YesNoOk
avatar

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

Started by Ryanide, November 14, 2007, 09:29:59 am
Share this topic:
Re: Narayan Maxime W.I.P. (Original Character)
#21  November 15, 2007, 03:50:46 am
  • ***
  • It's not furry you goons, it's anthro! ANTHRO!
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
  • ***
  • If only I had my rainbow star back -_-
    • www.myspace.com/honest_luke
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
  • ***
  • It's not furry you goons, it's anthro! ANTHRO!
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
  • ****
  • King of Sona
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
  • *****
  • DAT SAX
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
  • ******
  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
    • network.mugenguild.com/cyanide/
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
  • ***
  • 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
  • ***
  • It's not furry you goons, it's anthro! ANTHRO!
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
  • ******
  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
    • network.mugenguild.com/cyanide/
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
  • ***
  • It's not furry you goons, it's anthro! ANTHRO!
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
  • ******
  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
    • network.mugenguild.com/cyanide/
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
  • ***
  • 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
  • ***
  • It's not furry you goons, it's anthro! ANTHRO!


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
  • ***
  • It's not furry you goons, it's anthro! ANTHRO!
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
  • ******
  • Limited time to use Infinite power !
    • France
    • network.mugenguild.com/cybaster/
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
  • **
  • JOY TO THE INTENET! ELECBYTE IS BACK!
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)
#37  November 15, 2007, 11:05:12 pm
  • ******
  • [E]
    • Mexico

  • Online
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
  • ***
  • 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
  • ******
  • does this look like the face of mercy?
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
  • ***
  • It's not furry you goons, it's anthro! ANTHRO!
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