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Narayan Maxime Final Alpha (one more to Beta!) (Read 20620 times)

Started by Ryanide, November 16, 2007, 12:30:34 am
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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 ;(

Warner es demasiado agradable ser malo
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's not furry you goons, it's anthro! ANTHRO!
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.
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
#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


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
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"


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 ver1.1
#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.
A magical force-field surrounding a brick in an iron vault...even if the security is breached, the thieves are bound to be disappointed.

DMK

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
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)
#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