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Narayan Maxime W.I.P. (Original Character) (Read 12114 times)

Started by Ryanide, November 14, 2007, 09:29:59 am
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Narayan Maxime W.I.P. (Original Character)
#1  November 14, 2007, 09:29:59 am
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  • It's not furry you goons, it's anthro! ANTHRO!

Current released version: 1.5

Progress since release: Rave bar System and Rave Exceed points.

Currently working on: Rave breaker (burst), Rave Special, guard break, striker
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 16, 2008, 01:45:25 pm by Ryanide
Re: Narayan Maxime W.I.P. (Original Character)
#2  November 14, 2007, 01:25:12 pm
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Nice animations, although they have some weird outlines sometimes, AND being resized to 0.65 makes them look very bad.  I'd suggest you to make a doubleres character instead of scaling the character.

The yellow 'star' spark in the character is fugly though. :-X
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Re: Narayan Maxime W.I.P. (Original Character)
#3  November 14, 2007, 01:37:54 pm
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I wanted to keep the original feel of the animation, which has no outlines on the characters and lots of cheap star effects. XD but you're right, it's just a filler for the time being.

As for the resize, I don't like it either, I realized his sprites were too big only after I'd created a lot of them, but to replace all his sprites with doubleres versions is going to be a huge pain.
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 W.I.P. (Original Character)
#4  November 14, 2007, 01:51:35 pm
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Actually just going with .5/.5 values for the scaling leaves him still a very managable size (and much more suitable, because the current size you're going with makes him look more like an enormous teddy bear from hell, and save for the enormous bit D-Momo has that niche sorta covered) His bulk would work better with that size anyway probably.

Shall you be needing hosting?
Re: Narayan Maxime W.I.P. (Original Character)
#5  November 14, 2007, 04:40:59 pm
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I like your character, good luck with him, I know he will be a great char if you finished well ;)

Some things I want to say you about Maxime:
-resize or crop his big portrait to 120x140 to fit better with MUGEN
-about his voice, what do you have planning for him? what kind of voice do you want for this character? maybe use your own modified voice for him
-I really like the helicopter attack super, awesome :D
Re: Narayan Maxime W.I.P. (Original Character)
#6  November 14, 2007, 11:52:47 pm
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Yeah, resizing to 0.5 is an idea, but I did't want him to be too small either (lol) but it's the sprite quality that's an issue here. x_x What do I do? Do I resize all the fla. animations, export them to PNGs and turn them into pcx files again? Ugh.

Thanks for the feedback! For his voice, I'm thinking a scrappy Klonoa-style voice with a slight accent. I should be able to do it myself.

And thanks, I'm pretty pleased with how the chopper attack turned out.

oh, and hosting would be very nice, thangyou. :)
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 15, 2007, 12:17:21 am by Ryanide
Re: Narayan Maxime W.I.P. (Original Character)
#7  November 15, 2007, 01:07:10 am
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I've decided that 0.5 is just too small for his sprite size. It needs to be at least 0.6 of the original. :( I guess I'm going to try to resize all of his sprites in their PNG form first and then replace them. Talk about tedious.
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 W.I.P. (Original Character)
#8  November 15, 2007, 01:19:44 am
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my opinion
i like maxime more .5,.5

it makes him more adorable but harder to hit, plus the fact of his parries makes him a fun char
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Re: Narayan Maxime W.I.P. (Original Character)
#9  November 15, 2007, 01:52:26 am
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  • It's not furry you goons, it's anthro! ANTHRO!
Hehe, I don't want him to be harder to hit than a normal character though. 0.5 is just too small. I'm currently resizing all his sprites to 0.65 like they're supposed to be. ;) As an anthro rabbit, he should come up just past a real human's waist in height.

He'll have plenty more parries when I get around to giving him more attacks, too.
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 15, 2007, 02:06:34 am by Ryanide
Re: Narayan Maxime W.I.P. (Original Character)
#10  November 15, 2007, 02:03:48 am
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Actually I know it seems like you're getting pestered by this, but really .5 does put him at the most optimal side: he isn't too hard to hit, and doesn't look out of place, without a bit of detail loss to boot (the overall effect in DR4 mugen making him look a bit more akin to art in motion). Plus there is the mentioned adorable yet deadly factor you pick up at this size.

.6...just seems too big for a character like this...
Re: Narayan Maxime W.I.P. (Original Character)
#11  November 15, 2007, 02:10:58 am
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im just letting you know my work is open source [except for the sprites and kirby ((need permission for kirby, just let me know and ill let you know what code you can use from kirby))] also if you have any questions feel free to ask me


(i dont approve of using code without permission though so make sure you can get the permission from the authors you got the code from ((unless they are open source)))
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Re: Narayan Maxime W.I.P. (Original Character)
#12  November 15, 2007, 02:21:17 am
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*grumble grumble*

0.55 is the smallest I'm prepared to officially make this character.

Should I still replace all his sprites with new unscaled versions though? Or is it fine just being scaled to 0.55?

Thanks, I'll take a look at that Kirby, although I haven't been blatantly copying code outright. All the code that I borrowed has been only used as a base and I have attempted to modify it heavily.
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 W.I.P. (Original Character)
#13  November 15, 2007, 02:42:29 am
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    • randomselect.piiym-net.com/
Leaving it scaled at .55 gives crisp results, and should be fine. Modifying the sprites instead would be unnecessary and hurt some of the effect you want.
Re: Narayan Maxime W.I.P. (Original Character)
#14  November 15, 2007, 03:14:49 am
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Umm...you ARE using DoubleRes = 4, right? Just checking.

BTW.

YES!! YES!! YESS!!!!! You're back! :D

I loved this character back when you originally posted his WIP in "old" Guild. Awesome, truly awesome progress. I hope you can refine him to be as awesome as your flashes, even though he's awesome now. :D

Just make sure you get some technical stuff done like spark alignment, possibly making your own hitsparks, and making sure sounds are in the right place and bugs are few to non-existent.

Sorry, I'm really picky about that stuff. :P

Good luck!

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My MUGEN shit:
MvC2 Tron Bonne, MvC Kim Kaphwan, Barns (Destruction Desire),
and Burai Yamamoto (Arranged)
Re: Narayan Maxime W.I.P. (Original Character)
#15  November 15, 2007, 03:18:20 am
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Oh... my... I really love the idea of this char. The animations are just beautiful, not to mention the sprite work :tearsofjoy:
Re: Narayan Maxime W.I.P. (Original Character)
#16  November 15, 2007, 03:22:58 am
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The animations somehow scream "CELL SHADED!!!!" to me... and that's a good thing. Looks nice, and I can't wait to see the finished product.

Show Me Your Moves!
Re: Narayan Maxime W.I.P. (Original Character)
#17  November 15, 2007, 03:29:33 am
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Umm...you ARE using DoubleRes = 4, right? Just checking.

Errm...*checks*

No, I wasn't 0_0. Holy cow, everything is so much crisper now and the size issue is NOT a problem! Facepalmfacepalmfacepalm!!!

Spark alignment and all that stuff will be coming after I've done his attacks. I've already made one custom hitspark for him but so far the feedback on it has been negative. :p I guess I'll have to make it snazzier.

I'm really picky about bugs too. I spent ages testing his parry against aerial opponents. For a while, it caused certain characters to revert to state 0 in the air if they had specific pause times on their hits. I managed to fix it 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 W.I.P. (Original Character)
#18  November 15, 2007, 03:31:16 am
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The animations somehow scream "CELL SHADED!!!!" to me... and that's a good thing. Looks nice, and I can't wait to see the finished product.

Thank you. They are done using Flash and with that I can manage to get some nice, crisp vectors for the sprites. The lack of outlines is a carry-on from the original Electospastic animation style and I decided to keep it for Mugen.
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 W.I.P. (Original Character)
#19  November 15, 2007, 03:32:58 am
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stuff

Well, glad I could help. :)

Glad you actually TEST your characters too. :sugoi:

Well, I'm sure whatever you do, he'll be great. He's a great character now, with some minor first-timer issues that can always easily be fixed. The button layout is a little strange though, but I guess that's a job for button Remap.  ;P

I hope you learn a lot from this. I hope you can also make some of your other characters from that your Flash, too. Personally, I would like to see the green capoeira user the most. :D

                  ~*The Last Quincy*~         ~Sig by [TempesT]
My MUGEN shit:
MvC2 Tron Bonne, MvC Kim Kaphwan, Barns (Destruction Desire),
and Burai Yamamoto (Arranged)

DMK

Re: Narayan Maxime W.I.P. (Original Character)
#20  November 15, 2007, 03:33:34 am
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The character is beautiful.

The animations are down right seemless.

The moves quality go right along with the sprites.

Not letting the sprites being the overpowering statement of the character either.

And if he's only alpha I can't wait to see a beta version of him.

P.S. the helicopter move is beyond kickass.  :sugoi:
Re: Narayan Maxime W.I.P. (Original Character)
#21  November 15, 2007, 03:50:46 am
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Heheh thanks! This is all most encouraging. Glad everyone likes the helicopter special. I'll try to make his other hypers just as crazy when I get round to making them.
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 W.I.P. (Original Character)
#22  November 15, 2007, 03:54:47 am
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wow. This looks promising. Hopw to see more of this char.
It's true that if you own a PS3 then all arguments made by those who don't have one are invalid.
Re: Narayan Maxime W.I.P. (Original Character)
#23  November 15, 2007, 04:02:13 am
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Currently I'm adding a combo to his weak kick. Mashing the B button will cause him to deliver a series of kicks instead of just one if the first kick connects, however you can't combo anything out of them except for quicksilver and cosmic nip, meaning you can't do any punches or low attacks until the combo ends. This is to prevent ground infinites.
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 W.I.P. (Original Character)
#24  November 15, 2007, 05:03:08 am
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nice to see you put thought in that attack

adding moves to a char is 1 thing
but actually thinking it over how to balance it out with the rest of the moveset is another

and btw, i also like the helicopter attack alot
it's tweaked very well
Spoiler, click to toggle visibilty

Quote
Lord Canti Says:
i was playing FFVII and I accidently named Red XIII Cyanide D:

card sagas wars is gonna own put this in your signature if you agree

old avy http://i36.tinypic.com/scgkmh.png
oversized signature! please read the rules
Re: Narayan Maxime W.I.P. (Original Character)
#25  November 15, 2007, 06:54:35 am
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Found a bug, if a character blocks the helicopter super, they stay blocking forever.

                  ~*The Last Quincy*~         ~Sig by [TempesT]
My MUGEN shit:
MvC2 Tron Bonne, MvC Kim Kaphwan, Barns (Destruction Desire),
and Burai Yamamoto (Arranged)
Re: Narayan Maxime W.I.P. (Original Character)
#26  November 15, 2007, 07:49:53 am
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That didn't happen to me, check with a couple others, mine all drop out no worries. You may need to update your common1.cns for the guarding fix.

Ok this i like, the design appeals to me, it's midway between full chibi and regular, more like the pocket capcom characters. Except not SD style. Attacks are clever and smooth.

Your readme is a little wrong, throw is Y not Z, minor nitpick.

Coming out of quicksilver takes a little more effort than i'd like for a character designed to be combo heavy. Juggling with the beam on 3000 power will cause about 500 damage. Quite a lot really, specially if he gains as fast as you say he will.

Your beam could stand to be cropped, if the black BG is there for effect purposes, use bgpalfx instead. It takes up no space in the sff file. You can set it to any colour you like and no need to worry about sprite priority cos it's a piece of mugen code. You can then apply A transparency on it to make it look nice. Course i haven't checked on your code so you may be doing that already, could still be cropped though  ;P

You'll need to move some of your FX to compensate for the scaling. That or multiply their position by const(size.yscale)

This is definitely what i like to see with a new piece of work from someone who hasn't made something before, you've researched thoroughly, it's not "just an idea" you're aiming to do everything yourself. In addition it feels solid now.

I await neat slashy blade type sparks.


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 W.I.P. (Original Character)
#27  November 15, 2007, 07:51:14 am
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  • It's not furry you goons, it's anthro! ANTHRO!
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 W.I.P. (Original Character)
#28  November 15, 2007, 08:09:34 am
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Cyanide, thanks for the great feedback.

I was kind of worried about that Spirit cannon x3 combo, but I don't want to downpower it at all. Is there some way I can make it decrease in power if it's used to combo like that?

Also, do you mean I should decrease quicksilver's lag? Because you can combo tiger claw or another quicksilver after the launch (it has a large stun time), or move in for a pokefest. I do want it to be a punishable attack.
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 W.I.P. (Original Character)
#29  November 15, 2007, 08:30:23 am
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Actually i meant in terms of jumping into the combo afterwards. It's difficult to time correctly. Lag time leaving you open is good and a neccessary vulnerability. Just in terms of once hit you could possibly allow the ability to jump sooner. Would feel smoother.

Is the beam a helper? That can make things difficult for combo's and dampening.

Personally, i'd suggest not letting it juggle. The beam is pretty fast and should be easy to hit with. If not, you'll have to set up some parent redirect variables to tone down the damage on the second and 3rd beam. The beams would add to a variable at the end of their state. If they find the variable is 2 then they set it to 0.

To explain that. Beam 1, does it's thing on full damage then sets the variable to 1 at the end. Beam 2 checks the variable and lowers it's damage accordingly. Then sets the variable to 2, beam 3 checks the variable, lowers it's damage again, then resets the variable to 0.

Maxime uses a state -2 to check on p2movetype = H when the helper is not on screen. He'll then reset the var to 0 himself so as to get full power out of his next beam.

There's probably a better way involving math and more cleverness but that will balance it out for the moment.


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 W.I.P. (Original Character)
#30  November 15, 2007, 08:38:58 am
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I know, I'll make the beam take up a load of juggle points. Just enough so that you can only combo 2 in a row. Or I'll allow it to juggle and just make it weaker. :)

As for quicksilver, I see what you mean. How would I set it to allow you to jump after a non-guarded hit? Perhaps trigger ctrl =1 when the opponent's statetype is A?
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 W.I.P. (Original Character)
#31  November 15, 2007, 09:45:40 am
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i would suggest you allow cancelling into state 40 when movecontact && uniqhitcount = 2 If uniqhitcount is confusing, give the second hit an ID and !numtarget(ID) instead of uniqhitcount.

If you'd like it to increase the lagtime before you can jump, movecontact > 10 will also work.

Err make that movehit, i'm going to assume you don't want maxime to be able to dodge if the attack is guarded.


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 W.I.P. (Original Character)
#32  November 15, 2007, 11:07:22 am
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  • It's not furry you goons, it's anthro! ANTHRO!
Done it and it works like a charm. You can now ZOOM into the air with the launched opponent the minute they leave the ground.

Thanks for your help, Cyanide. It certainly gives him much more of a speedy feel!
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 W.I.P. (Original Character)
#33  November 15, 2007, 12:08:57 pm
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New attack: Iron Foxtrot.

I've decided to make this a single attack instead of a group of smaller ones. The command is still hammer the b button and it can combo from the regular kick, but you can't interrupt this attack with any move besides Quicksilver and Cosmic nip, so no weak punches into the mix and no low attacks!

I'll add this to the next alpha release, along with more moves once they're done.
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 W.I.P. (Original Character)
#34  November 15, 2007, 12:43:28 pm
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Edit: I fixed the jump from quicksilver problem I posted just earlier.

However using IDs may be a better idea, since if you miss with the first hit of Quicksilver, you won't be able to jump if the move hits with the second hit and not the first.
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 15, 2007, 12:55:24 pm by Ryanide
Re: Narayan Maxime W.I.P. (Original Character)
#35  November 15, 2007, 12:51:29 pm
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Can you post your triggers from the CMD for the move you're talking about ? (the one displaying even if you don't press anything)

Also, try using the modify button instead of triple posting. ;)

I took a look at the vid but haven't tested the char yet. The graphics and anims are really nice, and he seems very interesting gameplay-wise. I just hope that not too much button smashing will be involved. Other than that, everything looks fabulous for now. Definitely a WIP to look forward to. :)
Re: Narayan Maxime W.I.P. (Original Character)
#36  November 15, 2007, 10:43:48 pm
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i love the internet, full of trolls and idiots, among other people like whiney kids.

no wonder why the internet is full of followers who do anything just to get 5 minutes of fame

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Re: Narayan Maxime W.I.P. (Original Character)
#37  November 15, 2007, 11:05:12 pm
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it's normal for files not to be downloadable in the projects area, this is mostly to gather ideas and hsow our works in progress.
Re: Narayan Maxime W.I.P. (Original Character)
#38  November 15, 2007, 11:07:18 pm
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  • It's not furry you goons, it's anthro! ANTHRO!
Oh right, I suppose I'll take down the link then.
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 W.I.P. (Original Character)
#39  November 15, 2007, 11:11:48 pm
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Oh dont worry Ryanide, it wasnt aimed at you, its just to calm whoever gets all stressed to get them.
You are free to allow whoever you want to see whatever you want to show them, as long as both parties are of consenting age.
Keep up the good work.
Re: Narayan Maxime W.I.P. (Original Character)
#40  November 16, 2007, 12:42:11 am
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I posted his downloadable data in the releases section instead of here.

Demitri: unfortunately, I do want him to be a Shiki Tohno style character, meaning lots and lots of noisy button smashing. XD But I am making sure to give him some technical moves too. He'll have a load of parries and longer commands to balance out the spasm action.

Edit: I found a bug! If Maxime uses his normal parry to block a helper, it creates an instance of the parent character that just hangs in the air for a while. How would I prevent this? Perhaps I should try to set a variable?
A magical force-field surrounding a brick in an iron vault...even if the security is breached, the thieves are bound to be disappointed.
Last Edit: November 16, 2007, 12:48:08 am by Ryanide
Re: Narayan Maxime W.I.P. (Original Character)
#41  November 16, 2007, 01:59:06 am
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    • New Zealand
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This ought to work. If you send them to a custom state first, do a check on ishelper for a destroyself inside it.

People coding helpers (me included) should really remember to either block out move reversals or have the helper die if it travels through the common states.


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 W.I.P. (Original Character)
#42  November 16, 2007, 02:05:42 am
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  • It's not furry you goons, it's anthro! ANTHRO!
Thank you. How exactly do I do a check for something like that? I'll play around with it a bit, but do you know any characters that I could look at (or you could give me an example) so I can get the correct syntax?
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 W.I.P. (Original Character)
#43  November 16, 2007, 02:08:51 am
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Simple enough. Lets say your reversaldef sends my helper to the guard crush state and label that state 666.

Within 666 we have the destroyself sctrl

trigger1 = ishelper

is all we should need for the helper to go away if it enters that state. If not, it's actually your opponents fault for not preventing cancels or removing them as an issue.


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 W.I.P. (Original Character)
#44  November 16, 2007, 02:26:35 am
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  • It's not furry you goons, it's anthro! ANTHRO!
Thanks. It works fine, but it causes the helpers to disappear completely. It looks quite bizarre. XD

I guess I would have preferred to have them continue on with their actions as if nothing had happened, like when Ella reversals someone's helpers. But I can work on that later. At the moment it does what it needs to do.

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 W.I.P. (Original Character)
#45  November 16, 2007, 03:41:51 am
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    • New Zealand
    • network.mugenguild.com/cyanide/
Ella's reversal may not use the p2stateno part of it.


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 W.I.P. (Original Character)
#46  November 17, 2007, 03:43:48 am
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I just gave him a low kick to go with his low punch. It's like the one Shiki Tohno has and it can be canceled into cosmic nip (of course)

What would we rather I work on first?

1) full set of basic air attacks
2) full set of basic crouch attacks
3) another super (claw)
4) projectiles/helpers

?
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 W.I.P. (Original Character)
#47  November 17, 2007, 03:48:57 am
  • ******
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    • New Zealand
    • network.mugenguild.com/cyanide/
It's often best to find your own method. Some people go, basics>specials>supers, other people bounce all over the place. I do basics and reward myself for effort by doing a special or super occasionally because they're more fun to code.

Find out what works for you. Just remember that eventually you'll need to have everything done.


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 W.I.P. (Original Character)
#48  November 17, 2007, 03:49:19 am
  • ****
  • Aka ShadesTeam/Zeckle
what ever you prefer, when i code i tend to do crouching then air attacks, but some people doit air then crouching, its really up to you XD
(i do recomend the basics first though)
Shades 2 site:Shades of Manhattan
Re: Narayan Maxime W.I.P. (Original Character)
#49  November 17, 2007, 03:55:17 am
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Considering that Quicksilver is one of his most important moves right now, I think I'll work on his aerials first, and also an air dash.
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 W.I.P. (Original Character)
#50  November 18, 2007, 05:29:52 pm
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  • JOY TO THE INTENET! ELECBYTE IS BACK!
my bad srry i just got confused 4 som reason about the download   :sugoi:
i love the internet, full of trolls and idiots, among other people like whiney kids.

no wonder why the internet is full of followers who do anything just to get 5 minutes of fame

lolihavesanity
Re: Narayan Maxime W.I.P. (Original Character)
#51  November 19, 2007, 02:54:54 am
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I've found a weird glitch, but I don't know if it's my mistake or part of the game:

I've given Maxime two more aerial moves, a flying kick and another attack that hits 3 times. When facing Mauru, I canceled the kick into the 3-hit attack and he blocked all of the hits. Both of us froze and I was rapidly hitting him in a constant loop while his block special was going up all the time. I couldn't get it to un-freeze.

I tried to do this to other characters, but it just didn't happen. Ella, Shiki Tohno, Talbain, Shuma Gorath and Cinnamon all took the hits just fine. It's only Mauru who freezes up from this blocked combo.

Anyone have an idea why this is?

PROGRESS: I added 3 aerial attacks + air dashes and a second low attack. I'm working on a basic projectile right now.

Maxime's basic projectiles are hardly going to be abusable. They're slow and take a while to start after he sets them down and don't do much damage. However, since the move actually starts after his summoning animation is finished, he can use them to set up traps and pressure the opponent on the ground, much like Alice's dolls from IaMP, or Bridget's yo-yos.
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 W.I.P. (Original Character)
#52  November 19, 2007, 03:42:48 am
  • ******
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  • I am the eye of the storm to come!
    • New Zealand
    • network.mugenguild.com/cyanide/
If maxime is designed to end the move when animtime = 0 then it's a problem with mauru. Not your problem or fault.


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 W.I.P. (Original Character)
#53  November 19, 2007, 03:53:18 am
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Well the final two frames of the attack loop, so I didn't need a state ender. There's no hitboxes during those frames though.

EDIT: problem solved, it was a stray "ignorehitpause = 1" that shouldn't have been there.
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 19, 2007, 03:57:35 am by Ryanide
Re: Narayan Maxime W.I.P. (Original Character)
#54  November 19, 2007, 12:58:05 pm
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  • It's not furry you goons, it's anthro! ANTHRO!
UPDATED:

Check out the releases section for the latest alpha of Maxime, now with air dash and projectile goodness.
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 W.I.P. (Original Character)
#55  November 21, 2007, 02:56:10 am
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  • This is how I rock...!
One question comes to mind before I download this awesomeness (well, actually two):

1) What are you going to do for his voice? Are you gonna use your own, rip it from a current character out in circulation, or what?

2) Since you said he was inspired from a flash series you're actually creating (which I want to check out as well) does this mean we'll see even more of the series' characters duking it out?

3) If yes to #2, will you include them in a full-game release a la Melty Blood?

Oops, sneaked in a third one...

Anyway, look forward to downloading this and seeing more progress done.

Show Me Your Moves!
Re: Narayan Maxime W.I.P. (Original Character)
#56  November 21, 2007, 05:29:42 am
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  • It's not furry you goons, it's anthro! ANTHRO!
1) I'm pretty confident I'll be able to do his voice on my own. It should be OK if I force a Japanese accent over my Aussie one. XD

2) Well this isn't *entirely* true. "Electrospastic" is a flash series that I've been working on and off lately which is animated in the same style as Maxime here. He's from the same universe as the Electrospastic story. However, Maxime's storyline "Fort Glen" was designed especially for Mugen, and is only a side-story to Electrospastic. I probably won't be doing any story animations for Maxime's tale. At most, a comic. Nevertheless, I'll probably make a few more characters from Fort Glen (most likely Sister Awesome, Concretewolf or Lorrythesouth-pacificOctopusWhoSavedTheWorldTwoandaHalfTimesFromEvilRebornAllonHisOwnAccord) if I get time after Maxime is finished.
If not, I'll definately be making any other one of my characters from my other stories after Maxime is done. Probably Wes from Dendyn Dynasties or the duo from Two Heroes. Possibly Team Destruction Force Hyper, since their sprites are super easy to make.

3) maybe. Since Mugen is abandonware, doing something like that would be kind of a waste of time, though. At least I'll still have the sprites. I might be able to get a good programmer to help me re-make them for a legal engine. But I'm already working on a home-made game called Cherub Felines, which is a 2D side-scrolling beat-em-up in the style of Ragnarok Offline.
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 W.I.P. (Original Character)
#57  November 21, 2007, 10:57:48 am
  • ****
  • Now your gonna feel my hooks! OH YEAH!!
Just a word of advice, you should test with KFM or another balanced completed character. The sprite work on this character is very nice. Just try to make it so that the hypers and specials have a little lag time for the opponent to counter. So many standing jabs with no pushback is a little cheap. His aircombos need a strong punch or kick finisher so that he won't endlessly juggle. That or add some veladd/velset variables for a n aircombo system. I like where this project is going, keep up the good work and good luck!  :sugoi:
Re: Narayan Maxime W.I.P. (Original Character)
#58  November 22, 2007, 01:56:35 am
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I HAVE tested him solely on balanced characters like KFM and Mauru.

Have you paid any attention to his damage output? So many standing jabs are hardly cheap at all when a full round of them deals approximately 15 damage. He can't endlessly juggle in the air either, since his aerial attacks add to the juggle counter, and most of them can be teched out of. His air attacks are also incredibly weak, therefore he needs all the combo ability he can get.

So far, he has no infinite combos.

His supers also do have about 4 frames to block, which is standard for most characters (it's more than Kung Fu Man has!)

I do think about this stuff.
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 W.I.P. (Original Character)
#59  November 22, 2007, 03:58:27 am
  • ******
  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
    • network.mugenguild.com/cyanide/
How much damage are you planning for him to put out in a single combo? I mean, if i'm going to block a 30 hit combo i don't want to wait for 20 of them to kill me. Although his hypers do kinda allieviate that, being able to kill the opponent with basics can be an important part of gameplay.


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 W.I.P. (Original Character)
#60  November 22, 2007, 06:28:39 am
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Well I really don't want to make him deal very much damage from long combos compared to other characters. Since Maxime should be able to use a special attack after only two of those combos, and his specials can serve to extend his combos even further. I understand very well that basic attacks are important to defeat the opponent, but I really wanted to make Maxime an unorthodox character in that regard.

But considering that he is still going to have quite a few more moves, I think a skilled player will be able to make those hits add up very quickly.

The difficult part is that I don't want him to be able to do a combo right off the bat that will give him enough power to launch a special before the enemy has a chance to recover at all. That would make him unbalanced, since his weaker specials will be designed to allow him to combo even further. (the spirit cannon, for example, juggles. You can effectively make up for half of the used special from this move just by continuing with an aerial assault)

The original idea behind Maxime was that his attacks were only there to serve as a means of giving him special, not to actually cause damage. ^_^; that's how weak I intended him to be originally. But I've actually been fairly generous with his damage. Tiger claw deals fairly decent damage compared to his other attacks at least, and I'm considering giving it super armor during the spin.

Some of his more powerful attacks will be combo starters, but of course they themselves won't be able to come out of the weaker attacks. I guess I can afford to make these moves deal more damage. At the moment, his longest natural combo (not including a special) does about 150 damage(ish). I gather that's pretty decent considering it starts from a 3-frame poke.
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 22, 2007, 06:35:55 am by Ryanide
Re: Narayan Maxime W.I.P. (Original Character)
#61  November 22, 2007, 06:39:11 am
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He is kind of weak..it takes about 2 mins to beat someone with him.
And He doesn't seem to have "Dragon Claw-ish Combos"..

His Super takes about the same damage a normal hadoken.
I think you should increase his damage just alittle..maybe 30 for basic attacks..?
WOO! WOO! WOO!
PSN / XBLA - ViewtifulSuxx
Re: Narayan Maxime W.I.P. (Original Character)
#62  November 22, 2007, 06:57:13 am
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patience patience, he will have better combos and damage after I give him more attacks and supers. ^^; Dragon Claw is a complete character and Maxime is just a WIP at the moment with only half a moveset.

I also really don't want him to be able to obliterate people like Dragon Claw does. Dragon claw is like...PEEWW PEEWWW HOG DA SPOTLIGHT FOR AAAGES LOL PEEEW *metallic rending sound* ZOOM PEEW PEEW ASPLODE LOL HALF YO LIFE GONE, PEEW! I'M AWESOEM!

I want Maxime to be a crafty fighter. He needs to hit quickly and seek opportunities to attack while playing defensive until his special is up high enough for him to really lay into the opponent. I'd like him to be a technical character that requires intelligent and strategic play. Dragon Claw has that great technical feel about him with his combos and all, but he doesn't really have to fight for it, he's too impressive. Dragon Claw can grab you and mess you up whenever he feels like it. I want Maxime to have to work really hard to cause damage, but have tricks that allow him to remain fairly safe while he waits for an opening.
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 22, 2007, 07:05:56 am by Ryanide
Re: Narayan Maxime W.I.P. (Original Character)
#63  November 27, 2007, 01:47:36 am
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Sorry to double post, but...

Since the creator of Dragon Claw, Reu, has died, I've decided that I'm going to give Maxime special intro and win/lose animations against Dragon Claw when he's finished.

I drew inspiration from Dragon Claw for Maxime, and for this reason I want him to be able to show his respects for the creator of the character that helped inspire his existance.

On top of this, the final version of Maxime will never be able to win against Dragon Claw, I'll make sure of that. People can remove the code if they really want to fight Dragon Claw with Maxime, but officially he will be rigged to lose.

EDIT: After reconsidering it, I realise this is kind of silly, so I think I'll just settle for a custom intro and lose/win state.
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: December 02, 2007, 09:41:02 am by Ryanide
Re: Narayan Maxime W.I.P. (Original Character)
#64  December 01, 2007, 04:56:45 pm
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  • Master of the palm and foot.
    • randomselect.piiym-net.com/
Not sure that's necessary even in tribute Ryan. It's a decent enough idea, but will hurt the overall effect of your character, and I don't think Reu would have wanted that anyway: he wasn't one opposed to seeing his characters lose on occasion at the very least, and even wanted to see them put up a fair fight, which Maxime is already capable of (case in point, the anti-pummel bit in DC's AI that just sits there if he's been pounding on you for awhile: it wants a good fight not so much as a sure win)

With that said
Quote
I'd like him to be a technical character that requires intelligent and strategic play.

I want to cite that this is one of the most awesome statements I've seen in a wip thread in awhile ^_^ You have succeeded there with Maxime's current version to boot, which at this stage is very impressive mind you.
Last Edit: December 01, 2007, 05:00:50 pm by Kung_Fu_Man
Re: Narayan Maxime W.I.P. (Original Character)
#65  December 02, 2007, 09:38:42 am
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Yeah, I kind of realise it's silly to change so much for Maxime vs. Dragon Claw. I think a custom intro and lose pose should be good enough.

Thanks a lot for that compliment! I've always been a huge fan of tricky technical characters (In Smash Bros Melee, my main is Ness) and I think they're a lot more satisfying to play as than characters that are very simple to pick up and use. I want Maxime to be like Ness in a way: not the most powerful thing for sure, but has a trick for almost any situation to make him effective in the right hands.

Unfortunately, I'm waiting for my tablet to be sent back to me from Perth, so I can't make any more sprites right now. And I'll be getting a job and stuff soon, so production on Maxime will slow down a little.


*off topic ramblings*
Although...I can't help but think that if I every decide to make a non-original character for Mugen, I'd probably make Azuma Kazuma from 'Yakitate!! Japan' because that show is just awesome. XD Either him or Phoenix Wright.
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 W.I.P. (Original Character)
#66  December 02, 2007, 11:22:04 pm
  • *****
  • DAT SAX
If anybody, if you're going to make another original character any time soon, I vote for the green capoeira giraffe thing from Dendyn Dynasties because he was badass for the 5 seconds he was on screen.  >:P:

                  ~*The Last Quincy*~         ~Sig by [TempesT]
My MUGEN shit:
MvC2 Tron Bonne, MvC Kim Kaphwan, Barns (Destruction Desire),
and Burai Yamamoto (Arranged)
Re: Narayan Maxime W.I.P. (Original Character)
#67  December 03, 2007, 03:12:15 am
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If anybody, if you're going to make another original character any time soon, I vote for the green capoeira giraffe thing from Dendyn Dynasties because he was badass for the 5 seconds he was on screen.  >:P:

Yes yes, I know you want Niran to be my next project XD. But the thing is, his fighting style is basically capoeira with fire. Now Maxime is already quite martial artsy (although a lot more scrubby) and uses blue fire as his special, so I get the feeling that Niran would just be too similar for me to make. I'd want my next character to be something totally different.

It'll PROBABLY be these guys:
http://ryanide.deviantart.com/art/Two-Heroes-65256221

Although I guess that if I did decide to do Niran, I could always make him a tricky stance-related character in the soul calibur style.
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 W.I.P. (Original Character)
#68  December 20, 2007, 10:30:27 am
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NEWS: Now that my tablet is back, I can finally start working on Maxime again.

However, I also want to make time to start on the homemade game I'm working on with a friend, 'Cherub Felines'.

My friend is currently working on a creation interface that works almost exactly like Fighter Factory, so I'll have an easier time making the sprites and animations.

It also means that once Blanc is ready for game, it'll be easy to turn him into a Mugen character.

Cherub Felines will be a fun 2D side-scrolling adventure game in the style of Odin Sphere and RBO, with a Devil-May-Cry style combat and an RPG level-up system set in a world with a surrealist depiction of nature, characters hand-animated in Flash, and a storyline laced with subtle moral and religious values and philosophies on the nature of lenicy and racial prejudice.

All carried out by cute anime-styled cats of course.
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 W.I.P. (Original Character)
#69  December 20, 2007, 10:37:59 am
  • ******
  • does this look like the face of mercy?
That's nice.Good to hear from you.
Re: Narayan Maxime W.I.P. (Original Character)
#70  December 20, 2007, 06:24:59 pm
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Huzzah, you aren't dead!
Re: Narayan Maxime W.I.P. (Original Character)
#71  December 20, 2007, 08:29:16 pm
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  • This is how I rock...!
Just a thought after testing him out a bit: Since the character is, indeed, a bunny wabbit, shouldn't he have a higher jump than the one he already has? Might wanna even code in a super jump while you're at it. I'm just making an observation based on the type of animal he's based on. On a side note, he plays nice, and I can't wait to see him finished.

Show Me Your Moves!
Re: Narayan Maxime W.I.P. (Original Character)*update!*
#72  January 13, 2008, 12:10:23 am
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Updated! Now with annoying voice and three new moves, plus a general buff in combo ability. See the releases section for the final Alpha.

Changes that have been made with this version:

.Maxime now gains chip special if the opponent blocks his attacks.
.Will of Whisp stuns for a lot longer if it hits
.New attacks added, boost kick, soulgun and Onibi Swell.
.Choppertime has been downpowered slightly
.Mamatus Alto is a tiny bit faster and stuns for longer in the air
.Opponent can't air recover from Quicksilver
.Added a "shove" attack to get out of blockstrings: press a+b+c as soon as opponent's attack connects with Maxime's guard
.Voice added

Now I really need someone to help me code his AI for the Beta version.
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 W.I.P. (Original Character)
#73  January 13, 2008, 12:54:04 am
  • ******
  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
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Leave AI out till you think he's done. Someone might code an AI that's perfectly fair now, but will be overpowered when he's finished. It'll also probably need adding to as well. AI is an end of character thing when everything else is done so you can get a balanced AI out of it.


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 W.I.P. (Original Character)
#74  January 13, 2008, 01:00:59 am
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Leave AI out till you think he's done. Someone might code an AI that's perfectly fair now, but will be overpowered when he's finished. It'll also probably need adding to as well. AI is an end of character thing when everything else is done so you can get a balanced AI out of it.

Ah alright. I really just wanted to get the computer to follow some basic combos, not really going into that mindgame stuff that higher-end AIs do. I guess I'll leave it till he's more complete.
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 W.I.P. (Original Character)
#75  January 13, 2008, 06:22:23 am
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The animations are so clear!  This looks great but, you need to do a more serious fighter when you get more experienced.  Keep up the good work!

DarkManX_429 W.I.P.S 2009
Re: Narayan Maxime W.I.P. (Original Character)
#76  January 13, 2008, 06:30:53 am
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  • It's not furry you goons, it's anthro! ANTHRO!
A magical force-field surrounding a brick in an iron vault...even if the security is breached, the thieves are bound to be disappointed.

BulletSaint

Re: Narayan Maxime W.I.P. (Original Character)
#77  January 13, 2008, 06:39:40 am
 Lop Bunnies= Serious business.

Did I do that right? Oh, who cares. What's your idea for the hyper you plan to add?
Re: Narayan Maxime W.I.P. (Original Character)
#78  January 13, 2008, 08:02:55 am
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Style is something that should transcend intended meaning of any kind of media. I consider the Klonoa games to be a lot more "serious" or "mature" in that aspect compared to something like GTA (or most other games made by Rockstar for that matter). The fact that Klonoa's characters are perfect for their roles and use the valuable conventions of anthropomorphism to it's best is what makes it such a great series. The storylines, while seemingly childish on the exterior, are in general quite deep for those who want to perceive it as such.

While I do intend to make Maxime a comedy character, I don't see any reason to make a "serious" fighter just for the sake of it. A "serious" fighter won't be any worse or any better than a funny one with actual personality. It's about gameplay over all else, I just don't find anything appealing about overly "serious" characters. They don't grab my attention unless they've got some kind of interesting character design (like Guilty Gear's cast).

As for the next hyper, it's going to be a challenge for me, since it involves an animated sequence and a bunch of things happening on the screen. One thing I'm sure about though is that it involves a load of dynamite and a very hard punch.
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 W.I.P. (Original Character)
#79  January 14, 2008, 02:35:23 am
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  • This is how I rock...!

Show Me Your Moves!
Re: Narayan Maxime W.I.P. (Original Character)
#80  January 14, 2008, 03:21:10 am
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Lol, not quite. Falcon punch goes horizontal. ;)
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 W.I.P. (Original Character)
#81  January 14, 2008, 03:23:31 am
  • ******
  • does this look like the face of mercy?
Sugestion, have a random variable that might make him blow up with his own attack.
(Depending on how its animated ofc) the dinamite might not blow up and he goes closer to check it, being surprised by the delayed blast.
Re: Narayan Maxime W.I.P. (Original Character)
#82  January 14, 2008, 03:27:52 am
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Sugestion, have a random variable that might make him blow up with his own attack.
(Depending on how its animated ofc) the dinamite might not blow up and he goes closer to check it, being surprised by the delayed blast.

Nah, he's safe when the dynamite explodes. I don't want to give away the attack because I want it to be a surprise, but he's too physically weak for me to afford to give him sabotage attacks like that. XD Unless I give him an attack that's similar to UNKOWN's falling barrel or something.
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 W.I.P. (Original Character)
#83  January 14, 2008, 03:32:54 am
  • ******
  • does this look like the face of mercy?
He doesnt need to take damage from it, he could even get an extra hit out of it( his falling burning body) it would be a variation attack like those special moves that come out one out of eight times on evil Ken.
Re: Narayan Maxime W.I.P. (Original Character)
#84  January 14, 2008, 04:27:43 am
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He doesnt need to take damage from it, he could even get an extra hit out of it( his falling burning body) it would be a variation attack like those special moves that come out one out of eight times on evil Ken.

Honestly though, the animation for this attack doesn't leave any room for him getting blown up as well. XD But I do like the idea of having some variables in some of his other moves. Perhaps I can have his helpers occasionally misbehave when I get around to making them.
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 W.I.P. (Original Character)
#85  April 08, 2008, 06:10:55 am
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This project isn't dead, I'm just taking a break from Mugen to work on my animations and pictures more.

Just letting you all know...
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 W.I.P. (Original Character)
#86  April 08, 2008, 10:46:11 am
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Re: Narayan Maxime W.I.P. (Original Character)
#87  July 27, 2008, 03:06:15 pm
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Hai guys.

So after a long break from Mugen I am once again ready to continue this project.

2008 has lead to a sudden surge of fighters. SSBB, Tatsunuko vs Capcom, Soul Calibur IV, Monster, Blazblue and more!

And it makes me very happy to see a few videos of my little creation on Youtube. ^_^

This has made me aware that he seems to have an aerial infinite though. D: That is going to be fixed. Yup.

I'm going to give him a little boost in power. :) I realise that his range for combo starters is generally quite poor and he has limited approach options.

I'm working on his first helper: Maria strike. This attack will function as a ground based projectile of sorts and allow for trapping and rushdown tactics.

Maria will run from behind Maxime brandishing a frying pan. She'll keep running until she hits the opponent and trips over them, is attacked, or the player tells her to attack with her frying pan.

Problem is, I don't know how to code this special. Any suggestions?
A magical force-field surrounding a brick in an iron vault...even if the security is breached, the thieves are bound to be disappointed.
Re: Narayan Maxime W.I.P. (Original Character)
#88  July 27, 2008, 03:17:58 pm
  • ******
  • does this look like the face of mercy?
-Welcome back Ryanide, its good to see you are still around.
Re: Narayan Maxime W.I.P. (Original Character)
#89  July 27, 2008, 03:35:54 pm
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  • It's not furry you goons, it's anthro! ANTHRO!
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 W.I.P. (Original Character)
#90  July 27, 2008, 04:28:27 pm
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 :D This looks effin great when will it be out  ??? ???

OZ

Re: Narayan Maxime W.I.P. (Original Character)
#91  July 27, 2008, 04:46:17 pm
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  • ಠ_ಠ
Glad to see that this isn't just thread necromancy.
I still have Maxime on my roster. Looking forward to your continued success.
ಠ_ಠ
Re: Narayan Maxime W.I.P. (Original Character)
#92  July 28, 2008, 03:33:17 am
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So before I start work on the next special, I should probably describe it since I have no idea how to do this (and have forgotten a lot of the Mugen code already)

Basically, when Maxime inputs QCF A+C, A helper will run from whatever side of the stage he's standing on and run across the stage until they either.

a) get attacked, causing them to roll off the stage.

b) run into the opponent, which is a low hit and will cause the opponent to fall over, vulnerable to floor attacks. The helper will trip and then run off stage in whatever direction it started in.

c) the player inputs QCF A+C again, which causes the helper to attack. This is a mid attack and launches.

After the helper disappears, you can't summon that helper again for a few seconds.

The thing is, I want Maxime to be able to move and attack while being able to command the helper to attack. How would I go about coding this?
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 W.I.P. (Original Character)
#93  July 28, 2008, 02:50:58 pm
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Nice to see you back. :sugoi:

Concerning your special :

Create a helper (yeah, I know, it's confusing, but that's the term in Mugen coding :P) that will act independently of Maxime.
Creating a helper is basically like creating another character, but with Maxime as a "parent".
Then, to command this helper to attack, use the CMD as usual, but add in the triggers something to check if the helper exists (numhelper).
Re: Narayan Maxime W.I.P. (Original Character)
#94  July 29, 2008, 01:03:26 pm
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Nice to see you back. :sugoi:

Concerning your special :

Create a helper (yeah, I know, it's confusing, but that's the term in Mugen coding :P) that will act independently of Maxime.
Creating a helper is basically like creating another character, but with Maxime as a "parent".
Then, to command this helper to attack, use the CMD as usual, but add in the triggers something to check if the helper exists (numhelper).

Thanks. I know what helpers are and how to code basic ones (his helicopter special is a series of helpers) but I'm not sure how to make a helper who'll respond to commands while the parent character is being controlled.

Are there any existing characters who have similar helpers who I could use for example?

For now I'm working on a few more basic attacks to fill out his moveset. A spinning handstand kick ( 66 b) that is similar to his 66a, but safer and doesn't launch. Another combo starter. 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.
Last Edit: July 29, 2008, 01:11:49 pm by Ryanide
Re: Narayan Maxime W.I.P. (Original Character)
#95  July 29, 2008, 03:46:06 pm
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Well, if you need help with the strikers and moving while summoning them, you could probably look up Dshiszetz's Lucario.

http://mugenguild.com/forumx/index.php?topic=83080.0

Also... out of curiosity, with the new helper, will the old palettes I made for Maxime not work anymore? I ask because, if I remember correctly, he had quite the massive palette.


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 W.I.P. (Original Character)
#96  July 29, 2008, 05:18:25 pm
  • ******
  • does this look like the face of mercy?
Nice to see you back. :sugoi:

Concerning your special :

Create a helper (yeah, I know, it's confusing, but that's the term in Mugen coding :P) that will act independently of Maxime.
Creating a helper is basically like creating another character, but with Maxime as a "parent".
Then, to command this helper to attack, use the CMD as usual, but add in the triggers something to check if the helper exists (numhelper).

Thanks. I know what helpers are and how to code basic ones (his helicopter special is a series of helpers) but I'm not sure how to make a helper who'll respond to commands while the parent character is being controlled.

Are there any existing characters who have similar helpers who I could use for example?

For now I'm working on a few more basic attacks to fill out his moveset. A spinning handstand kick ( 66 b) that is similar to his 66a, but safer and doesn't launch. Another combo starter. XD

Ryanide, check Nakoruru from Pots.
Re: Narayan Maxime W.I.P. (Original Character)
#97  July 30, 2008, 12:47:27 am
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For the "can't summon again for a few seconds" I'd cheat. Have the helper vanish, and be invulnerable, but still alive, ie not destroyed. That way you can time it's existence easily, and not mess with variable counters in state -2.

Getting hit is hitoverride
falling over p2 is a simple hitdef during the running state with a changestate on movecontact
The extra attack is a changestate during running with parent/root, command = QCFA/C

Parent will required numhelper(maria) = 0 when he uses the initial attack so the secondary QCFA/C will not spawn a second helper.


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 W.I.P. (Original Character)
#98  July 30, 2008, 03:17:06 pm
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Lol that green pallet makes him look like my green squirrel character; Chance from Rave Battle. Was that intentional?

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 22, 2008, 04:06:46 am by Ryanide
Re: Narayan Maxime W.I.P. (Original Character)
#99  July 30, 2008, 06:37:44 pm
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  • Three times thicker font than a normal user.
No, I just figured I give Maxime a green palette.
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 W.I.P. (Original Character)
#100  July 31, 2008, 01:18:22 am
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  • It's not furry you goons, it's anthro! ANTHRO!


Well if you remove the scarf and headgear...Chance and green Maxime look sort of similar. lol.

A magical force-field surrounding a brick in an iron vault...even if the security is breached, the thieves are bound to be disappointed.
Re: Narayan Maxime W.I.P. (Original Character)
#101  July 31, 2008, 09:48:55 am
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I love your artwork, "Flash style futurist Ookami". :)
Re: Narayan Maxime W.I.P. (Original Character)
#102  August 23, 2008, 02:29:55 pm
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Updated with a progress report on the first page.

Just wanting to say that I didn't get to do the dynamite idea for his third super. It would have taken way too much work to muck about with all the helpers that it required, so I think I'll save that idea for another character maybe.

Anyways, that's not to say that I'm not pleased with how his third super turned out. It feels VERY satisfying to land.

I'm tempted to release another beta so that people can play around with it.
A magical force-field surrounding a brick in an iron vault...even if the security is breached, the thieves are bound to be disappointed.
Re: Narayan Maxime W.I.P. (Original Character)
#103  August 23, 2008, 06:22:04 pm
  • *****
  • Three times thicker font than a normal user.
If and when you do release a beta I guess I'll have to download Mugen on this particular computer.


I need a new laptop cord.
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 W.I.P. (Original Character)
#104  August 27, 2008, 06:21:40 pm
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Ok so here's the deal so far:

Recently, my computer did a crash that could only be fixed by re-installing the software. I lost ALL my personal files. HOWEVER, it was a new laptop with not too much stuff on it. I had most of Maxime's new animations saved to a USB key, including his 70-frame 3rd super attack.

So I've just finished restoring him back to the way he was when I planned to release another beta.

He is currently about 80% complete. He's only missing three or four moves before he'll be playable as I originally intended, leaving only the visual goodies for me to complete, such as super backgrounds, win/lose poses, hitsparks and so on.

The moves that he's missing at the moment aren't really that important either. I'm feeling that anything else I add to his moveset at this point will just be for the sake of it. That is unless people have any good suggestions for attack types that would benifit his playstyle.

I also really want to get Maxime finished soon so I can start working on my next character, who I'm really looking forward to.

So I'll be releasing a beta version again soon. I just have to sort out some issues with his pallete.

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 27, 2008, 07:08:57 pm by Ryanide
Re: Narayan Maxime W.I.P. (Original Character)
#105  August 27, 2008, 07:03:06 pm
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sry to hear about you comp I understand how ya feel  >:D.     glad your back and still kicking Because I really enjoyed your char and I am lookin forward to updates  :sugoi:
Re: Narayan Maxime W.I.P. (Original Character)
#106  August 28, 2008, 05:27:04 am
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So the second beta has been released. What do we think?
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 W.I.P. (Original Character)
#107  August 30, 2008, 12:09:07 pm
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Sorry for the double post but...

I'm down to the last attack before Maxime's gameplay will be complete. I've decide not to give him a third parry move, so all that leaves is a fourth air attack.

I want this last move to be a kick of sorts.

Does anyone have any ideas for what kind of move this should be? Perhaps something that changes his trajectory. What do you feel he could use in the air?



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 W.I.P. (Original Character)
#108  August 30, 2008, 12:16:15 pm
  • ******
  • does this look like the face of mercy?
Have him doing a diagonal head crash, or a upward swim that hits as it goes up, useful for avoiding long beams on the ground and to hit enemies further up than you are.
Re: Narayan Maxime W.I.P. (Original Character)
#109  August 30, 2008, 01:50:10 pm
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A swim style move is a good idea. I've finally managed to come up with an animation that looks good for a 3-hit aerial rave move. It'll slam the opponent into the ground when it's done, and extends his air time.

I have to admit that I really cheated for a lot of his moves though. I'm going to have to adjust his story a little to accomodate for the mach speed and liquid metal control abilities he has.

I'll just say that the Hunter's claws are to blame for all that. They are a legendary weapon after all.
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 30, 2008, 01:54:03 pm by Ryanide
Re: Narayan Maxime W.I.P. (Original Character)
#110  September 05, 2008, 01:45:12 am
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Ok, so at the moment I'm working on giving Maxime some very rudimentry AI. Teaching him his basic comboes and getting him to use his supers and will-o-whisps effectively.

I realise now that he is actually an annoying annoying spambot of a character and a button masher's wet dream come true, so I might consider looking into nerfing him a bit more or bringing his damage back down to where it was before.

Either way, I've added a bit of hitshake to his attacks across the board, to give him the same feel as a Melty Blood character.

I'll release the patch once I've done making some balance tweaks.
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 W.I.P. (Original Character)
#111  September 16, 2008, 01:47:47 pm
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Progress update: Rave bar and Rave exceed points system is completed, tested and functional!

He'll be gaining about 4 new attacks centered around this system in the next update.
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 W.I.P. (Original Character)
New #112  November 27, 2008, 04:49:49 am
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Progress report:

I've started working on him again.

Here's a list of changes I've made since the last update.

2 new normals:

His second is a fast slamming kick in the air which drops the opponent straight down and then bounces them up into the air. It adds some moor oomph to his aerial combos and makes them look flashier. It can also be used for crossups and as an overhead, which I felt he was lacking.

He also has a very fast frontal poke with much more range than his jab. It's a 2-hit claw swipe that gets an extra hit if it lands, and can be comboed into his kick. It also combos from the Top Kick, meaning it can be used for meatier combos.

Other:

He now gains even more meter off certain moves, and it's possible for him to gain enough meter to use a level 1 super with just a single ground to air combo. His damage on certain moves has been increased a tiny amount due to popular request (but against my better judgement.)

Taunt now gives you rave points instead of building super, and takes a few frames longer to finish.

His helecopter is a bit more powerful and deals more chip damage

His spirit cannon super has been made a bit slower, and Maxime is now vulnerable for a few frames at the very start of all his supers.

Will-o-whisp cannot be ducked and the hitbox has been made bigger and it has been given a graphical update. However, if Maxime is hit while his projectile is out, the projectile disappears.

His rush parry can be performed even when walking and running now, meaning you no longer have to stop and press forward + x to dodge a projectile. Same for all his other "running" attacks except for his 66C

Wind's edge has been made stronger

After hitting with Saturn Rave, Maxime breaks out of hitpause about 4 frames earlier than the opponent, so it's easier to combo this move into airdashed kicks and such. Climb up to the top of the screen!

His basic parry has been changed a lot. Instead of just sapping health and pushing the opponent away, Maxime now retalliates with an attack if the opponent is on the ground. The attack has high stun and can be comboed from there. If they attack from the air, Maxime can move immediately, but doesn't retalliate on his own.



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 27, 2008, 11:44:39 am by Ryanide