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Narayan Maxime version 1.5! Updated with AI, Hitsparks and other fun stuff. (Read 29495 times)

Started by Ryanide, August 28, 2008, 12:58:58 am
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Narayan Maxime version 1.5! Updated with AI, Hitsparks and other fun stuff.
#1  August 28, 2008, 12:58:58 am
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  • It's not furry you goons, it's anthro! ANTHRO!


Update time! Maxime is now in version 1.5. I have added a few custom hitsparks to make his moves look prettier (or more obnoxious depending on your tastes, since my hitsparks are rather Kirby-like in appearance.) Tweaked his moves a little more, and added a damage scaling system as well as a visual juggle counter to help with those freeform combos!

His attacks now deal a bit more damage by themselves, but the damage scaler keeps him nice and weak as I originally intended. However, there's a trick to it. Certain moves reset the damage scaler completely, meaning that his combos aren't just about 20 second juggles any more. He has only a limited number of juggle points, so you can't abuse these moves to get high damaging combos.

His aerial rave finisher now deals more damage if you do it higher up, so not only do you have damage scaling and juggle points to keep in
mind, but altitude as well!

Now about his AI: it's very simple and very retarded. A character with parries will make short work of him. However, it will still give you a good idea of just what a frustrating character he is to play against for the most part. I made sure that his AI won't allow him to do any impossible stuff, and he still won't be using all his options (I can't figure out a way to make him rush parry projectiles and attacks, and he doesn't use his grabs)


GET HIM HERE:http://www.mediafire.com/?x6zcrpybsqv

Video: http://www.youtube.com/watch?v=GwaUlDV26RQ

Anyway, I hope everyone enjoys him. I worked hard to make an original Mugen character who isn't cheap or overpowered, but is still fun to play.

Character background can be found in the readme file, as well as gameplay tips and command list. The file also contains the two artworks I've done of him, and a new piece of music that I composed especially to be Maxime's theme song. It's the only way I'll be distributing the mp3. :3


---THINGS THAT I CONSIDERED DOING, BUT MAY SAVE FOR LATER IF HE NEEDS THEM---
.A helper strike. I decided not to add the cat maid Maria to Maxime's arsenal at the moment because he already has plenty of approach and zoning options with just his will-o-whisp and rush attacks alone. Having the ability to have a high/low mixup helper AND a slow moving projectile on the screen at once AND being able to attack freely at the same time is pushing things a bit far I think. (I'm glaring at you, Cinnamon...)
.An air special that utilises his energy wings. It doesn't do direct damage, but fills the screen with floating projectiles that hang in the air and linger while Maxime is free to move. Every time you knock your opponent into one of these, their juggle counter is reset.
.A guard crush. strongly considering it now.
.A parry super. It would be fun, but I don't want him to have too many supers.
.Some kind of bonus that uses the rave bar.
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: September 14, 2008, 01:25:59 pm by Ryanide
Re: Narayan Maxime really honestly final Beta (80% complete)
#2  August 28, 2008, 01:00:21 am
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    • clubsyn-x-treme.net/Rev2.1/index.php?topic=32.0
pictures or video please of your awesome character!!! :sugoi:
Re: Narayan Maxime really honestly final Beta (80% complete)
#3  August 28, 2008, 01:08:46 am
  • ******
  • does this look like the face of mercy?
There are a ton of them on his beta project thread.
Re: Narayan Maxime really honestly final Beta (80% complete)
#4  August 28, 2008, 01:10:58 am
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Just wondering, has his damage on attacks been changed? (Is he still weak?)
WOO! WOO! WOO!
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Re: Narayan Maxime really honestly final Beta (80% complete)
#5  August 28, 2008, 01:13:11 am
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thanks Iced :)
Re: Narayan Maxime really honestly final Beta (80% complete)
#6  August 28, 2008, 01:22:01 am
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  • It's not furry you goons, it's anthro! ANTHRO!
Just wondering, has his damage on attacks been changed? (Is he still weak?)

Nope.

I tried jacking his damage up to 120. Broken broken broken. He has so many tools at his disposal that he needs to have some kind of flaw or else he may as well be a boss character.

Although his supers have all been given a boost in power.

And as for a video, I don't have the means to record one, but if someone else wants to download him and make a vid of them playing, I'd happily put it up 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.
Last Edit: August 28, 2008, 01:55:54 am by Ryanide
Re: Narayan Maxime really honestly final Beta (80% complete)
#7  August 28, 2008, 03:13:09 am
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Just wondering, has his damage on attacks been changed? (Is he still weak?)

Nope.

I tried jacking his damage up to 120. Broken broken broken. He has so many tools at his disposal that he needs to have some kind of flaw or else he may as well be a boss character.

Although his supers have all been given a boost in power.

And as for a video, I don't have the means to record one, but if someone else wants to download him and make a vid of them playing, I'd happily put it up here.

I might as well do that
Re: Narayan Maxime really honestly final Beta (80% complete)
#8  August 28, 2008, 05:22:32 am
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  • It's not furry you goons, it's anthro! ANTHRO!
He's supposed to be that weak. If you're increasing his power, then you're not playing him the way I intended.

I want him to be a balanced character who lives by the special bar, not a Magneto killmachine.
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 really honestly final Beta (80% complete)
#9  August 28, 2008, 06:19:18 am
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    • clubsyn-x-treme.net/Rev2.1/index.php?topic=32.0
Excellent character Ryanide! I can't wait till he is done!
Re: Narayan Maxime really honestly final Beta (80% complete)
#10  August 28, 2008, 06:22:26 am
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  • It's not furry you goons, it's anthro! ANTHRO!
Edit: re-uploaded the CNS file. Please replace the one in the original download. It contains a small mistake.
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: August 28, 2008, 06:50:54 am by Ryanide
Re: Narayan Maxime really honestly final Beta (80% complete)
#11  August 30, 2008, 04:02:30 am
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  • It's not furry you goons, it's anthro! ANTHRO!
Only 2 more attacks to go and he'll be completely fully functional. I'm going to upload the file again when this happens. After that, I'll need help learning how to make lifebars, a stage, and a combo evaluation system a la Darkstalkers.

I'm also going to release a teaser image for my new character.

Although I don't yet have much feed back (cmon people, reply!) some people weren't happy with the change for his standing C attack since it no longer does damage or knock down.

So for that reason I made his running special knock down as well as having good range and damage, and being able to hit downed opponents. This attack is slower to start though.
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 really honestly final Beta (80% complete)
#12  August 30, 2008, 04:04:17 am
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  • does this look like the face of mercy?
We await for more great creative work from you , Ryanide.
Re: Narayan Maxime really honestly final Beta (80% complete)
#13  August 30, 2008, 04:29:25 am
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  • Katto.
    • s1.zetaboards.com/Bootfighter_XP/index/
Is Maxime supposed to have a red CLSN in his/her jump?




(Btw, I love this character a ton, about equal to the guily gear characters by Muteki DX)
kattokattokattokattokaTTOKATTOKATTOKATTOKATTO!
Re: Narayan Maxime really honestly final Beta (80% complete)
#14  August 30, 2008, 05:05:18 am
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  • It's not furry you goons, it's anthro! ANTHRO!
Is Maxime supposed to have a red CLSN in his/her jump?




(Btw, I love this character a ton, about equal to the guily gear characters by Muteki DX)

Yep. Try jumping on the opponent's head!
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 really honestly final Beta (80% complete)
#15  August 30, 2008, 01:52:04 pm
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holy hell! the spriting on this is amazing  :sugoi:
you did an awesome job on this :D
Re: Narayan Maxime really honestly final Beta (80% complete)
#16  August 30, 2008, 02:11:05 pm
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  • It's not furry you goons, it's anthro! ANTHRO!
Thanks! I'm actually glad that the sprites turned out OK, despite how badly I stuffed up the pallete during the early stages of animation.

I'll know not to make that mistake again when I make my second character.
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 version 1.0 GAMEPLAY COMPLETE! (90% overall complete!)
#17  August 31, 2008, 04:53:02 pm
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UPDATED.

check first post.
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 version 1.0 GAMEPLAY COMPLETE! (90% overall complete!)
#18  August 31, 2008, 07:45:12 pm
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Awesome..now finally Narayan Maxime is officially released out of beta...i test the character upon previous beta releases and it was really good...I`ll test him out soon to see how he plays now that it`s almost done  :sugoi:
Congratulations!

Spoiler: Tribute (click to see content)
Re: Narayan Maxime version 1.0 GAMEPLAY COMPLETE! (90% overall complete!)
#19  August 31, 2008, 10:10:18 pm
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  • Katto.
    • s1.zetaboards.com/Bootfighter_XP/index/
Yay, an update. Thanks for clearing up the clsn DX


*red clsn
kattokattokattokattokaTTOKATTOKATTOKATTOKATTO!
Last Edit: August 31, 2008, 10:18:45 pm by Sir Pax
Re: Narayan Maxime version 1.0 GAMEPLAY COMPLETE! (90% overall complete!)
#20  September 01, 2008, 01:12:59 am
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You mean the one in his jump? I didn't clear it up. He needs it so he can perform the spring jump technique.

Or did you mean something else?
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 version 1.0 GAMEPLAY COMPLETE! (90% overall complete!)
#21  September 01, 2008, 01:16:44 am
  • ******
  • does this look like the face of mercy?
He means clearing up his doubts.
Re: Narayan Maxime version 1.0 GAMEPLAY COMPLETE! (90% overall complete!)
#22  September 01, 2008, 01:45:14 am
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I love Maxime ever since I dl'd the first beta. He's such a original and unique character who has funny supers, and a special playing style. I'll probably upload a video today. I can't wait to play with this version...
Re: Narayan Maxime version 1.0 GAMEPLAY COMPLETE! (90% overall complete!)
#23  September 02, 2008, 04:01:25 am
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  • It's not furry you goons, it's anthro! ANTHRO!
After a bit of consideration, I've decided to make Maxime's attack strength a little stronger, and downpower his specials in exchange.

Until the next update, please feel free to set his damage to 120%.
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 version 1.0 GAMEPLAY COMPLETE! (90% overall complete!)
#24  September 02, 2008, 08:29:05 pm
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  • why worry?

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ive seen YouTube Vids of him and im convinced!! a Definite Download!! Lovin the chopper special!! :sugoi: :sugoi: :sugoi:

Been Through Worse....
Re: Narayan Maxime version 1.0 GAMEPLAY COMPLETE! (90% overall complete!)
#25  September 02, 2008, 08:43:18 pm
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looks good will download and come back for comment
Re: Narayan Maxime version 1.0 GAMEPLAY COMPLETE! (90% overall complete!)
#26  September 03, 2008, 02:54:33 am
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  • Katto.
    • s1.zetaboards.com/Bootfighter_XP/index/
He means clearing up his doubts.

Yup. Thanks for that 8D

Anyway. Through various tests, I have decided this character is uber. If only I knew how to make AI, I'd love some good fights against him DX
kattokattokattokattokaTTOKATTOKATTOKATTOKATTO!
Re: Narayan Maxime version 1.0 GAMEPLAY COMPLETE! (90% overall complete!)
#27  September 03, 2008, 03:10:44 am
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  • It's not furry you goons, it's anthro! ANTHRO!
He means clearing up his doubts.

Yup. Thanks for that 8D

Anyway. Through various tests, I have decided this character is uber. If only I knew how to make AI, I'd love some good fights against him DX

Lol yes.

See, I still don't know how much damage he should do. People keep asking me for more power, but I KNOW that if played correctly he has a crazy good pressure game. I really don't want him to be an overpowered character.

From a developer's point of view, I made him with player vs. player in mind. I completely forgot that most people play Mugen against computers.

I think I'll keep his damage low in future updates, but add some more supers in to give people variety in offensive options. In the end he'll have about 5, like a Melty Blood character.
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: September 03, 2008, 03:23:21 am by Ryanide
Re: Narayan Maxime version 1.0 GAMEPLAY COMPLETE! (90% overall complete!)
#28  September 05, 2008, 01:47:33 am
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  • It's not furry you goons, it's anthro! ANTHRO!
I'm currently working on giving him some simple AI. Even now, without full air combos or parries, his AI shows me that he's actually a bit too safe and a bit too fast and I'm considering taking some power off his supers to balance him out further.

I'll be releasing a beta AI patch soon.
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 version 1.0 GAMEPLAY COMPLETE! (90% overall complete!)
#29  September 05, 2008, 02:05:16 am
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  • Katto.
    • s1.zetaboards.com/Bootfighter_XP/index/
Heh. That's gonna be great! And, I've been practicing, Maxime IS able to defeat semi-strong enemies 8D
kattokattokattokattokaTTOKATTOKATTOKATTOKATTO!
Re: Narayan Maxime version 1.0 GAMEPLAY COMPLETE! (90% overall complete!)
#30  September 05, 2008, 04:13:39 am
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  • It's not furry you goons, it's anthro! ANTHRO!
If you mash enough buttons fast enough, yes he can. lol.

But I have to remember to keep him relative in strength to the game that I eventally want to create with these characters. Perhaps I'm exaggerating when I think he's overpowered because I don't have any other characters to compare him to.
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 version 1.0 GAMEPLAY COMPLETE! (90% overall complete!)
#31  September 06, 2008, 03:39:32 am
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After a bit of consideration, I've decided to make Maxime's attack strength a little stronger, and downpower his specials in exchange.

Until the next update, please feel free to set his damage to 120%.
Glad to hear, i decided to try him out today and i must say that codewise it's really nice but as far as damage is concerned i'm really disappointed. I do understand that to fast characters shouldn't be too powerful but the value you set are way too low. I did set power to 170 but it was still kind of weak. The level 3 super was too powerful but normal attacks were still non effective really. I would like to see a ko screen while playing your character and not ending all fights with time over message. Good character anyway, i'm just not really sure how you want us to play him to have proper results.
Re: Narayan Maxime version 1.0 GAMEPLAY COMPLETE! (90% overall complete!)
#32  September 06, 2008, 04:03:22 am
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You're supposed to play Maxime as follows:

step 1: IGNORE the damage completely. Focus entirely on stringing together combos, pressuring with his safe rushdown tactics, and building up special (his special guage will build up faster than most characters)

step 2: when an opening presents itself, use his specials, which are all very safe and very effective

step 3: profit

And 170 is WAAAAY too much. I'm still reluctant to put him on 120 as he is now.

There's a balance between power and safety when fighting game characters are concerned. Maxime can pretty much button mash and still hit the opponent eventually. He hardly has to work for his hits providing that he can get in close (and the will o whisps provide you with that)

What's more, he has a tool for just about any situation. You cannot use projectiles against him because of his jet stream parry. You can't get in close unless you have a move that beats out his jab (which starts in 2 frames by the way) You can't block his air comboes because he'll just use a spring jump and knock you down, and you can't cornertrap him because he can use jut stream parry to get behind you and reverse-corner trap.

Speaking of corner traps, Maxime has a very very strong corner trap game. Will-o-whisp coverage + rapid high/low pokes that lead into comboes that lead into boost kick wall slam that leads into an aerial rave.

He has so many options. Use them. Don't complain about his damage output until you've seen how much he can do every time he lands a jab.

One kick from maxime can turn into a combo that will end up dealing almost 1/4 of the opponent's life bar. Considering that two of those will allow you to use a super, and that he can get a jab in pretty much any time he wants due to his safety, and I don't think he does too little damage.

I changed my mind. 120 is still too much.

Lol, I can already imagine how people are going to react once I decide to create my "run-away" styled character. 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.
Last Edit: September 06, 2008, 04:09:24 am by Ryanide
Re: Narayan Maxime version 1.0 GAMEPLAY COMPLETE! (90% overall complete!)
#33  September 06, 2008, 09:18:57 am
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http://www.youtube.com/watch?v=tC2CzW3_xOg

I give an example.

*by the way, the Maxime in this video is currently an unreleased version. Not much has changed though, and this version will be released again soon.*
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 version 1.0 GAMEPLAY COMPLETE! (90% overall complete!)
#34  September 07, 2008, 01:54:32 am
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But, talbain deals more damage than maxine in 3 hits than you managed in 25? Yeah, 120 is too much when the supers get a hold of it. But the basics don't seem to do enough. Raise the damage, add in some dampening. 1 hit on it's own deals a decent amount, but once you've strung 15 or so together the damage is at it's current level.

Fights unless vs turtles should be pretty quick. Not actually hitting for 20 seconds of it and not having half the opponent's lifebar gone yet.


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 version 1.0 GAMEPLAY COMPLETE! (90% overall complete!)
#35  September 07, 2008, 03:05:49 am
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  • It's not furry you goons, it's anthro! ANTHRO!
But, talbain deals more damage than maxine in 3 hits than you managed in 25? Yeah, 120 is too much when the supers get a hold of it. But the basics don't seem to do enough. Raise the damage, add in some dampening. 1 hit on it's own deals a decent amount, but once you've strung 15 or so together the damage is at it's current level.

Fights unless vs turtles should be pretty quick. Not actually hitting for 20 seconds of it and not having half the opponent's lifebar gone yet.

But I also have to account for all the crazy rushdown and mixup options that Maxime has. It's so easy for him to land hits compared to most characters in his style. He has more options than I would dare to give to a character who has higher damage dealing ability.

At the moment it just seems like he can stand there and spam jabs until the cows come home and not be punished for it. I could jack up his damage output and make his attacks less safe, but then he would be just another "speed" character.

I wanted Maxime to be an experiment: something unusual for a fighting game character. I really wanted to create a character who's normals weren't used for damage, but for meter building.

A damage scaling system wouldn't make sense, because if I add that to Maxime, then I would have to add it to all future characters in this series, and so Maxime would still need to be weaker than any of them in terms of damage anyway.

(having said that, I would really love to impliment a damage scaling system as they are very pro. If anyone knows how to make one of those, could they please teach me?)

Just because fights SHOULD be quick, doesn't mean they HAVE to.
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: September 07, 2008, 03:26:18 am by Ryanide
Re: Narayan Maxime version 1.5! Updated with AI, Hitsparks and other fun stuff.
#36  September 14, 2008, 11:49:29 am
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  • It's not furry you goons, it's anthro! ANTHRO!
Updated a bunch of stuff. Version 1.5 blah blah blah.

I DID MUSIC.

and those who wanted damage scaling and stronger basic attacks should be pleased. I finally learned how to apply variables.
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 version 1.5! Updated with AI, Hitsparks and other fun stuff.
#37  September 19, 2008, 08:32:57 am
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  • It's not furry you goons, it's anthro! ANTHRO!
Currently working on the aerial super.

It turned out differently than what intended. Rather than being a simple projectile super, it's now quite a bit more dramatic. I'm thinking of making it an ultimate hyper. Something that can only be performed when you have a full special guage, three rave exceed points and less than 1/3 of your life.
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 version 1.5! Updated with AI, Hitsparks and other fun stuff.
#38  September 19, 2008, 10:46:07 am
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  • King of Sona
just wanted to comment you (and praise you) on how much effort is going to little maxime.
as if the sprites weren't fabulous enough, you are really tuning him afterwards with the coding.
it's really good to see a creator working on his creation from the start and working more even when maxime is already great with his 1. version

so there
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Re: Narayan Maxime version 1.5! Updated with AI, Hitsparks and other fun stuff.
#39  September 19, 2008, 03:42:05 pm
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  • It's not furry you goons, it's anthro! ANTHRO!
just wanted to comment you (and praise you) on how much effort is going to little maxime.
as if the sprites weren't fabulous enough, you are really tuning him afterwards with the coding.
it's really good to see a creator working on his creation from the start and working more even when maxime is already great with his 1. version

so there

Thank you. I want my first mugen character to really be something that I can base all my other ones on, and in the end I want their combined gameplay to be solid enough for me to consider making my own indie fighter outside of Mugen.

Still, I can't wait until I'm done with Maxime. I have a whole set of characters already planned, and I'd love to start work on one of them.

I might reveal sketches of all the characters and let people vote on which one I'll work on next once Maxime is finished.
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 version 1.5! Updated with AI, Hitsparks and other fun stuff.
#40  September 19, 2008, 04:25:28 pm
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This work is amazing.
Re: Narayan Maxime version 1.5! Updated with AI, Hitsparks and other fun stuff.
#41  September 20, 2008, 11:07:28 am
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Just passing you to say that this character is very very good, and you've done an amazing work for your first character. Wonderful sprites and FX, nice combo gameplay, good ideas and good voices.

FLAWLESS VICTORY ! :sugoi:

You just seem to have misaligned the big portrait on the select screen.

Jax

Re: Narayan Maxime version 1.5! Updated with AI, Hitsparks and other fun stuff.
#42  September 20, 2008, 10:41:13 pm
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this character rules!
good job  :sugoi:

FUCK YOU BITCH I'M THE NICEST MOTHERFUCKER YOU'LL EVER FIND IN THIS SHITHOLE AND IF YOU DON'T AGREE WITH ME THEN YOU CAN JUST KILL YOURSELF FOR ALL I CARE.

... FUCK!!
Re: Narayan Maxime version 1.5! Updated with AI, Hitsparks and other fun stuff.
#43  October 14, 2008, 09:26:21 pm
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  • I'mma Luigi, numbara one!
Are these sprites drawn from scratch of did you render them with Cel Shading?

Something just came to mind:  Considering he is effective against Computer players, how can he deal with the once-in-a-blue-moon human player?  If the opponent knows he can work, even a giant like Sentinel can easily defeat him.

Scratch that, Sentinel's fucking cheap to begin with.  Let's say Great Wario.

Anyhow, I hope, HOPE you win an award.  We really don't need any more generic fighters who are unplayable but have LOLZ GWAFFIX to win Gold for 2008.

inb4 Some Admin who thinks he's god when he can't make anything himself.

Needs CvS2 Hitsparks, tune up his damage, make it impossible to chain into other attacks, and give him boobs and rename her Yoko and call yourself Warusaki3.
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#44  October 14, 2008, 10:16:24 pm
  • **
DUDE Maxime is one bad rabbit. Nice Job!
Re: Narayan Maxime version 1.5! Updated with AI, Hitsparks and other fun stuff.
#45  October 14, 2008, 10:18:17 pm
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Are these sprites drawn from scratch of did you render them with Cel Shading?

Something just came to mind:  Considering he is effective against Computer players, how can he deal with the once-in-a-blue-moon human player?  If the opponent knows he can work, even a giant like Sentinel can easily defeat him.

Scratch that, Sentinel's fucking cheap to begin with.  Let's say Great Wario.

Anyhow, I hope, HOPE you win an award.  We really don't need any more generic fighters who are unplayable but have LOLZ GWAFFIX to win Gold for 2008.

inb4 Some Admin who thinks he's god when he can't make anything himself.

Needs CvS2 Hitsparks, tune up his damage, make it impossible to chain into other attacks, and give him boobs and rename her Yoko and call yourself Warusaki3.

Boobs? o_O WTF!!
Re: Narayan Maxime version 1.5! Updated with AI, Hitsparks and other fun stuff.
#46  October 15, 2008, 04:15:35 am
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Are these sprites drawn from scratch of did you render them with Cel Shading?

Something just came to mind:  Considering he is effective against Computer players, how can he deal with the once-in-a-blue-moon human player?  If the opponent knows he can work, even a giant like Sentinel can easily defeat him.

Scratch that, Sentinel's fucking cheap to begin with.  Let's say Great Wario.

Anyhow, I hope, HOPE you win an award.  We really don't need any more generic fighters who are unplayable but have LOLZ GWAFFIX to win Gold for 2008.

inb4 Some Admin who thinks he's god when he can't make anything himself.

Needs CvS2 Hitsparks, tune up his damage, make it impossible to chain into other attacks, and give him boobs and rename her Yoko and call yourself Warusaki3.

Boobs? o_O WTF!!

Not a Maxime with boobs, you goon.  I was just mocking the current perspective of characters.
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Re: Narayan Maxime version 1.5! Updated with AI, Hitsparks and other fun stuff.
#47  October 16, 2008, 01:01:52 pm
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Are these sprites drawn from scratch of did you render them with Cel Shading?

Something just came to mind:  Considering he is effective against Computer players, how can he deal with the once-in-a-blue-moon human player?  If the opponent knows he can work, even a giant like Sentinel can easily defeat him.

Scratch that, Sentinel's fucking cheap to begin with.  Let's say Great Wario.

Anyhow, I hope, HOPE you win an award.  We really don't need any more generic fighters who are unplayable but have LOLZ GWAFFIX to win Gold for 2008.

inb4 Some Admin who thinks he's god when he can't make anything himself.

Needs CvS2 Hitsparks, tune up his damage, make it impossible to chain into other attacks, and give him boobs and rename her Yoko and call yourself Warusaki3.

Maxime is designed with player vs player in mind. Providing that the opponent's character is not a cheap monster, but a balanced character who's also designed for pvp play, then Maxime can definately compete. There's no point in me making characters to compete with computers when I will eventually be using them to create a full game. He's supposed to be a sensible character with sensible strengths and weaknesses. There's no reason he wouldn't fare well against another sensible human-controlled character.

Maxime's strengths are that he's safe, fast and can combo from attacks that are 2 frames in execution, an excellent mixup and pressure game and sports many tools to deal with various threats (he is very hard to barrage with projectiles, since he can just dash past them using his parries) And can use his specials very often because his meter builds so fast. His weaknesses are that he doesn't deal much damage outside of his supers and combos, meaning he's vulnerable against timeouts and characters with good evasive/defensive abilities. Also, if he misses with a super, he's pretty much screwed since he'll have to build meter again to get a KO.

I personally still think that he's a bit 'too good' at this point. In the next patch, I'm going to change his taunt so that it gives him an Exceed point instead of building his special.

And I wish I'd get an award...so far he hasn't even been mentioned once on the Mugen Infantry character of the month thread. :/ But oh well, I should probably be content with the awards he recieved in the BETA stage.

And these sprites are hand drawn. It would be very hard to get that kind of "warp" animation effect using 3D.
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Re: Narayan Maxime version 1.5! Updated with AI, Hitsparks and other fun stuff.
#48  October 16, 2008, 02:33:38 pm
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You don't need awards and Cvs2 hitsparks it's for people who get sucked into the minor expectation of the society and unfortunately there are many people who get infected with that belief. including yours truly. Maxine is fine with how you made him.

Well the Ai thing. about losing to the "Once in a blue moon human"  ??? well that's just AI either way someone is coming out on top in the fight.  :-*

Getting an award? Lol. dont worry about it.

 :sugoi:

Re: Narayan Maxime version 1.5! Updated with AI, Hitsparks and other fun stuff.
#49  October 17, 2008, 06:23:24 pm
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Ah, thanks for the info.

The only things I suggest improving are his hitboxes (most are bigger than he is) and AI, because he will even lose to losers like Dan, despite being much more aggressive than them.

Oh, and the story is too original and very tl;dr (too long; didn't read).  Needs to be more generic, like how he was the child of your generic awesome fighter and some Japanese businesswoman and how he went to Japan to train under Gouken and how Akuma came and killed Gouken and how Vegeta always yells "It's over 9000" every five minutes.



Spoiler, click to toggle visibilty
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Re: Narayan Maxime version 1.5! Updated with AI, Hitsparks and other fun stuff.
#50  October 20, 2008, 05:58:42 am
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Ah, thanks for the info.

The only things I suggest improving are his hitboxes (most are bigger than he is) and AI, because he will even lose to losers like Dan, despite being much more aggressive than them.

Oh, and the story is too original and very tl;dr (too long; didn't read).  Needs to be more generic, like how he was the child of your generic awesome fighter and some Japanese businesswoman and how he went to Japan to train under Gouken and how Akuma came and killed Gouken and how Vegeta always yells "It's over 9000" every five minutes.



Spoiler, click to toggle visibilty

Lol.

And the hitboxes are that way on purpose. He's not supposed to be a hard character to hit. I want him to be able to eat standing punches just like everyone else.
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Last Edit: October 20, 2008, 06:02:00 am by Ryanide
Re: Narayan Maxime version 1.5! Updated with AI, Hitsparks and other fun stuff.
#51  October 20, 2008, 06:00:18 am
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So that means, that if I just wave my hand above someone's head, they will get hit.  Doesn't seem very realistic...
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Trivial knowledge: Anime sucks.
Re: Narayan Maxime version 1.5!
#52  October 23, 2008, 01:28:38 am
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Very well made. Only one problem.
It's been a while since I lost to Arcueid. He seems very week. I raised his atk. to 300 though, and he did way better.
Good job though.
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Re: Narayan Maxime version 1.5! Updated with AI, Hitsparks and other fun stuff.
#53  October 23, 2008, 06:30:47 am
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So that means, that if I just wave my hand above someone's head, they will get hit.  Doesn't seem very realistic...

If you wanted to punch a short guy, you wouldn't just punch above him, you'd adjust your swing a little downwards so that it would hit him.

Same principle 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 version 1.5! Updated with AI, Hitsparks and other fun stuff.
#54  October 23, 2008, 06:44:02 am
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So that means, that if I just wave my hand above someone's head, they will get hit.  Doesn't seem very realistic...

If you wanted to punch a short guy, you wouldn't just punch above him, you'd adjust your swing a little downwards so that it would hit him.

Same principle here.

I know, common sense.  No offense intended, but the collision detection is on par with that of SSBMelee's.  That is, very poor.
No  Dark Sean and Gouken are Good characters
Trivial knowledge: Anime sucks.
Re: Narayan Maxime version 1.5! Updated with AI, Hitsparks and other fun stuff.
#55  October 23, 2008, 07:29:56 am
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So that means, that if I just wave my hand above someone's head, they will get hit.  Doesn't seem very realistic...

If you wanted to punch a short guy, you wouldn't just punch above him, you'd adjust your swing a little downwards so that it would hit him.

Same principle here.

I know, common sense.  No offense intended, but the collision detection is on par with that of SSBMelee's.  That is, very poor.

I would consider generous collission detection to be better than having a character with an unfair advantage against tall players.
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 version 1.5! Updated with AI, Hitsparks and other fun stuff.
#56  October 23, 2008, 08:46:30 pm
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So that means, that if I just wave my hand above someone's head, they will get hit.  Doesn't seem very realistic...

If you wanted to punch a short guy, you wouldn't just punch above him, you'd adjust your swing a little downwards so that it would hit him.

Same principle here.

I know, common sense.  No offense intended, but the collision detection is on par with that of SSBMelee's.  That is, very poor.

I would consider generous collission detection to be better than having a character with an unfair advantage against tall players.

Most all tall characters, save for bosses (such as Apocalypse and Abyss) have crouching attacks, and crouching kicks seem to have the best range, so they really don't have that big of an advantage.

Fun fact:  In MvC2, Servbot was the overall smallest character, but much larger characters like Juggernaut and Sentinel could easily dispose of him.

Then again, it is MvC2, one of the most broken fighters to date.
No  Dark Sean and Gouken are Good characters
Trivial knowledge: Anime sucks.
Re: Narayan Maxime version 1.5! Updated with AI, Hitsparks and other fun stuff.
#57  October 23, 2008, 08:51:10 pm
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Crouching kicks yeah, however most are knockdown or aren't good for comboing so combos that would normally work on all characters, won't work on Maxime.


Not that I don't agree with you that some of the CLSN shouldn't be adjusted, but he has logic behind what he's saying.

Also, on your point about Servbot, they could dispose of him easy because he has ass defense, so...
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Re: Narayan Maxime version 1.5! Updated with AI, Hitsparks and other fun stuff.
#58  October 23, 2008, 08:59:48 pm
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There ya go, Robert.  Smaller = faster but lower health.

If you want him to fare better, resize his collisions and give him less defense or life (life is preferable because most grabs ignore defense).  I'd say about 800, and that's pushing it.  A few hits and he already lost 1/3 of his life.

He could also use some more speed, like some of his attacks have some startup and cooldown, and it's not very balanced considering how weak they are.  His lv1 super also seems to be the most effective of them all, so try to make his Lv2 have HUGE block damage, about 40% (after all, it is a helicopter with missiles) and shorten his Lv3's range, make it so that he can't chain into it, and make it unblockable.

It may sound cheap, but this is the year 2008, where lolis the same size as Maxime can take down advanced martial artists, who were considered cheap in the past no less, without effort.  If this was the early 2000's, then the way he sits would be perfect.
No  Dark Sean and Gouken are Good characters
Trivial knowledge: Anime sucks.
Re: Narayan Maxime version 1.5! Updated with AI, Hitsparks and other fun stuff.
#59  October 23, 2008, 09:22:54 pm
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Maxime's all about knowing what combo's to do when though, so sure, his startup time and such may be bad, but if you know what chains into what, and you got the chance to use a move, use it.

Dumb Touhou characters should not define how Maxime should play, even if they are in abundance.
"With ignorance and arrogance, success is assured."
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Re: Narayan Maxime version 1.5! Updated with AI, Hitsparks and other fun stuff.
#60  October 23, 2008, 09:47:49 pm
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SO I HEARD YOU GUYS ARE COMPLAINING ABOUT COLLISION BOXES.

Re: Narayan Maxime version 1.5! Updated with AI, Hitsparks and other fun stuff.
#61  October 23, 2008, 10:40:06 pm
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You have a Melty Blood character on your roster.

That, and obsessing over freeware games from defunct companies that are older than you is instant fail, so your point is moot.
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Last Edit: October 23, 2008, 10:43:56 pm by Gardevoir
Re: Narayan Maxime version 1.5! Updated with AI, Hitsparks and other fun stuff.
#62  October 23, 2008, 10:42:32 pm
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If you want him to fare better, resize his collisions and give him less defense or life (life is preferable because most grabs ignore defense).  I'd say about 800, and that's pushing it.  A few hits and he already lost 1/3 of his life.
Actually, I found his health falls faster than normal sometimes. Could be me.

Quote
It may sound cheap, but this is the year 2008, where lolis the same size as Maxime can take down advanced martial artists, who were considered cheap in the past no less, without effort.  If this was the early 2000's, then the way he sits would be perfect.
Not all lollies, Komachi, even in her Gold palette, is still nothing.

Also, if he suddenly had the strength to lift terribly heavy gaunlets and could only be stopped by a giant motha f***ing badger, who had to handicap him, wouldn't that make him stronger?
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Re: Narayan Maxime version 1.5! Updated with AI, Hitsparks and other fun stuff.
#63  October 23, 2008, 10:46:36 pm
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MUGEN is a fighting game.

Fighting games need no logic.

And the reason why his HP falls down so fast is because you have the likes of Warcuied (NOT a recolor) and other Melty BS characters.
No  Dark Sean and Gouken are Good characters
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Re: Narayan Maxime version 1.5! Updated with AI, Hitsparks and other fun stuff.
#64  October 23, 2008, 10:59:28 pm
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Re: Narayan Maxime version 1.5! Updated with AI, Hitsparks and other fun stuff.
#65  October 23, 2008, 11:03:38 pm
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And the reason why his HP falls down so fast is because you have the likes of Warcuied (NOT a recolor) and other Melty BS characters.
Actually I don't have Warcueid, or all the Melty Blood characters on my MUGEN, I only try them out. And I don't play as boss tiers either.
Also his defence is normal, just did a re-test.

@ Gardevoir: Since when did you hate Melty Blood, you seemed pretty cool when you heard Captain Falcon was that style?
Yo dog I herd yo and yo dog liked yoyos so we put yo dog in a yoyo so yo can yoyo yo dog while yo dog yoyos dog.
Re: Narayan Maxime version 1.5! Updated with AI, Hitsparks and other fun stuff.
#66  October 24, 2008, 12:27:02 am
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Re: Narayan Maxime version 1.5! Updated with AI, Hitsparks and other fun stuff.
#67  October 24, 2008, 10:46:59 am
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So that means, that if I just wave my hand above someone's head, they will get hit.  Doesn't seem very realistic...

If you wanted to punch a short guy, you wouldn't just punch above him, you'd adjust your swing a little downwards so that it would hit him.

Same principle here.

I know, common sense.  No offense intended, but the collision detection is on par with that of SSBMelee's.  That is, very poor.

I would consider generous collission detection to be better than having a character with an unfair advantage against tall players.

Most all tall characters, save for bosses (such as Apocalypse and Abyss) have crouching attacks, and crouching kicks seem to have the best range, so they really don't have that big of an advantage.

Fun fact:  In MvC2, Servbot was the overall smallest character, but much larger characters like Juggernaut and Sentinel could easily dispose of him.

Then again, it is MvC2, one of the most broken fighters to date.

The problem with limiting an opponent to crouching attacks is that most crouching attacks can just be blocked low. This means that you can avoid most problems by just ducking and blocking. Maxime is also not supposed to be a "fast but low defense" character. he's supposed to be a normal defense, fast, safe and low-damage character.

Maxime's startups aren't bad at all. 2 frames is all it takes to execute a jab, and that can be mixed up with a low jab meaning that you will land a jab pretty much every time you're close to an opponent. From a jab, you can usually deal about 1/5 of a lifebar's worth of damage, and only 2 of those will give you enough special to use his level 1 super, which may I remind you, is fast, covers the length of the screen, and drains the opponent's special. It also allows you to taunt after you land it with no chance of being interrupted, meaning you get half of the special back. His other lunging attacks like the boost kick or 66C leave you at a frame advantage if the opponent blocks them.

His attacks are also very safe on block. He can essentially just spam his normals and not have to worry about being counterattacked with few exceptions. If I make his times any more leniant, he'll be able to keep the opponent in blockstun for as long as he wants. His blockstrings are already long and he gets chip special, so that's not a good idea. His will-o-whisps basically allow for all sorts of mix-ups and force the opponent to play defensive the whole time they're out, since they can't be worked around or attacked. Maxime can then cross up with an air dash, or springjump them to prevent blockstun, or use the stun from the projectile to cut off the afterlag of his less safe attacks, taunt, etc.

This is not even bringing up the various parries and things that he has. As I said before, using projectiles against Maxime is a bad idea, because he can just scoot past them with his rush parry and he gets a boost in special too.

His level 2 super is really fast and basically impossible to avoid. Making it do any more chip damage would just be stupid, especially since Maxime's special builds faster than the average character

As for the level 3 super, there is no way I'm ever going to make it unblockable. Unblockable supers are always a bad idea. they're either a) broken and too hard to avoid if set up correctly or b) too easy to avoid because they're slow or can't be set up for

I consider leniant hitboxes to be good, being an avid fan of Melty blood and Smash bros, I think meaty hitboxes are important for the gameplay. Characters should not have to rely on being small to avoid damage.

Also, have you ever wondered why so many modern fighters suck? It's because they aren't balanced and are therefore not competitive. I'm going to keep my characters sensible and am not stooping to overpowering them. Maxime is overpowered as he is anyway. I wanted him to be a more technical character and harder to play, but his game basically comes down to jab > combo. I'm seriously considering lowering his damage output again for the next version. I'm going to make his will-o-whisps duckable too, but that's still going to leave the opponent open for a mid attack if they try that.

Gardevoir, you don't seem to know what I'm going for here, nor do you seem to be playing my character properly. So stop correcting people and bashing Melty Blood, which is a highly respectable and balanced doujin game.

Keep in mind that I'm building Maxime with my own doujin in mind. I don't care about BS characters like Giant Apocalypse and Shining Magic Girl Dance Flying Super Electro-charged Orochi Rare God Invincible Farting Iori Magneto. Maxime is not designed to compete with Mugen characters, but realistic characters who are balanced for PvsP.

I appreciate your input, but please look deeper than just the damage he deals.
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: October 24, 2008, 11:32:10 am by Ryanide
Re: Narayan Maxime version 1.5! Updated with AI, Hitsparks and other fun stuff.
#68  October 24, 2008, 11:25:32 am
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If you want him to fare better, resize his collisions and give him less defense or life (life is preferable because most grabs ignore defense).  I'd say about 800, and that's pushing it.  A few hits and he already lost 1/3 of his life.
Actually, I found his health falls faster than normal sometimes. Could be me.

Quote
It may sound cheap, but this is the year 2008, where lolis the same size as Maxime can take down advanced martial artists, who were considered cheap in the past no less, without effort.  If this was the early 2000's, then the way he sits would be perfect.
Not all lollies, Komachi, even in her Gold palette, is still nothing.

Also, if he suddenly had the strength to lift terribly heavy gaunlets and could only be stopped by a giant motha f***ing badger, who had to handicap him, wouldn't that make him stronger?

It did make him stronger. Doesn't that say something about how weak rabbits are in Maxime's world? XD

But seriously, I did state that while the Hunter's claws provided Maxime with lifting force and speed, they couldn't do much to improve his power. They essentially put him in the league of a small-scale predator. Still no match for a badger. (Irl, badgers are incredibly strong and can bite through a human arm or something crazy like that)
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 version 1.5! Updated with AI, Hitsparks and other fun stuff.
#69  October 24, 2008, 12:09:02 pm
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Well, first, say to you as Maxime is one of my favorite Mugen character; Nice gameplay, good profile and story, nice graphic and sound (He look better in Hi-Res Mugen) and i'm love as he looking furious and cute to the same time.

But i'm find some bugs whit 2 of his Hypers. Some characters freenze animation when Maxime use Edge Master or Chopper Time whit they, or not take the damage of the final slash.

Also, if Maxime use Edge Master in Simul mode, and one or both enemy keeps whit energy, happens some very weird... one of the enemy loose all his/her colision boxes, and can not be attacked, but he/she
neither attack. Some seconds more later, the character return to normal.

I'm new in Mugen and not know as programing code, but seem the Edge Master bug usually happen if the other character not has the Dizzy State.

I'm hope you can improve Maxime soon (More movelist mostly, his actual strength seem suitable for the character) and my apologizes for the bad English.


Re: Narayan Maxime version 1.5! Updated with AI, Hitsparks and other fun stuff.
#70  October 24, 2008, 06:41:56 pm
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So stop correcting people and bashing Melty Blood, which is a highly respectable and balanced doujin game.

HAHAHAHAHA!  I take it you also find Street Fighter:  Rainbow Edition balanced as well, huh?
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Last Edit: October 24, 2008, 07:10:38 pm by Gardevoir
Re: Narayan Maxime version 1.5! Updated with AI, Hitsparks and other fun stuff.
#71  October 24, 2008, 10:33:08 pm
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It was not my intention to start an argument about people's definition of "balance", all I did was show an example of collision boxes from a commercial game.  If you'd like to expound on why Melty Blood is unbalanced I suggest you start a new thread.
Re: Narayan Maxime version 1.5! Updated with AI, Hitsparks and other fun stuff.
#72  October 25, 2008, 03:34:49 am
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It did make him stronger. Doesn't that say something about how weak rabbits are in Maxime's world? XD

But seriously, I did state that while the Hunter's claws provided Maxime with lifting force and speed, they couldn't do much to improve his power. They essentially put him in the league of a small-scale predator. Still no match for a badger. (Irl, badgers are incredibly strong and can bite through a human arm or something crazy like that)

Okay, just checking.
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Re: Narayan Maxime version 1.5! Updated with AI, Hitsparks and other fun stuff.
#73  October 25, 2008, 07:05:13 am
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Didn't mean to, but you should've use a better example than Melty Blood.
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Re: Narayan Maxime version 1.5! Updated with AI, Hitsparks and other fun stuff.
#74  October 29, 2008, 01:42:16 am
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There's really nothing wrong with Melty Blood. Last time I checked, only a select few characters were considered unplayable, and even then Neko Arc Chaos managed to do decently well despite being a joke character.

Another thing worth considering (that everybody seems to forget about) is that Maxime can shove out of blockstrings with a sacrifice of 200 special, and then combo immediately. For Maxime, 200 special is really nothing, which means that most of the time he's safe against blockstrings if you know what you're doing. I'm thinking of changing this in the next update to make it burn off a Rave Exceed point instead of consuming special, and his taunt will also build rave exceed.

I might allow him to start the match with one RE point.

We'll see about his damage output once his RE system is complete and he has attacks that make use of them.

Hykeush, thanks for the feedback on his bugs. Edge Master is a bit tricky for me, since it requires the opponent to be in a dizzy state. I guess I could fix this by making a custom state for the character, but then it will bug up on characters who can't be put into custom states.

Maxime isn't really designed with "abnormal" opponents in mind, so I don't really bother thinking of stuff like that. If you play him against characters without dizzy states or who can't be put into custom states then there may be some bugs.

I don't know why the Chopper would be freezing the opponent though...I'll have to look into that.
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 version 1.5! Updated with AI, Hitsparks and other fun stuff.
#75  October 29, 2008, 11:40:57 pm
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We'll see about his damage output once his RE system is complete and he has attacks that make use of them.

I don't know why the Chopper would be freezing the opponent though...I'll have to look into that.
Well I can wait to see him completely finished.

Quote
There's really nothing wrong with Melty Blood. Last time I checked, only a select few characters were considered unplayable, and even then Neko Arc Chaos managed to do decently well despite being a joke character

In case anyone cares, pretty much all the Arcueids (excluding Chotto-Komaru's and Dark A.) were boss tier. That and any character with "_T" at the end.

Yo dog I herd yo and yo dog liked yoyos so we put yo dog in a yoyo so yo can yoyo yo dog while yo dog yoyos dog.
Re: Narayan Maxime version 1.5! Updated with AI, Hitsparks and other fun stuff.
#76  October 30, 2008, 12:48:35 am
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That's like making Ryu, the basic character, a boss tier character.  :V

Next thing we'll know is seeing Dan Hibiki completely overpower everyone else.
No  Dark Sean and Gouken are Good characters
Trivial knowledge: Anime sucks.
They made Dan Hibiki good.
#77  October 30, 2008, 12:50:23 am
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  • YOMI
    • www.justnopoint.com/lbends
SvC:Chaos was a fun, fun game...
Re: Narayan Maxime version 1.5! Updated with AI, Hitsparks and other fun stuff.
#78  October 30, 2008, 12:54:10 am
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  • I'mma Luigi, numbara one!
Dan was a boss, but I don't think he was boss strong.

And by the way, SvC got nothing on Melty Blood.
No  Dark Sean and Gouken are Good characters
Trivial knowledge: Anime sucks.
Re: Narayan Maxime version 1.5! Updated with AI, Hitsparks and other fun stuff.
#79  October 30, 2008, 01:03:48 am
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  • What stop sign, officer?
Re: Narayan Maxime version 1.5! Updated with AI, Hitsparks and other fun stuff.
#80  October 30, 2008, 01:06:31 am
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  • I'mma Luigi, numbara one!
In a real game, I'm referring to.

By the way, I was the one who introduced The_None to DBZ Dan.
No  Dark Sean and Gouken are Good characters
Trivial knowledge: Anime sucks.