XaiJu
VinVulpis
VinVulpis

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WIP character Update May-01-2024

Files included at the bottom of this post, but....
YOU CAN MESSAGE ME FOR A DOWNLOAD OF MY BUILD WITH MY CHARACTERS, STAGES
 AND STREENPACK ALREADY INSTALLED.
If I don't respond here because it's easy for me to miss messages, I'm open to Telegram and Discord messages. I'm VinVulpis on both. Just leave me a message here on patreon and poke me on one of those two chat programs to let me know and I'll provide you the link.

Just posting a quick vid again. This shows off the finally working in IKEMENGO, Zoom function that I've started playing with.

Gejhi is the only character that currently has zoom function working, as I started learning how to use this towards the end of the month here. THIS MIGHT ONLY WORK AS INTENDED IN THE NIGHTLY BUILD OF IKEMENGO. I'm not certain, but discussions in the discord seem to imply that.

ALSO SOMETHING OF NOTE. I'm likely going to start offloading a lot of the mechanical stuff that all of my characters share, to it's own "VV_commons" file that will be needed for my cahracter to function. I want to do this because when I update universal mechanics, I now have to do it 7 TIMES. It's gettin a bit tedious to do. SO, The commons file will make my updates a lot easier. This will just be a file you slap into IKEMENGO's data folder and it'll work. It's rather nice because Mugen didn't have this ability to add on to negative state information. So I will be using this soon. Possibly next update.

I'm trying to avoid using too many "nightly build only" functions until they are fully implemented. There are options now for me to GREATLY simplify a lot of code, particularly for Armor states, where I wont have to worry about state-looping anymore for it. I can just call a special hit-override and a couple extra functions and it just works. But I know this is Nightly Build only.

NEW 3D STAGE WIP INCLUDED IN DOWNLOAD! This is my progress on remaking one of my old 2D stages in proper 3D now that the feature is available to IKEMENGO. This will be included in the bundle. It's still pretty early in, but I'm starting to figure out a good amount on how to do the 3D stuff, along with animating some of the assets in the stage.

YOU CAN MESSAGE ME FOR A DOWNLOAD OF MY BUILD WITH MY CHARACTERS, STAGES AND STREENPACK ALREADY INSTALLED.

The screenpack is still very unfinished, but I've grabed assets from another old MUGEN set I was making and started toying with new features here.

I've been doing a lot of reading and there's a LOT of stuff I want to start playing around with in the engine soon.

ALL THAT BEING SAID. I'll get to a quick run down of changes made.
Gejhi, Aurumo, Feliro and Mango all have working command lists now from the IkemenGo built in Pause menu (pressing select). They will probs be tweaked quite a bit, but they are there and working now that I looked into how to install them. They are using default glyphs for now to make sure they generally work, but I'm modding mine to have unique glyphs.

Also, the nightly build of IkemenGo reworked how wall-counterpush works (when you slide backwards when hitting a foe against the wall. and I noticed some situations caused some crazy slides because of how I over compensated for Mugen's buggy counterpush. This is slowly being reworked on all attacks. I may write a new custom code for this as a catch all. I'll see how it works out.

GEJHI
Inline with tweaking his moveset, I've moved some stuff around and gave him a new move.
Phantom Tempest was moved to (D,DF,F + y) in the air. The same command as Phantom Leap, but in the air.

Gejhi now has a (temporary) version of Phantom Kick as his new Air Power attack. The attack's function is generally how I want it. BUT, the animations are placeholders.

Camera Zoom effects were added to his Omega attack on start up, and if the attack hits a target. (again, might be buggy in 0.99, the nightly build has it working properly.)

I dropped the animation of long-idle for Gejhi for now. This will likely be reimplemented later on.

AURUMO
His jab was tweaked to come out 1 frame faster.
His standing 2 was made 2 frames slower and no longer links from Jab.
Effects were added to how Great Glacial Hammer, both a variable screenshake and a "burst" effect when the hammer hits the ground. Scaled based on how powered up the hammer is.
NEW EX MOVE: BURST BREAKER. (B,D,F x+y) 
This attack is an enhanced version of his breaker Slash. It costs 1-bar like other EX moves. It has even stronger guard breaking ability and causes his to burst-slide forward during the slash. He has ARMOR during the charging period of this attack.

HIS AI HAS BEEN FIXED. There was a minor bug that was causing his AI to lock up if you whiffed throws at him. I realized there was an older version of the throw-tech code I wrote that the AI was breaking on. I made sure the proper throw-tech was installed on all characters.

Shield Parry had it's behavior against projectiles tweaked slightly. Mostly internal stuff changed, but only 1 hit will trigger it now, rather than a possible multi-hit projectile like it was occasionally able to before.

CIACYL
Various small tweaks were done to what I have working for him so far, but nothing particularly new yet.
His Psy Spark helper had it's HP tweaked (it's less now). It now costs a bit of it's HP to command it to attack while it's called out. It recovers HP quickly while it's in follow-mode.

Some of Ciacyl's attacks now get special properties while the Spark is in follow-mode.
Great Crescent (his big power attack kick) gets Armor on the start-up.
His throws have larger hitboxes and do more damage while it's in follow mode.

He has a placeholder air-throw now.
Also has an air version (likely temp as a placeholder) of his standing-2 kick as his back-air-2.

The Psy Spark now properly stops at stage walls.

Psy Spark Warp Shot (D,DF,F x -OR- B,D,F x) had it's properties changed. It now only hits once on the returning shot. It's juggle abilities were tweaked a bit to make juggles slightly easier, but still playing with this.

Psy Spark Burst (D,DF,F y) now has new hit properties based on if it's in follow or away mode. It's hits away from him in Follow mode, and towards Ciacyl in Away mode.

He has an experimental SUPER ATTACK (F, D, DF y+b). Was just an idea I wanted to try. Not sure if I'm going to keep it.

MANGO
Very small tweak, his ground slippery-ness was slightly reduced.

There is likely more that I'm forgetting, but I'm been ALOVER the place this month and I jumped around a lot on this and other projects.

Feel free to contact me like mentioned above if you have any questions.

Thanks all <3


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