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Narayan Maxime W.I.P. (Original Character) (Read 12117 times)

Started by Ryanide, November 14, 2007, 09:29:59 am
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Re: Narayan Maxime W.I.P. (Original Character)
#41  November 16, 2007, 01:59:06 am
  • ******
  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
    • network.mugenguild.com/cyanide/
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
  • ******
  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
    • network.mugenguild.com/cyanide/
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
  • ******
  • Legendary XIII
  • I am the eye of the storm to come!
    • 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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  • It's not furry you goons, it's anthro! ANTHRO!
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
  • ******
  • Legendary XIII
  • I am the eye of the storm to come!
    • 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
  • ***
  • It's not furry you goons, it's anthro! ANTHRO!
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
  • ***
  • It's not furry you goons, it's anthro! ANTHRO!
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
  • ******
  • Legendary XIII
  • 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
  • ***
  • It's not furry you goons, it's anthro! ANTHRO!
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
  • ***
  • 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
  • ***
  • 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
  • ***
  • It's not furry you goons, it's anthro! ANTHRO!
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
  • ***
  • It's not furry you goons, it's anthro! ANTHRO!
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