feel smoother.

This does look promising, but in order to give actual feedback, like how LurkerSupreme stated, there should be a video with his normals. Would also be better to check if all anims are included in the character.
    

Re: Asura Wip by alexlexus

 October 27, 2011, 10:03:04 am 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

A useful update, indeed.

- His winpose at 4:40... it would be better without a footstomp sound. Try replacing it with something like an aura's noise, or just don't use special sound effects for that part.

- Dead End Screamer sometimes doesn't damage the opponent. Saw this at 2:54.

- 2:31. That Genocide 'Flying Sushi Chop' thing got a lot more natural.

- His God Press and Gigantic Pressure could help a little more speed in it. Well, that's what I felt judging by the video.

- 3:40. I kind of recommend the combo number to be 27 since that's the normal Shun Goku Satsu number. (or 15)

- I can't help but think his arm with the sleeve looks either too long, or misplaced in the idle stance. Try putting the sleeve a little near his chest, and placing it a little more above, judging by how there is a difference between the shoulders' placement currently. (look at the Akuma shoulder and the Rugal shoulder; the R shoulder looks a little lower)

-The Shun Goku Satsu has a pitiful damage seeing how Asura uses it. If it's a Level 3 super, I recommend increasing the damage just by a little more. If he earns his Super meters easily though, you won't need to really change this.

That's all I could currently give by looking at the vid. Some may be useless, some may be useful. I look forward to Asura's final result.
    

Re: Shadowloo 12Dolls  cvsProjects

 October 23, 2011, 08:54:57 am View in topic context
 Posted by NarayanK  in Shadowloo 12Dolls  cvsProjects  (Started by murasakinobaranohito October 12, 2010, 05:21:26 pm
 Board: Projects

I recently pay attention to the new game"STREET FIGHTER x TAKKEN", and a picture makes me feel exciting.

Have you seen the figures on the right-up corner?They are 3 of the dolls! And the 1st is Enero!!
Look! Her new official hair style is just the one you designed! Congratulations!
In the past, I have been unhappy by the hair style, because it's different from the official hair. But now I'm so glad to see you have made a pretty great decision! Just like you can predict the future!

Great well!!

There must be a Spy from Capcom peeking at his creations.
    

Re: Chun-LI JJ updated with Akuma GG (New moves added)

 October 22, 2011, 05:27:21 am View in topic context
 Posted by NarayanK  in Chun-LI JJ updated with Akuma GG (Aug 01 2014) (Started by beterhans October 10, 2011, 12:55:53 am
 Board: Your Releases, Mugen 1.0 +

Came back with some feedback and a note.

The gameplay is good, but you should try nerfing both of these guys down. You could parry in the middle of the opponent's combo, and the damage is outrageous in Chun Li. And to add it up, you could take out an half of the opponents life just be using EX combos continuosly. I'm pretty sure it's because of low damage dampening.

Now, for the AI... I'm not sure what to say.

I tried Easy 1, and Akuma parried most of Rare Akuma's Gohado. In Medium 5 and above, he blocked all projectiles that Rare Akuma sent. This was when I saw Rare Akuma not using Supers until the end. Akuma makes Shin Gouki look like an untrained Ryu because of this.

Chun Li's results are the same. But she took out half of Rare Akuma's health. Not only this, but her parries increases her Super Bar very quickly. She also literally raped Segalow's counters while hitting him in the middle of his counter/ground combos.

beterhans, I know it may be just me, but I honestly don't like how these characters play anymore. Although they're still in my roster, I don't really like the fact I didn't beat them even once with Segalow, Ryu, and Evil Ken on a difficulty other than Easy 1. Just being honest. It needs a little bit of a nerf, now.
    

Re: Asura/Dante Wip by alexlexus

 October 19, 2011, 10:53:21 am 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

massive update to asura:

Super godpressure slam (3lvs worth) now for use with asura

the lv3 one will finish with a form of the sgs to serve as a move combo of akuma and rugal.


the dark reflector is now in asura to fight off spamming opponets.

i have added the old stance i made in the very begining of development. it's based off the same reflector stance that buckus released so you will see a similar posture but i made the sprites on my own.

I have s new win pose which looks sexy ,so wait for the video.

Left to do:

damage balancing: some moves are doing too much damage and others not enough.

i will correct some of the hitboxes  and remove anything uneeded in the WIP.

More Oni voices have been ripped and will be in his snd for use.

and one final super move to be added. ( this can change as update and patches are made).

and finally deep testing. I might not be doing a public beta on this version because i am unsure how
and who i will get for the private test.


stay tuned.

...HINT. HINT.

Also, when you pick who should private test, make sure it's not a dude who sees only the good stuff, or is a complete fan; it's rather better to have a strict beta-tester who has good feedback rather than a dude who says crap is good. Just a reminder.
    

Re: Chris Redfield and Claire Redfield By Riklaionel and Alan Joestar

 October 19, 2011, 10:45:26 am View in topic context
 Posted by NarayanK  in Chris Redfield & Claire Redfield By Riklaionel&Alan Joestar (Started by Alan Joestar ★ October 19, 2011, 06:21:08 am
 Board: Projects

I noticed Claire's walk forward sprite kind of looks like her head is bobbing left and right.

Anyways, it's nice to see someone working on a character with custom-decent looking sprites! I wish you luck on this one.
    

Re: palletes by sethzel

 October 19, 2011, 10:39:42 am View in topic context
 Posted by NarayanK  in SFIV Palettes by sethzel ( Rmika,karin,honda,vega) (Started by sethzel October 06, 2011, 04:09:21 am
 Board: Edits & Addons 1.0+

    

Re: Chun-LI JJ updated with Akuma GG (New moves added)

 October 19, 2011, 10:36:54 am View in topic context
 Posted by NarayanK  in Chun-LI JJ updated with Akuma GG (Aug 01 2014) (Started by beterhans October 10, 2011, 12:55:53 am
 Board: Your Releases, Mugen 1.0 +

I don't like the combos that Akuma can do.
Seriously, he can do more ridiculous combos than the regular POTS Shin Akuma.

Well, honestly, when I play with Good Ghost, I think the same, but it's still the only (from what I know of) normal version of POTs Shin Akuma. But I still have to admit that it's still a good char excluding the combos (although it could have a little bit of polishing and juggle limits).
    

Re: Mugen Light Green screenpack

 October 19, 2011, 10:33:13 am View in topic context
 Posted by NarayanK  in Mugen Light Green screenpack (Started by nero5656 October 18, 2011, 09:23:20 pm
 Board: Edits & Addons 1.0+

Not a bad edit. Just several things that completely resembles your Lightworks SP (such as the one in the options menu).
    

Re: Super Smash Bros Brawl Screenpack

 October 18, 2011, 09:26:14 am View in topic context
 Posted by NarayanK  in Super Smash Bros Brawl Screenpack (Started by Shadow099 October 16, 2011, 09:50:42 pm
 Board: Your Releases, Mugen 1.0 +

My first and only feedback for now is to lower the character select cursor.  ;D

Anyways, this looks like an interesting screenpack...
    

Re: Possessed Heita, Segalow and Dee Bee Kaw all updated in an OCTDATE

 October 17, 2011, 05:12:30 pm View in topic context
 Posted by NarayanK  in Possessed Heita, Segalow and Dee Bee Kaw all updated in an OCTDATE (Started by The_None October 16, 2011, 04:52:41 pm
 Board: Your Releases, Mugen 1.0 +

    

Re: Street Fighter IV Series' Inspired Lifebars + wip screenpack 640x480 Mg1.0

 October 13, 2011, 10:14:21 am View in topic context
 Posted by NarayanK  in Street Fighter IV Series' Inspired Lifebars + wip screenpack 640x480 Mg1.0 (Started by Jerk McDouchebag September 01, 2011, 03:45:47 am
 Board: Projects

The first thing that went into my mind was this; "No."

The super bars feel like they're just... in there. If you're going to make them stay there, I suggest you modify the shape of it to fit it in to the lifebar. If that doesn't work, put it at the bottom; the super bars, after all, are at the bottom of the screen in SFxT. I mean, of course the iPod version of Street Fighter IV had the super bars like this, but it also filled it up with the Ultra gauges. Since you're not going for the iPod version, I recommend putting it down.

You could keep the victory counts under the health bar. They're fine like that anyways.
    

Re: Warusaki3 All JOJO + CvS chars updated + Nakoruru released.

 October 13, 2011, 09:57:39 am View in topic context
 Posted by NarayanK  in Warusaki3 All JOJO + CvS chars updated + Nakoruru released. (Started by Shadow_Dio September 15, 2011, 08:14:42 pm
 Board: Found Releases

I have to admit, quitting because of this 'permission' topic is pretty... 'immature'. There's no doubt that SOMEONE could want to host it without permission like warehouses or ignorant people, but you should shrug it off. I would've understand if many people were recoding your characters into abominations, but the fact that you are quitting, retiring, and stopping MUGEN because of hosting isn't exactly the best departure.

Anyhow, farewell. We'll remember your contributions to the MUGEN community, and I'm sure about that.
    

Re: cvs goenitz sprite set....

 October 11, 2011, 09:34:36 am View in topic context
 Posted by NarayanK  in cvs goenitz sprite set.... (Started by dampir October 11, 2011, 05:37:44 am
 Board: Projects

-The hands could use some modifying; it looks very detailed compared to the clothes, making it look awkward. (Talking about the top right sprite). In other words, too KOF-ish.

-His hair looks too KOF-ish in some of the sprites like the bottom left one. Actually, his whole head looks KOF-ish.

All I have for you right now. I'm 100% sure this would have an epic result in the end! Well, that is if it's completed.  :D

EDIT: Modified my post to add some more details on my first feedback, cause I felt like it didn't make sense.
    

Re: Asura/Dante Wip by alexlexus

 October 10, 2011, 06:19:18 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

A MUCH better improvement, I have to admit after seeing your past releases. You chose a much better voice that fits your Asura. My current only gripes are:
-the winpose is faster than blinking, although this is just minor

-near the end of the video, apparently, Asura did that Genocide 'Flying Sushi Chopper' (well, that's what I call it. o_o), and it was well-made. However, when he stops in mid-air, it looks like he just... freezed for a second and came down crashing all of a sudden. Make the process quicker to make it less noticable, or better of all, try finding an animation of Asura preparing the finishing move (but it should be quick as well).

That's pretty much what I could tell judging by the video. And if you would like, I could beta-test this guy if you want to. It's just if you want to, though. o.o Forget what I said, I'll try using the beta you'll upload to the public later.
    

Re: Chun-LI JJ updated with Akuma GG (New moves added)

 October 10, 2011, 10:02:14 am View in topic context
 Posted by NarayanK  in Chun-LI JJ updated with Akuma GG (Aug 01 2014) (Started by beterhans October 10, 2011, 12:55:53 am
 Board: Your Releases, Mugen 1.0 +

man i'm loving the sf4 ultra combo for chunli very nicely done can't wait to see wat u do with others.. hoping to see a Ken Ultra .. i know someone made the sprites for BoR but never got around to mugenizing them.. would be nice to see someone with the capability of pulling it off


again very nice work she's one of my top sf chars now
SF4 Ken was already made by Rei.

Also, it's nice of how you made this big update for these characters! Lovin' the update. If I see a problem, I'll inform you.
    

Mion Sonozaki by Syu

 August 23, 2011, 12:53:34 pm View in topic context
 Posted by NarayanK  in Mion Sonozaki by Syu (Started by NarayanK August 23, 2011, 12:53:34 pm
 Board: Requests

I just can't find her absolutely ANYWHERE. Anyone kind enough to PM me a link for her?