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Narayan Maxime W.I.P. (Original Character) (Read 12115 times)

Started by Ryanide, November 14, 2007, 09:29:59 am
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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
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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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  • It's not furry you goons, it's anthro! ANTHRO!
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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  • It's not furry you goons, it's anthro! ANTHRO!
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
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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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  • It's not furry you goons, it's anthro! ANTHRO!
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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  • It's not furry you goons, it's anthro! ANTHRO!
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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  • It's not furry you goons, it's anthro! ANTHRO!
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