At long last, I have some new updates for the game. With another New WIP character, Rael. We up to 6 characters now. Took a break from commissions to get this update rolled out.
ZIP FILE AT BOTTOM OF POST. Custom tag.zss file included for IkemenGo. YOU CAN ASK ME FOR AN IKEMENGO BUILD WITH CHARACTERS, STAGES AND SUCH PRE INSTALLED. (Various unfinished assets, but it's functional)
I grinded hard to get a lot of ground work done for her recently. I built her on top of Gejhi's file, so a lot of base functions are still similar to him (along with the usual altered palette temp sprites hangin in there.
Before I talk about Real, some universal fixes for all characters in IKEMENGO:
I did a quick patch that (I think) fixes the AI issues with taggin, when they were getting stuck in place and not taggin out properly. I THINK my AI's variable usage was to blame. So I added a bit of code for that.
I also did a quick fix for the IKEMENGO 0.99 set that makes them properly run in/out when neutral tagging. I code my runs a bit unusual for the engine, so I patched that for them.
I also changed the debug "damage/frame ADV" text I have displaying in IkemenGo. The recent engine updates changed the default fonts for this, so I changed them, (for now) to use one of the default lifebar fonts. I know this may have different effects with other lifebar sets so I'm gonna play with this more for next patch maybe. It's not a huge priority right now, but the text now appears behind the characters either way.
I still want to do another patch for the human player buffer system with tagging and round in stuff. Just to stop them doing extra attacks before taggin out, or not attacking when jumping in at match end. I know where to fix that. Next update will have that taken care of.
Now, on to Rael...
RAEL doesn't have any portaits yet. They still show Gejhi.
WHAT SHE HAS SO FAR:
Stand-1 She has a basic auto combo
Stand-2 She has a 2 hit auto combo, still borrowing Gejhi's kick and the tail whip from auto-1. for testing ideas.
Air-1 is a mutli hit, low priority attack. Makes her float slightly.
Air-2 is a double kick, 2nd hit makes her bounce away.
Air Down-2 is a Dive kick that slides on the ground based on how close to the ground she was at the start. I'm still deciding on what exactly to do with the mid-air hit, but the sliding part hits low and starts a juggle. The sliding portion can also be jump or special canceled.
Quarter circle-2 (D, F or D,B) is a laser gun attack. It has a cool down timer built into it, and will be deciding on how I'd like to visualize it, but it can shoot 3 shots in a row, or 1 charged shot by holding the button down, rather than tapping it. This can be done on ground or mid air. Each shot takes 90 ticks (1.5 sec) to recharge. The charged shot needs all 3 stock.
Air-Grab (Guard + 1 or 2) isn't really a grab. It's a grapler beam similar to tether based z-air moves in Smash but with an added gimmick. The attack will just do a light-hit on a target. During the hit-pause of the attack, pressing button 1 or 2 will make her pull into the target with a kick, which will knock down as she kicks off of them. The attack makes her floaty for a bit as the taser is out.
WHAT I HAVE PLANNED FOR HER (SO FAR):
I know I want to give her another special on button 1, that' is a multi-hit "rekka" style move using the spinning taser similar to air-1.
I'm going to possibly give her another projectile that is a latch-on bomb similar to Mega Man's crash bomb in Smash, but possibly with a different flight trajectory, rather than just straight forward.
Her power button attacks, I'm thinking on having a 2-mode thing going on, where she has 2 tools she can swap between with a command, which will change the attacks on this button. I want them to synergize in some way, so I'm still thinking on this.
I know I want to give her a super (or make it the Omega) that is largely a reference to Fox's (Smash) Fire Fox attack, with a burst of fire/energy around her before she flies doing multi hits in the direction the player holds.
At least 1 super move will be a large projectile.
I want to play around with her air-handling more. Giving her some kind of float gimmick or just plan better air-handling than the rest of the cast. Maybe an extra jump (but will make her normal jump shorter if I do that). I already messed around with making her air-dash more an an actual fly that weakens with time, but it's very unfinished.