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Narayan Maxime Final Alpha (one more to Beta!) (Read 20621 times)

Started by Ryanide, November 16, 2007, 12:30:34 am
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Narayan Maxime Final Alpha (one more to Beta!)
#1  November 16, 2007, 12:30:34 am
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*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.




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Last Edit: January 13, 2008, 12:03:27 am by Ryanide
Re: Narayan Maxime Alpha ver1.1
#2  November 16, 2007, 12:43:10 am
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Could you plz post a screenshot at least?i`d like to know if i`m interested on the download or not...

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Re: Narayan Maxime Alpha ver1.1
#3  November 16, 2007, 12:44:23 am
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Check projects section.

Has sprites and a movie.
Re: Narayan Maxime Alpha ver1.1
#4  November 16, 2007, 12:46:39 am
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Re: Narayan Maxime Alpha ver1.1
#5  November 16, 2007, 12:58:04 am
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looks nice...donwloading now and testing as soon as i can :sugoi:

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Re: Narayan Maxime Alpha ver1.1
#6  November 16, 2007, 01:04:16 am
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His standing clsn box is odd. It blinks on and off :P

or rather, it switches momentarily with his arm.
Re: Narayan Maxime Alpha ver1.1
#7  November 16, 2007, 01:17:20 am
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I'm getting the following message:

M.U.G.E.N. Error
Error message: Can't load Aurora.act
Error loading chars/maxime/maxime.def
Error loading p1


Anyways I was really looking forward to downloading this one. I hope someone has an answer to this one.
Re: Narayan Maxime Alpha ver1.1
#8  November 16, 2007, 01:18:40 am
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I'm getting the following message:

M.U.G.E.N. Error
Error message: Can't load Aurora.act
Error loading chars/maxime/maxime.def
Error loading p1


Anyways I was really looking forward to downloading this one. I hope someone has an answer to this one.
Just delete that line in the DEF >.>
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Re: Narayan Maxime Alpha ver1.1
#9  November 16, 2007, 01:20:09 am
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Or change aurora.act to willowhisp.act
Re: Narayan Maxime Alpha ver1.1
#10  November 16, 2007, 01:27:03 am
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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.
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Re: Narayan Maxime Alpha ver1.1
#11  November 16, 2007, 01:31:02 am
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Shall I hold off on hosting this until after you've done those fixes Ryanide?
Re: Narayan Maxime Alpha ver1.1
#12  November 16, 2007, 01:32:25 am
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Being only a beta he probably wants to keep it "close" to home before distributing it more widely, no?But its his decision tho.
Re: Narayan Maxime Alpha ver1.1
#13  November 16, 2007, 01:34:14 am
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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!!*
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Re: Narayan Maxime Alpha ver1.1
#14  November 16, 2007, 01:35:07 am
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Thanks. I got it to work after removing the line of Pal4 in the def file. However the character is freezing in air attacks the whole game. Its a fun character tho when its working. The design of the character is quite appealing and different from most mugen characters out there. I'm still pretty new to mugen tho (three months). Anyways Exciting character, can't wait for a update on him.
Re: Narayan Maxime Alpha ver1.1
#15  November 16, 2007, 01:38:09 am
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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?
A magical force-field surrounding a brick in an iron vault...even if the security is breached, the thieves are bound to be disappointed.
Last Edit: November 16, 2007, 01:50:59 am by Ryanide
Re: Narayan Maxime Alpha ver1.1
#16  November 16, 2007, 02:18:54 am
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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.
Re: Narayan Maxime Alpha ver1.1
#17  November 16, 2007, 02:24:20 am
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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?
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Re: Narayan Maxime Alpha ver1.1
#18  November 16, 2007, 02:33:35 am
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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?
[/quote]

I don't know much on that, I do have the new Unknown Motif Screenpack I downloaded today.

However it wasn't crashing earlyer before Maxime. Having downloaded a good few different types of characters from different sites and such. And I have only downloaded Maxime and Yoshi Bonne today.
Re: Narayan Maxime Alpha ver1.1
#19  November 16, 2007, 02:40:35 am
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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?
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Re: Narayan Maxime Alpha ver1.1
#20  November 16, 2007, 02:51:34 am
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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?

No the yoshi is fine. I played him however for like only 10 minutes. I'm sorry I'm not much help.
Re: Narayan Maxime Alpha ver1.1
#21  November 16, 2007, 04:07:20 am
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I just test the caracter...and she`s very good...i`m looking forward to see her next updates soon :sugoi:
Love the design of the character,it`s quite original and looks quite "3D"
I noticed also that mugen counts a 2 hit combo for Maxime when she parries successfully attacks...that shouldn`t be happening... ::)
Overall:great char keep up the good job!

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Re: Narayan Maxime Alpha ver1.1
#22  November 16, 2007, 04:14:22 am
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one of the best original characters i've seen yet. very nice sprites and animations. keep up the good work! :sugoi:
Re: Narayan Maxime Alpha ver1.1
#23  November 16, 2007, 04:17:11 am
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If only I knew how to download him on this bunny dang it site.

[Edit]

Fantastic character, and overly adorable. Great job ^^

[REEDIT]

K so I tried him out, and exited out of mugen. Then I went back in to see how his AI was.. but it wont let pick him.. gives me an error message ;(

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Last Edit: November 16, 2007, 04:22:55 am by Princess Chubba Wubba
Re: Narayan Maxime Alpha ver1.1
#24  November 16, 2007, 04:26:02 am
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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
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Re: Narayan Maxime Alpha ver1.1
#25  November 16, 2007, 07:17:40 am
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[post]





You've improved a lot Ryanide, congrats. Can't wait for the rest of the moves and sounds.
[/post]
Re: Narayan Maxime Alpha ver1.1
#26  November 16, 2007, 07:20:33 am
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I like the hitsparks you're using. I might make some custom hitsparks for the copter blades that look similar to those.
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Re: Narayan Maxime Alpha ver1.1
#27  November 16, 2007, 07:26:04 am
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Re: Narayan Maxime Alpha ver1.1
#28  November 16, 2007, 07:49:45 am
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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.
Re: Narayan Maxime Alpha ver1.1
#29  November 16, 2007, 08:36:20 am
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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.
A magical force-field surrounding a brick in an iron vault...even if the security is breached, the thieves are bound to be disappointed.
Re: Narayan Maxime Alpha ver1.1
#30  November 16, 2007, 09:37:39 pm
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wow this character is awesome

hmm may i suggest some sounds when you punch?

cause it seems to have more of a real feeling to it but other than that he's good

5/5 8)
Re: Narayan Maxime Alpha ver1.1
#31  November 16, 2007, 10:41:46 pm
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I really gotta say, I tested this character out and I find it cool. I can't say much I found wrong with him but I'm afraid narutofan714 beat me to it. You should have sound when you punch.
Re: Narayan Maxime Alpha ver1.1
#32  November 16, 2007, 10:42:21 pm
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Quote
hmm may i suggest some sounds when you punch?

This is a beta, i'm sure sounds are on the agenda. 1 for the body 1 for the head is KoF style. You don't need to use that (aside from anything else KoF probably uses it for grabs) as mugen doesn't work that way, you could get away with 1 box for the stand.

Elecbytes take on making up clsn boxes.
Quote
# In common cases, try to keep Clsn2 boxes within your Clsn1 boxes. The reason for this is so that it becomes possible to trade hits between players. If you have a Clsn1 box without a Clsn2 box in it, then setting priorities on attacks becomes meaningless, as the attacks would have infinite priority that way.
# Don't be too detailed with your collision boxes. The point is not to make a pixel-accurate representation of the character, but to make one that is game-friendly. For example, boxes for your character on the ground should have Clsn2 boxes that span the space between both legs. In this case, too much detail is actually undesirable


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Re: Narayan Maxime Alpha ver1.1
#33  November 17, 2007, 12:21:30 am
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For an alpha, this is pretty good. I await its completion. However, you should really do something about the chip damage Chopper-time does. It's like some of Ubu's supers: Even when you block them, they do a good deal of damage anyway.
Quote
Imagine a zanguief runing to attack ryu, ryu does a quick+kind of weak fast punch and hit the chest of zanguief, will this punch be enough to zanguief say/think \"oh no, this punch hurted a little, I better stop the attack and put my hand on my chest to help contain the pain while ignoring if ryu is going to make other attacks now"


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If someone isn't able to get girls laid, why buying this exorcist needing piece of retardet piece of bullshit an not wisiting his local red light district. For that money he could  :hump: tons of hookers.
Re: Narayan Maxime Alpha ver1.1
#34  November 17, 2007, 12:40:39 am
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The thing is, Maxime's other attacks hardly do any damage at all and none of them chip, and if you block Choppertime, you pretty much get a free hit.

I figured he needs that chip damage, but I'll look into fixing it.

Also: his punch doesn't have sound?? I'm sure I did that...I'll check it.
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Re: Narayan Maxime Alpha ver1.1
#35  November 17, 2007, 12:54:11 am
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Might be due to the screenpack.

I was sure I heard sounds on the version I tryed.  :-\
Re: Narayan Maxime Alpha ver1.1
#36  November 17, 2007, 01:01:34 am
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Yeah, some of his attacks use kung-fu man noises.

I'll replace them I suppose, but the kung-fu palm helicopter blades sound perfect. XD
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Re: Narayan Maxime Alpha ver1.2 (updated)
#37  November 19, 2007, 12:56:51 pm
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Updated. See the front for details.
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Re: Narayan Maxime Alpha ver1.2 (updated)
#38  November 20, 2007, 07:54:14 am
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Hey, very good character! (he reminds me of the Mimigas from Doukutsu Monogatari ^_^)
I liked the graphics, and its good to see that he comes packed with original attacks.
Still need to check for bugs and other issues but, overall, this char is like a breath of fresh air.

Keep up the good work, Ryanide! :2thumbsup:

Satsui no Hadou ni Mezameta Igniz
Re: Narayan Maxime Alpha ver1.2 (updated)
#39  November 20, 2007, 08:10:52 am
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I found a bug while playing against the CPU, but I couldn't figure out how they did it. It seems that somehow Maxime can stand on the air by using cosmic nip from his air recovery state. Why would this be?

Only computer Maxime seems to be doing it though.
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Re: Narayan Maxime Alpha ver1.2 (updated)
#40  November 20, 2007, 02:44:49 pm
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Looking through the cmd for the culprit...some things I'm noticing though.

First off, you should probably change
[mcode]trigger1 = (statetype = s) && ctrl[/mcode]
to
[mcode]triggerall = statetype != A
triggerall = command != "holddown"
trigger1 = ctrl[/mcode]

And obviously
[mcode]trigger1 = statetype = C[/mcode]
to just
[mcode]triggerall = statetype != A[/mcode]

where applicable in the cmd blocks related to his attacks. That'll give you some much better refinement in there and make attacks easier to pull off for mixing things up on an opponent.

Special attacks btw generally just need a statetype != A triggerall and not one checking to see if they're specificly in statetype S for stuff like QCF motions. The reason being when you do said motions, when the command is active you might find yourself still in semi crouch long enough to keep the attack from happening, thus making the command much harder to pull off.

Cosmic nip can break out of state 150 with no cost? That's a bit harsh from the way I'm looking at it as it means then that you can standing block something and counter attack while you should still be in blockstun. There's no need to check for states 130 and 140 though as you should still be able to go on the offensive as desired in those states. I'm wondering too if this might not be the cause of the nip firing in the air when it shouldn't, as these are the states guarding starts out in before shifting as needed to air or crouching states.

KFM and a lot of mugen characters don't take this into account, but if you pay attention in video games, when you go beyond the point of an attack where you can't hit the opponent anymore (meaning, after the frames with clsn1 in an animation), the opponent stops blocking if they hold back. This can be done in mugen by using the StateTypeSet sctrl and setting the movetype to I (idle) once an attack anim goes beyond the point it can hit the enemy. This is important for a few reasons: one is that it gives your opponent a chance to move about more freely and take advantage of the recovery frames of your attack, but at the same time if you're playing your cards right can give you enough room to lure your opponent into a trap and slug them around some. It also has a usage against opponents that have guard push: it gives them a smaller window to utilize the technique against you, which is especially helpful to limit here as some of this guys best tricks are done up close.

That's all I've got for now. I'll post more when I get a chance later, but I really find this little guy insanely impressive ^_^

PS: You really should clean out all the .bak files when you upload. It'll reduce the download size immensely :P
Re: Narayan Maxime Alpha ver1.2 (updated)
#41  November 20, 2007, 05:25:04 pm
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I found a bug while playing against the CPU, but I couldn't figure out how they did it. It seems that somehow Maxime can stand on the air by using cosmic nip from his air recovery state. Why would this be?

Only computer Maxime seems to be doing it though.

Yeah that sounds like what happened when I had an issue. Anyways...

I love the update, he seems much more loose and easy to use. No problems with the 1.2 version yet.

 ;D
Re: Narayan Maxime Alpha ver1.2 (updated)
#42  November 20, 2007, 06:01:05 pm
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Quote
Imagine a zanguief runing to attack ryu, ryu does a quick+kind of weak fast punch and hit the chest of zanguief, will this punch be enough to zanguief say/think \"oh no, this punch hurted a little, I better stop the attack and put my hand on my chest to help contain the pain while ignoring if ryu is going to make other attacks now"


Cenobite 53 said:
If someone isn't able to get girls laid, why buying this exorcist needing piece of retardet piece of bullshit an not wisiting his local red light district. For that money he could  :hump: tons of hookers.
Re: Narayan Maxime Alpha ver1.2 (updated)
#43  November 20, 2007, 09:16:31 pm
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Re: Narayan Maxime Alpha ver1.2 (updated)
#44  November 20, 2007, 10:09:58 pm
A bug I found while playing him, was when I was using his triple kick, and if i button-mashed the attack too many times, he would go into a state of constantly repeating his kick (combo). He'll just be stuck like that UNTIL the opponent attacks him, and nothing works beforehand to make him stop.
Re: Narayan Maxime Alpha ver1.2 (updated)
#45  November 21, 2007, 01:30:26 am
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Kung_fu_man, thank you for your immense help! I'll get changing those little issues right away.

Yeah, cosmic nip can do a sort of "tech hit" kind of thing where it can hit almost directly after you've blocked a move. This might be a little unfair now that I think about it, but Maxime seems to get stuck in blockstrings really easilly, especially against characters like Cinnamon and has no way to retalliate safely. It's not an attack that can combo into anything (except that super) so I figured it wouldn't be a big deal.

That StateTypeSet thing...do most characters use it? Becuase if lots of other Mugen characters don't utilize this, then it will put Maxime at a disadvantage because enemies will be able to hit him a lot sooner than he can hit them during the blockstrings.

However, I want my character to be balanced, so I'll put this into a few of his moves!

Also, I'll take a look at that rapid kick problem. It's probably a combo issue.
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Re: Narayan Maxime Alpha ver1.2 (updated)
#46  November 21, 2007, 01:43:07 am
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Quote
Yeah, cosmic nip can do a sort of "tech hit" kind of thing where it can hit almost directly after you've blocked a move. This might be a little unfair now that I think about it, but Maxime seems to get stuck in blockstrings really easilly, especially against characters like Cinnamon and has no way to retalliate safely. It's not an attack that can combo into anything (except that super) so I figured it wouldn't be a big deal.

Letting it happen for free makes it a bit too easy to break attackers though too...guard push (or in this case maybe just a simple shove), roll cancel or guard canceling into a special with some power cost for the latter two might work as a good alternative.

Quote
That StateTypeSet thing...do most characters use it? Becuase if lots of other Mugen characters don't utilize this, then it will put Maxime at a disadvantage because enemies will be able to hit him a lot sooner than he can hit them during the blockstrings.

However, I want my character to be balanced, so I'll put this into a few of his moves!

It won't affect blockstun at all if you actually hit the opponent. This only affects if you throw the attack out and it doesn't connect with the opponent (basically the whole "expecting an attack deal"). So if you have that and kick them, they'll still be in blockstun for the same amount of time they would've been anyway. And yeah, it does serve to balance mainly.

I use it with some of my recent stuff, and I recall PotS mentioning he does too. It was really only something that got realized pretty recently to be honest.
Re: Narayan Maxime Alpha ver1.2 (updated)
#47  November 21, 2007, 01:59:55 am
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i do it too; while i have been using that for specials for a while, it has not been until recently that i started using it for normals too.
Re: Narayan Maxime Alpha ver1.2 (updated)
#48  November 21, 2007, 02:15:43 am
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Right. I get it. That trick just stops the opponent from blocking if the attack doesn't actually connect. That's good, I hate it when that happens.

So I'm not really familliar with guard push moves. Should I just substitute the cosmic nip from block for another move that just shoves the opponent away without damage? That should get mucht he same effect without being an actual attack.

EDIT: I can't seem to replicate that kick problem. No matter how many times I smash the button, he comes out of the attack without any issues. :/
A magical force-field surrounding a brick in an iron vault...even if the security is breached, the thieves are bound to be disappointed.
Last Edit: November 21, 2007, 02:20:30 am by Ryanide
Re: Narayan Maxime Alpha ver1.2 (updated)
#49  November 22, 2007, 05:08:12 am
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Is it possible you could upload i on sendspace or something? I can't download from rapidshare. Every time I try to download anything from RS, an error occurs, and when I try to redownload, it always says I reached my limit for the day.
Re: Narayan Maxime Alpha ver1.2 (updated)
#50  November 22, 2007, 07:43:25 pm
EDIT: I can't seem to replicate that kick problem. No matter how many times I smash the button, he comes out of the attack without any issues. :/
Hmm...maybe I just need to re-download it again. XD
Thanks for looking into the problem!
Re: Narayan Maxime Alpha ver1.2 (updated)
#51  December 02, 2007, 02:50:20 am
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Hey, very good character! (he reminds me of the Mimigas from Doukutsu Monogatari ^_^)

Give him a super where he eats a red flower. I'd love to see the results...

are you referring to spicy curry? :ninja:

@narutofan714: It's a Cave Story reference. Basically...
Spoiler, click to toggle visibilty

But back on topic. I like this character. A LOT. Smooth animations, and a fun fighting style... I'm about to go watch the flash movie now, in fact.
Great job so far, I am most definitely watching this one!   :kungfugoi:
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Last Edit: December 02, 2007, 02:54:01 am by Zero-Sennin
Re: Narayan Maxime Alpha ver1.2 (updated)
#52  December 02, 2007, 09:45:20 am
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Quote

@narutofan714:
But back on topic. I like this character. A LOT. Smooth animations, and a fun fighting style... I'm about to go watch the flash movie now, in fact.
Great job so far, I am most definitely watching this one!   :kungfugoi:

Oooerr...that is...if I'd actually done anything on it yet. XD

However, you can take a look at some of the Electrospastic conceptual animations on my DA page. Here's an incomplete one:

http://ryanide.deviantart.com/art/Electrospastic-theme-tune-44192692


A magical force-field surrounding a brick in an iron vault...even if the security is breached, the thieves are bound to be disappointed.
Re: Narayan Maxime Alpha ver1.2 (updated)
#53  December 02, 2007, 02:53:47 pm
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Well, he's pretty interesting so far. Yeah, I personally think he could have a bit more oomph to his attacks; at least of the calibre of Rouge Noir's Shiki(preferably without the 'WHAT THE FUCK BERSERKER' mode when Shiki becomes his Nanaya self :P). He is fun to combo with though, not to mention very fluid. This is one to watch, that's certain.

Another problem (which I'm sure will be dealt with further down, as new moves and abilities are added) is the AI. Doesn't really do any mind-gamey stuff, but I'm sure it will.
Last Edit: December 02, 2007, 03:01:45 pm by Lime
Re: Narayan Maxime Alpha ver1.2 (updated)
#54  December 03, 2007, 02:32:04 am
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Well, he's pretty interesting so far. Yeah, I personally think he could have a bit more oomph to his attacks; at least of the calibre of Rouge Noir's Shiki(preferably without the 'WHAT THE FUCK BERSERKER' mode when Shiki becomes his Nanaya self :P). He is fun to combo with though, not to mention very fluid. This is one to watch, that's certain.

Another problem (which I'm sure will be dealt with further down, as new moves and abilities are added) is the AI. Doesn't really do any mind-gamey stuff, but I'm sure it will.

Well he needs to have even lower damage output than Shiki, because his special guage builds a lot faster.

Also, he doesn't have any AI yet, which is why there are no mindgamy things. It's still very much an alpha.
A magical force-field surrounding a brick in an iron vault...even if the security is breached, the thieves are bound to be disappointed.
Re: Narayan Maxime Alpha ver1.2 (updated)
#55  December 03, 2007, 04:47:57 am
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OK, I don't know any of this technical habble blabble, and maybe I just suck, but it seems REALLY hard to KO someone with this character. I really like him, but he seems to suck a lot.
Re: Narayan Maxime Alpha ver1.2 (updated)
#56  December 03, 2007, 05:14:56 am
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OK, I don't know any of this technical habble blabble, and maybe I just suck, but it seems REALLY hard to KO someone with this character. I really like him, but he seems to suck a lot.
That`s good for you to say that you don`t understand coding and all that stuff...i don`t know most of it either(var?,Animation frames? what`s that?? ???) but i can tell by playing the character that this one doesn`t suck at all for an alpha/beta
It`s animated pretty well,has good comboability and  haven`t noticed any bugs when i tested it(besides the one i reported a few pages ago),so the character is quite good and as being a very good base,i can say this will be a great character when it`s completed...as i said,i don`t know many technical stuff at all,but good things come in small packages(in this case,low damage characters)

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Re: Narayan Maxime Alpha ver1.2 (updated)
#57  December 03, 2007, 05:21:31 am
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Quote
I really like him, but he seems to suck a lot.

Treat him as a poke character, and rely on what he can combo instead of just random buttons, and be prepared to hit and run as needed until you can toss out some attacks to trap the opponent.


He's clearly a character you have to learn how  to win with him, RoB.
Re: Narayan Maxime Alpha ver1.2 (updated)
#58  December 03, 2007, 07:07:39 am
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Exactly. And I promise that when he has some more moves and specials, he'll be able to deal decent damage off a good combo.

By his next update, I plan to give him:

.1 more hyper, a physical one.
. Helicopter's missiles will be slightly weaker, making the new special his strongest.
. pressing a+b+c just as you block an attack will cause a "break" move that deals no damage, but hits the opponent and pushes them away a bit.
.Maria as a helper. She runs across the screen and tries to strike with a frying pan. She's hittable.
.Rick as a helper. He stands on the stage for about 2 seconds before making a really fast dash slice with his sword. You can't have him and Maria out at the same time. Hittable.
. Aerial version of the willowhisp projectile.
.strong kick, punch and special moves. (QCF inputs)
.An attack grab (blockable)
.1 more throw
. a strong parry (counter)
. an air dodge
. a running special and kick.
. a power up move (wolf howl)
A magical force-field surrounding a brick in an iron vault...even if the security is breached, the thieves are bound to be disappointed.
Re: Narayan Maxime Final Alpha (one more to Beta!)
#59  January 13, 2008, 01:31:49 am
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Bump! Updated!

Not quite the turnout I'd promised, but that will be for the Beta. This is the final Alpha.
A magical force-field surrounding a brick in an iron vault...even if the security is breached, the thieves are bound to be disappointed.
Re: Narayan Maxime Final Alpha (one more to Beta!)
#60  January 14, 2008, 04:04:47 am
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Wow, why didnt I see this before O_O I saw the gameplay video and Maxime looks slick. I'll check 'em out when the beta is released, but so far I like the style a lot. Did you use flash to make the animations for the character or a different program?  Sorry if this has been answered but I havent been able to read the whole topic yet D:
Spoiler, click to toggle visibilty
Spoiler, click to toggle visibilty
Re: Narayan Maxime Final Alpha (one more to Beta!)
#61  January 14, 2008, 04:24:56 am
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Wow, why didnt I see this before O_O I saw the gameplay video and Maxime looks slick. I'll check 'em out when the beta is released, but so far I like the style a lot. Did you use flash to make the animations for the character or a different program?  Sorry if this has been answered but I havent been able to read the whole topic yet D:

Yes the animations are made in Flash.

That video is pretty outdated by the way, his playing style is a lot stronger now. I'm just trying to find a good recording program to make a second vid, lol.
A magical force-field surrounding a brick in an iron vault...even if the security is breached, the thieves are bound to be disappointed.
Re: Narayan Maxime Final Alpha (one more to Beta!)
#62  January 14, 2008, 08:15:01 pm
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Improved. Suggestions.....

More frames in hold animation(the one you take damage)
A losing pose at end of round.
More low kicks and low moves.
More Sparks.......  ;D


No bugs to report so far.
Re: Narayan Maxime Final Alpha (one more to Beta!)
#63  January 15, 2008, 03:50:08 am
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Improved. Suggestions.....

More frames in hold animation(the one you take damage)
A losing pose at end of round.
More low kicks and low moves.
More Sparks.......  ;D


No bugs to report so far.


What do you mean by "hold" animation? You mean from his grab? Because I don't want him to be able to combo from that move, it's just to give him frame advantage. If you can combo from that grab it becomes kind of cheap given that it's main purpose is just a weak unblockable attack to throw guarding opponents off balance.

Losing pose and stuff will be added for the beta, but they're not too important right now.

More low attacks? Hmm...I'll consider it, although he has about the same number of low attacks as your average Eternal Fighter Zero character. I do have one more low attack that I plan to give him though, it'll be his running kick move.

Sparks will be made for the beta, since they're not so important right now.

Thanks for your suggestions!
A magical force-field surrounding a brick in an iron vault...even if the security is breached, the thieves are bound to be disappointed.
Re: Narayan Maxime Final Alpha (one more to Beta!)
#64  January 15, 2008, 10:00:27 pm
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What do you mean by "hold" animation? You mean from his grab? Because I don't want him to be able to combo from that move, it's just to give him frame advantage. If you can combo from that grab it becomes kind of cheap given that it's main purpose is just a weak unblockable attack to throw guarding opponents off balance.

No when an enemy fighter grabs you(holds you in air) it is a still. I'm suggesting a bit of movement like a arm or head moving when in a hold.


More low attacks? Hmm...I'll consider it, although he has about the same number of low attacks as your average Eternal Fighter Zero character. I do have one more low attack that I plan to give him though, it'll be his running kick move.

Sparks will be made for the beta, since they're not so important right now.

Thanks for your suggestions!

Cool. Can't wait.
Re: Narayan Maxime Final Alpha (one more to Beta!)
#65  January 16, 2008, 01:06:14 am
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No when an enemy fighter grabs you(holds you in air) it is a still. I'm suggesting a bit of movement like a arm or head moving when in a hold.

That's actual dependent on the enemy fighter's coding, not Maxime's. Not much he can really do there.
Re: Narayan Maxime Final Alpha (one more to Beta!)
#66  January 16, 2008, 01:11:27 am
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You should come up with an excuse to impliment mc tween or tweener.
i think we should call it an "engine" so we don't look like total idiots because otherwise we'd be arguing about a "game" and that would be somehow "dumber" than arguing about an "engine" on the "internet" for countless hours

Iced said:
I for one, do not enjoy round corners!  :bigcry:
But they hurt much less when we accidentally hit them!  :S
Re: Narayan Maxime Final Alpha (one more to Beta!)
#67  January 16, 2008, 01:46:22 am
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Mc Tween or Tweener?

Please explain. If it has anything to do with tweening in Flash, then I've used that for a few of his animations.
A magical force-field surrounding a brick in an iron vault...even if the security is breached, the thieves are bound to be disappointed.
Re: Narayan Maxime Final Alpha (one more to Beta!)
#68  January 16, 2008, 02:01:53 am
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Mc Tween or Tweener?

Please explain. If it has anything to do with tweening in Flash, then I've used that for a few of his animations.

It is an Actionscript Tweening library located here.
mctween is for Actionscript 2 while Tweener is for Actionscript 3.
i think we should call it an "engine" so we don't look like total idiots because otherwise we'd be arguing about a "game" and that would be somehow "dumber" than arguing about an "engine" on the "internet" for countless hours

Iced said:
I for one, do not enjoy round corners!  :bigcry:
But they hurt much less when we accidentally hit them!  :S
Re: Narayan Maxime Final Alpha (one more to Beta!)
#69  January 16, 2008, 02:41:56 am
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Hmm, this is really interesting, but I'm doing most of Maxime's animations in frame-by-frame, so I have no need for this.

But if you can give me a good example of where it could be put to use, I'd certainly consider it.
A magical force-field surrounding a brick in an iron vault...even if the security is breached, the thieves are bound to be disappointed.
Re: Narayan Maxime Final Alpha (one more to Beta!)
#70  January 16, 2008, 03:57:44 am
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Re: Narayan Maxime Final Alpha (one more to Beta!)
#71  January 18, 2008, 06:25:04 am
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Alright! I just wish he wasn't so weak. I currently play on a 120 second clock with 170% lifebars, and in the two rounds I had with R.Mika, both were by time out (I lost one). I then pumped his attack to 120 (which wouldn't do much anyway, but I lost to R.Mika on a Time Out. My fragile ego has be shattered).

That wasn't a suggest to increase his attack, just something I wanted to mention.

Anyway, some move suggestions.

Satsujinki Nanaya (Melty Blood edit) had a move where he, depending on the button used, he would jump forwards or backwards (the other was a super, which isn't what I wanted to suggest), disappear, and that brief moment of when he disappeared, provided the enemy was in the way, the enemy could be attacked. Then he would reappear on the opposite wall (or the wall behind if he jumped backwards). I can't quite describe it well, but I can't remember where 'jinki's download link was.

Stun ball super: One of the supers a Mobile Suit had in Gundam Battle Assault 2 (not available for normal play; had to be gained through a Gameshark. I forget its name) was that it launched 4 balls of electricity, two at a time, that went up and down as they move forward. They did pitiful damage to normal characters (And even less on the unstunable boss Mobile suits), but they did have a good stun time each.

Epyon Dash: My personal name (or was it an actual move name... I can't remember) Epyon had from the Gundam fighting games I have played (GBA2 and Endless Duel) where he would surround himself with electricity and shoot in a direction depending on the button held. Kind of like Jon Talbain's dash move from Darkstalkers.
Quote
Imagine a zanguief runing to attack ryu, ryu does a quick+kind of weak fast punch and hit the chest of zanguief, will this punch be enough to zanguief say/think \"oh no, this punch hurted a little, I better stop the attack and put my hand on my chest to help contain the pain while ignoring if ryu is going to make other attacks now"


Cenobite 53 said:
If someone isn't able to get girls laid, why buying this exorcist needing piece of retardet piece of bullshit an not wisiting his local red light district. For that money he could  :hump: tons of hookers.
Re: Narayan Maxime Final Alpha (one more to Beta!)
#72  January 18, 2008, 08:27:21 pm
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Epyon Dash: My personal name (or was it an actual move name... I can't remember) Epyon had from the Gundam fighting games I have played (GBA2 and Endless Duel) where he would surround himself with electricity and shoot in a direction depending on the button held. Kind of like Jon Talbain's dash move from Darkstalkers.


Yes!!! Put it in!

Then, when I finally get my character finally working (So hard to create innovation in MUGEN...), we could have an intro for the characters together, clashing with said move. (etouq ni denilrednu retcarahc).
So this.... this is the beginning of something awesome!

http://www.youtube.com/watch?v=TBGN4pLDqSE

I support real hip hop.
Re: Narayan Maxime Final Alpha (one more to Beta!)
#73  January 19, 2008, 01:43:30 am
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  • this be some serious mugen shit
something strange i noticed

everytime hes knocked down and gets up game freezes and closes when he was fighting a cheap character like omega o_O
Re: Narayan Maxime Final Alpha (one more to Beta!)
#74  January 19, 2008, 02:32:13 am
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Well, considering he's still an Alpha, there's going to be some bugs involving animations.

Still, does that happen to anyone else?
Quote
Imagine a zanguief runing to attack ryu, ryu does a quick+kind of weak fast punch and hit the chest of zanguief, will this punch be enough to zanguief say/think \"oh no, this punch hurted a little, I better stop the attack and put my hand on my chest to help contain the pain while ignoring if ryu is going to make other attacks now"


Cenobite 53 said:
If someone isn't able to get girls laid, why buying this exorcist needing piece of retardet piece of bullshit an not wisiting his local red light district. For that money he could  :hump: tons of hookers.
Re: Narayan Maxime Final Alpha (one more to Beta!)
#75  January 19, 2008, 06:20:13 am
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Jeez dude im really loving this character...where can i see the flash ( u said he was a character in one of ur flash movies right?), anyway keep up the good work.
Re: Narayan Maxime Final Alpha (one more to Beta!)
#76  January 24, 2008, 02:34:37 am
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Ehehe...guys, I'm not giving him moves that are ripped from other characters and I'm not going to be increasing his attack power. He already gains special extremily fast at this stage. I'm trying to make a balanced yet unorthodox original character here.
A magical force-field surrounding a brick in an iron vault...even if the security is breached, the thieves are bound to be disappointed.
Re: Narayan Maxime Final Alpha (one more to Beta!)
#77  January 24, 2008, 04:50:46 am
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Well, I'm not saying give him rip off moves, I just compared them to other peoples attacks.
Quote
Imagine a zanguief runing to attack ryu, ryu does a quick+kind of weak fast punch and hit the chest of zanguief, will this punch be enough to zanguief say/think \"oh no, this punch hurted a little, I better stop the attack and put my hand on my chest to help contain the pain while ignoring if ryu is going to make other attacks now"


Cenobite 53 said:
If someone isn't able to get girls laid, why buying this exorcist needing piece of retardet piece of bullshit an not wisiting his local red light district. For that money he could  :hump: tons of hookers.