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Narayan Maxime version 1.5! Updated with AI, Hitsparks and other fun stuff. (Read 29494 times)

Started by Ryanide, August 28, 2008, 12:58:58 am
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Re: Narayan Maxime version 1.0 GAMEPLAY COMPLETE! (90% overall complete!)
#21  September 01, 2008, 01:16:44 am
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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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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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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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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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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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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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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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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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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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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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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.