WIP Character Update APR 01 2024 - Ciacyl added
Added 2024-03-31 17:26:16 +0000 UTCFigured I'd try out the video feature for this one. Buuuut, this month we have the 7th WIP added, Ciacyl!.
Files are attached at the bottom of the post as usual.
Also sorry if I forget stuff, I'm in a rush and my memory is butt and forgot how busy I'd be this weekend. I'll update this post in a day or two if I remember anything I left out!
Ciacyl is still pretty early in, but he's already turning out to be a lot of fun to work on with his "Psy Spark" helper. Inspriration just kinda hit me hard to work on him. I've been unusually focused and motivated recently. I think it's the new pre-workout drink I've been taking that kinda gets me pumped to do things. Just a guess!
Either way, I've managed to get a lot of work done for Ciacyl out of nowhere along with trying out the new 3D stage feature IkemenGo added support for in the nightly build they have available. I will be going low-poly 3D for my stage work going forward, as this method is so much easier to work with. Crocotile3D is the program I ended up using to throw a quick test stage together and within a few hours I had most of the important stuff figured out.
I'll include this 3D test stage in the bundle if you wanna grab the nightly build and try it out. It was mostly just a testing ground for me to get basics down. All of really need to do is replace the ikemengo app file with the nightly app and it works.
UNIVERSAL CHANGES:
I made a set of quick fixes to every character to make sure their constant-variables were all accurate as it's something I forgot to do before. I fixed this to make certain character actions able to vary based on the size of the character they are interacting with.
OTHER QUICK CHARACTER CHANGES:
Feliro's throws will now make him jump up based on the character size he's throwing. Numbers will be tweaked a bit, but it works.
Mango's "Toy Box" balls now have a reworked bounce-on block code. This makes the bounce off the target a bit more varied based on where it bounces on the target. I also added a lil extra bit to make it unable to bounce straight up and bounce on the target multiple times.
SHIREN Had the command on her "power bomb" command grab changed to a simpler, half circle. The move had a slight damage reduction.
Shiren also has a Test OMEGA super now. (HC y+b) this is a dashing grab attack that can't be blocked. I will be tweaking the away this move works a lil bit in the future, but this can also catch falling targets during juggles. I just need to make it not grab regular air-targets.
Shiren's super command was changed to (HC x+y)
SO... CIACYL!
Ciacyl's focus is put around his Psy Spark helper. So far, 3 command specials are tied to it. The spark itself has 200 life points. It can be hit and even "broken" which will force it to go into a recharge state. The Spark will however, passively heal while it's in follow-mode.
NORMALS SO FAR:
Standing x is a multi-hit "jab". Holding the button makes it do more hits.
Stand Up-x is an upward multi-hit flick that's useful for juggles or anti-airing. It can be jump-canceled on hit.
Standing y is a big spinning kick. Ciacyl is throw-invincible while his feet are off the ground. This attack can be drifted right or left during the spin or during attack contact with a target. So you can drift it forward, and then backwards a slight bit when the attack hits a target if desired. (This attack currently also serves as his standing back-y just as a placeholder).
Air y is a standard Jump kick. It does more damage if it comes in contact with a target within the first 3 active frames. This knocked the target far away from Ciacyl.
Air-Back y is currently an altered copy of it's standing y. It does slightly less damage and has some of it's drift functions altered to only change slightly on hit based on the direction held. And usual, this attack can be performed in the forward direction by inputting B,F + y. If this attack hits an air-target, it will spike them to the floor.
GRABS:
I note the grabs in particular for him because his spark effects them.
The normal grab range is increased, and the throws do extra damage while the spark is in follow-mode. This also applies to his air-throws, which has placeholder animations for now.
POWER ATTACK SO FAR:
Ciacyl only has 1 attack on his b-button so far. It's his big Crescent Kick. This attack is a chargable attack that has a variety of different effects based on when in the kick it hits.
Up close on the earliest frames will launch the target up and over him.
Further away will send them flying away from him.
Above him will send them behind him.
Behind him will spike them to the ground.
This attack gains an ARMOR effect while the Spark is in follow-mode.
SPECIALS SO FAR:
Warp Shot - Quarter Circle OR Half Circle + x
This command send the spark out in a warping pattern. It will stop short if only a quarter circle is performed, and go twice the distance if a half circle is performed. Doing this command again when the spark is in an idle-away state, will make it Warp Shot faster back to him.
This attack can be angled upward on the ground (hold Up), and downward in the air (hold down)
This attack hit multiple times when traveling away from Ciacyl, but only once when it's called back.
Using this attack costs the spark 40 Life Points when it's cast away from him.
Spark Burst - QC + y
This attack commands the spark to use a projectile based burst surrounding itself. When in follow-mode, the spark will move in front of Ciacyl and the burst will juggle targets up and away from him. When the spark is in away-mode, the burst will juggle the target towards Ciacyl. Using this attack costs the spark 40 Life Points.
Teleport - HC + b
This move can be performed while the spark is in away-mode. Ciacyl will teleport to it's location with an attack box surrounding his body. Ciacyl will move out fo the teleport in the direction the half-circle is performed. So if the attack is done R,D,L + b, Ciacyl will end the teleport moving and facing to the left. This can be used to vary the teleport behavior and mix things up a bit.
SUPERS SO FAR:
I gave Ciacyl 1 test super so far. I will be changing the function of this super later on, but I wanted to giving him something to test an idea.
it has no name yet but is performed with F, D, DF, y+b. It is a short leaping spin kick into his big crescent kick, but this version of the crescent kick binds the target to his foot and slams them down behind him.
I THINK THIS IS EVERYTHING, but I probably am forgetting some things because I'm in a bit of a rush at the moment, the end of the month snuck up on me and I forgot this was gonna be a busy weekend, so I at least wanted to get this out before the first!
Thanks again everyone! Feedback is welcome!