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Namor v1.0 (Read 5509 times)

Started by zvitor, December 28, 2009, 12:04:34 pm
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Namor v1.0
#1  December 28, 2009, 12:04:34 pm
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Re: Namor v1.0
#2  December 28, 2009, 12:27:18 pm
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  • Fuck You.
 :-\? :S
i cant count the reasons i should stay

one by one they all just fade away...


http://nero-blanco.deviantart.com/
Re: Namor v1.0
#3  December 28, 2009, 12:50:47 pm
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nice character  :)
Re: Namor v1.0
#4  December 28, 2009, 02:44:31 pm
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  • This is y i am king!
thanks ;D
Re: Namor v1.0
#5  December 28, 2009, 04:39:23 pm
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  • The Mugen Philosopher!
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This was random
Welcome to the House of Fighting.
Re: Namor v1.0
#6  December 28, 2009, 04:42:26 pm
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  • does this look like the face of mercy?
Re: Namor v1.0
#7  December 28, 2009, 06:19:35 pm
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  • SWEET JUMPING CTHULHU ON A POGO STICK!!
HAR! Awsome! The original bitchy, self important Atlantean anti-hero comes to mugen!
"Stand aside, Land-dweller! I Namor, Monarch of the oceans and sovergn of the sea, bids you to make way!"
Good times!
Re: Namor v1.0
#8  December 28, 2009, 06:23:23 pm
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Welcome to the House of Fighting.
Re: Namor v1.0
#9  December 28, 2009, 06:42:01 pm
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  • JoJo is boring
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Re: Namor v1.0
#10  December 28, 2009, 07:44:46 pm
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Welcome to the House of Fighting.
Re: Namor v1.0
#11  December 28, 2009, 08:23:13 pm
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Sweet ;D much original than the first version available for mugen.  however 1-2 new hyper moves will be nice too. also the ears should be more sharp. :P
Re: Namor v1.0
#12  December 28, 2009, 09:26:44 pm
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  • Figuring things out, one sprite at a time.
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Feedback for this build:

- Voice clips during standing basics play late in all cases, including after the move itself has finished.
- Taunt's clsn2 needs to be fixed.
- Clsn2 on QCF+P needs fixing, move also causes p2 to generate debug error.
- Dash forward can be spammed to keep Namor airborne.
- QCF+KK super gives back power, can be followed up by itself to take around 500 life.
- It is possible to juggle an airborne opponent with basic attacks, especially standing lp.
- During QCB+KK super, moves assume the previously active velocity settings. Not necessarily a mistake, but seems odd at times.
- During QCB+KK super, it is possible and quite easy to catch a jumping opponent and juggle them to death with basics. Can be done along the walls and closer to the center due to previous velocity issues.
- QCB+hp uppercut has a voice clip that doesn't play in any other version, and occurs after the move fails.
- Both standing hp and hk knocking down seems odd.
- Air hp and hk seem to be missing knockdown velocity that is traditional with VS style.
- Additionally, VS style chaining within basics appears to be incomplete.
- QCF+P can be spammed into itself to keep Namor airborne.
- Suspect that QCF and QCB + K are incomplete as they all lead to the same attacks regardless of strength used.
- Speaking of QCF+K, seems strange that Namor would balance on one foot. It's just visually strange.
- QCB+P can be followed up by QCF+P if it misses. Not sure if intentional.
- During QCB+KK super, QCB+K electrical blast is misaligned. Also, it is possible to time it so that use of this move causes the water draining animation to repeat itself.
- Fishscale pattern on sprites seem inconsistent from frame to frame.
- Not sure rhyme or reason behind selective use of black in skin tones.
- If hit during taunt, voice clip continues playing regardless
- Noticing that clsn during various animations appear to be too detailed to frame. Some more general ones could serve as well, especially in cases such as basic attacks.
- Intro animations seem to be done either by action based movement or possets. Consider revising for more fluidity.
- Intro voice clip goes on long enough that the match starts before it finishes.
- Attempting to attack when dashing forces the character to land without actually attacking.

More as it is found. Out of curiosity, was this released rushed out?
Last Edit: December 28, 2009, 09:46:24 pm by Rolento
Re: Namor v1.0
#13  December 28, 2009, 09:44:24 pm
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  • does this look like the face of mercy?
Just tested this version.

During the flood special the beam super that was in the beta build is still there.
electric effects on the flurry of punches make the move look and sound weird, maybe commiting to punch effects only and having the opponent pinned to a wall during it would look better.
in the intro with him smacking the ground, perhaps consider leaving him there for a few more seconds , instead of getting up imediately



nice voice.Really, Shockdingo as always excelled there.
Rest of the feedback was already done through pm, so no point repeating self.
Re: Namor v1.0
#14  December 28, 2009, 09:48:26 pm
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sprites wise, some moves look weird, and i especially don't like the standing animation: the way the arms move + the up and down motion of the whole body doesn't fit, IMO.
Re: Namor v1.0
#15  December 28, 2009, 10:30:02 pm
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  • Fuck You.
Looks like Urien with armbands and hermes feet  :-\
i cant count the reasons i should stay

one by one they all just fade away...


http://nero-blanco.deviantart.com/
Re: Namor v1.0
#16  December 28, 2009, 11:34:22 pm
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  • does this look like the face of mercy?
he totally needs a slow mo punch that shows flashes of bones being broken ( a la samurai spirits) while yelling IMPERIUS REX.
Re: Namor v1.0
#17  December 29, 2009, 12:01:06 am
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Out of curiosity, was this released rushed out?
Corse, all my chars released in events always are rushed.
i respect spriters will and always try do my best, thanks for feedbacks.
i sent him to test sunday at morning, one version without AI and without sound, so testers dont played with sound version, thats why he got this sounds problems.

all that will be fixed, we have plans for more moves, and somes basics will be replaced with non urien moves.
Re: Namor v1.0
#18  December 29, 2009, 12:13:45 am
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It is best to delay if it will result in a better product. Also, it seems odd that your testers would miss this much; I suspect the rush to release may have had something to do with that, but cannot be certain.
Re: Namor v1.0
#19  December 29, 2009, 12:27:45 am
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anyway, i like to rush is my style, im not a perfectionist, then i post here in guild and i get a full feedback for next upgrade :)
Re: Namor v1.0
#20  December 30, 2009, 08:43:54 am
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Nice release. I believe this is a character someone should have made for mugen long ago. He fights, has super strength, gets stronger in water, flies, he can summon a few helpers and his look is pretty basic. Please keep working on him.
Re: Namor v1.0
#21  December 31, 2009, 09:21:14 pm
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http://www.youtube.com/watch?v=whNQ5MU-Rio

Here is a video showing off all of his moves in action. When you click to go to the main youtube link, you will see a more detailed review written in the more info section.

The same download location listed here will also be listed there.

Here is the feedback portion of that discussion:
You will see a few quirks in the sprite edits, most notably around the upper legs by the briefs. Also, the people that harp on looking to much like certain bases will definitely being saying such regarding him as well. And I would kind of like to see his AI just a little bit stronger. But the biggest issue to me was there really was not anything exciting to me about the character. While he is a very solid release, nothing really jumped out at me regarding the moves that made me say, "Wow." This sort of goes hand in hand with a couple of the moves seeming derivative. Adding some new and interesting moves in an update will address that.
Re: Namor v1.0
#22  January 08, 2010, 05:34:34 pm
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sorry, was the char removed from the site ?
Re: Namor v1.0
#23  January 08, 2010, 07:07:39 pm
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Re: Namor v1.0
#24  January 08, 2010, 09:42:38 pm
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thx :D, I'll check him finally