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Narayan Maxime Final Alpha (one more to Beta!) (Read 20618 times)

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

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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...
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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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@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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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:
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