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Naruto Uzumaki Updated (Read 43796 times)

Started by Алексей, January 12, 2013, 04:45:46 am
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Naruto Uzumaki Updated
#1  January 12, 2013, 04:45:46 am
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[Preview]


[Download]
http://mugencoder.com/authors/details/86

Major Update:
Naruto's update is finally out and there's a lot that's changed. Here's the list:

- Most effects have been revamped in some sort of way.
- Completely recoded, Rasengan, Oodama Rasengan, and Rasenshuriken, and 4-tail Kyuubi (Beam).
- New HitSparks, SlashSpark, GuardSparks, Poof Effect, SuperSpark, and Super Portraits.
- New Sound Effects for various moves.
- Reduced the rate at which Clone Uppercut is used by the A.I. (it likes to spam it.)
- Made 100% custom effects for a new and improved Rasenshuriken that's based on the Anime.
- New, lighter, better looking palettes with a new dark palette included.

I like the new Rasenshuriken best :) Enjoy guys.

Older Updates:
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Hey Guys,

You all saw it coming: Naruto lol. Don't worry I made this as balanced as I could based on previous feedback and the moveset I've given him. Enjoy.

Readme:
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Re: Naruto Uzumaki Updated
#2  January 20, 2013, 04:47:54 pm
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Naruto doesn't feel like a complete character at the moment. When I mean complete I mean polished and has a arc-type play style. For example in street fighter zangief is a grappler who can some what control space with limited special moves but what makes him scary is that his grabs have somewhat huge range and do big damage. It makes the other player think twice about what moves they do and also let's the gief player(if they are good) basically dictate where their opponent is going to move and what moves they are going to do.

So I ask what is Naruto's arc-type? does he specialize in anti-airs? mix-ups? Space control? turtle-ing? Grapples? Speed?  The same could be said about some of the other characters in your game. I mean yes it is suppose to be simplified game play ala "umvc3" or "blazeblue", but even in those games every character felt different and unique given they had smaller move sets with the lack of buttons.

Right now shikamaru is without a doubt one of the few characters that stand out to me. Every normal/special move that he does just feels like you really spent time on him to make him different than the others.(Not that I'm saying you didn't for the other characters)

also I feel your CLSN are some what inconsistent, some times they make prefect sense and other times I ask myself why is there only one very wide box around your characters in certain animations. Also your hitbox'es on certain characters follows the same idea as my previous statement "inconsistent" sometimes huge when they don't need to be specially(off topic) Sasuke's Neutral A,A,B chain. "When I saw that hitbox I cried"

All in all from talking to you briefly I believe you are determined to put in hard work into your characters and I respect that, keep it up man!
I test characters in my free time because it's fun.
Last Edit: January 20, 2013, 05:01:12 pm by robosaiyuk
Re: Naruto Uzumaki Updated
#3  January 20, 2013, 05:08:23 pm
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Well, you're right. Naruto doesn't really have an "arc-type." Believe it or not, I'm not familiar with all of these concepts. Normally, when making a character, I just code it how the sprites should be in my eyes. If the sprites appear to be forming a combo that makes sense, then that's the way I code it. I don't really understand arc-type and anti-airs, mix-ups, space control, turtle-ing, grapples, and speed. I know I should, but it just doesn't make any sense to me.

Naruto uses moves that involve his clones (for spaced attacks), moves that close in on the enemy, like Rasengan and Ryujinki Kunai. I mean, in all fairness, the source these sprites came from is awful to say the least. I doubt it implements any of these concepts either, but I wouldn't know. That's not to say I want to make it like the source, because I don't. I want to make it better than the source.

See, I'm not exactly trying to make things inconsistent. In my eyes, things are very consistent, but again, I have no awareness of the aforementioned concepts. I made Shikamaru with the intent on staying true to the motion suggested by his sheet. Maybe this is the wrong approach, but I know no other ways.

As far as the CLSN changes go, again I do what makes sense to me. For Sasuke's B attack, the CLSN on the stop is so large because I wanted it to create a damaging area around his foot. These characters are smaller than most, but not quite chiibi, so sometimes I need to make the CLSNs bigger on some frames in order for moves to connect with some of the other characters.

I am quite determined and would appreciate any help at all. Info-wise. I guess it's because I don't play video games that much. This game is not for me, in the sense that I want to be playing it constantly. It's for everyone else to enjoy things I can't really. It is for me only in the sense of accomplishments. But like anyone doing this, I want to do it right and don't mind re-coding moves if I need to. I wouldn't know where to start though >>

     Posted: January 20, 2013, 05:23:21 pm
Also, one thing to note: There is huge inconsistency between them all. I noticed that when I released Kakashi and saw that most of the others weren't really like him. These updates were supposed to bridge that gap. I thought I was doing just that. Apparently not, though.

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Re: Naruto Uzumaki Updated
#4  January 20, 2013, 05:49:48 pm
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It's hard I know and to be honest you are far above me as far as being able to create a mugen character. I cringe at the idea of not only aligning sprites for every move and coding said moves so my hats off to you.

Your right the source game was ass to begin with. And sometimes making a character based on the sheet is a good idea, but it's better to play the game first hand to understand how they functioned, what worked and what was god awful. Might not be a bad idea to research a few fighters or even watch match videos for different games to understand what is going on in the background. To us it might look like a fireball spam or random moves, but to them there is a science involved on why they do what they do.

I don't know if changing anything at the moment as far as CLSN would benefit you, as they seem ok enough to not cause huge problem's.(That was mainly me nit picking xD) But surely some of hit box'es could be changed. If anything I would talk to cyblaster or kamekaze and get their advice as far as code goes and maybe some new idea's for your characters.

The characters as of now are fun but making something YOU would want to play as well is a good thing, and people will feel this when they play your game. I can't tell you how many times I have played a fighter that feels like the developer didn't give two shits about or rather they wouldn't play it. (Not that you don't care I'm just saying  :tipshat:)

Anyway I post some videos of character specific stuff since I can explain things better through video.
I test characters in my free time because it's fun.
Re: Naruto Uzumaki Updated
#5  January 20, 2013, 06:04:20 pm
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My first go at M.U.G.E.N was a bloody, gory, train wreck... no survivors, so I completely understand that lol. What's funny though is the reason why I'm here in this position. I'd much rather make a game than play one. I didn't exactly have a childhood (not that I'm going to go into it >>) and basically I fell into programming as being my forte. Work, work, work, work, work, work ... and work. It was all I knew until a few years ago when some friends helped me to get out of that slump and have a little fun. Granted, I still need work lol :P

I played and beat NZC ... for some reason. It's very clunky feeling. Do you have any suggestions for what I should be looking out for? Games to watch? They can't all be good, right? Ugh, it's sad that I have to ask about this when I'm making a game lol. I completely agree with you on that. There is a science to video games. This is part of the reason why I'm doing this. It interests me in the sense that I can create something using programming concepts I'm well aware of, without having to code an engine from scratch. It's fantastic, really.

Well, as far as asking for help, I'm reluctant to do so. I get shot down most times and called a retarded for not knowing what I should and asking about it instead. Like I'm taking the easy way out. This isn't reflected by anyone here... I'm just saying, it's happened too many times in the past. Also, I know that while many do like what I'm doing (I think), more don't because of the sprites and it being Naruto and all. I'll give it a try though. I won't know until I ask, right?

Yeah, when I said that, I didn't mean that I don't care about them. I'd have to, to want to take it this far. Well, I don't play video games and suck terribly at them when I do lol. So, I meant I was making it for people who do play video games a lot and would enjoy it far more than I. Because, I'm just a geek who knows code, more than how to have fun ... but that's another (way off) topic in itself lol.

Sure, that sounds great. It really helped me to fix those infinites in Kakashi with the video. I was able to basically replicate what you did in the video and test it that way. Very helpful. Thank you for that. :D

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