XaiJu
VinVulpis
VinVulpis

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WIP Character Update MAR 04 2023

So this here is the late update mentioned. (Files at bottom of post.)

NOTE: I seem to have issues uploading my usual gifs with this post, they aren't displaying, so I'm gonna just make this post and see if they show. If they are still broken, I'm going to assume soemthing is maybe up with Patreon at the moment? The gifs play fine on my PC. So I'm not sure what the problem is. I'll see if I can fix it later if they are broken after I post this.

I did a massive rework to almost every attack these 4 WIPs have to better manage the frame data of them along with a big fix to something I hadn't realized about the engine, which was causing stun-locks on block in a lot of situations. Aurumo in particular has the issue. I hadn't realized that ground.slidetime effected guard stun, and it really makes no sense, but it is what it is. So I added new parameters to most of the attacks to handle this, while certain specials will be gettin their own attention later on where it's needed.

There may still be some issues with the frame data on certain moves as I tired to convert everything quickly, but functionally, but it'll be super easy for me to make adjustments to the vast majority of attacks now with some new math I added to all these attacks, where I can pretty much write in the frame advantage, right into the move without testing and checking animation data, which speeds things up quite a bit for me.

I also added in another lil test feature ( WORKS FOR IKEMENGO ONLY! ) along with the damage tracker that pops up, it now also displays frame advantage. It's accurate for MOST attacks, but it's a lil bit weird with certain attacks still, but for the most part, it's functional for my needs.

With that said, various attacks have gotten some further adjustments with damage.

FELIRO'S Dust Devil Dance was completely reworked. I combined both the ground and air versions of the attack into 1 move. It's no longer a charge move, but instead, a mashing move, where tapping the button now makes him spin a lil longer and start to rise up. Its carries some of the momentum of Feliro just before the move was used, so you can do some fun movement stuff with it. When this attack is blocked, Feliro will bounce away like a top.

MANGO now has his own throw animations. They aren't finished yet, but the general purpose and damage changes are there. I still need to make a back-grab variant, and an air-throw, since he will be able to air-throw like Aurumo.

MANGO now has a DASH ATTACK. It's still being toyed around with. But it's there, currently has a stand=in animation, but the actually animation for it will be very similar, along with it's function of making him land into a crouching state for a crouch attack follow-up.

MANGO'S IMAGINATION was changed to be his universal 1+2 EX. It now has invincibly frames and an animation dummied in temporarily for the mobility portion of the attack. It still needs some tweaking, but I intend for it to be a metered dodge and counter and a juggle extender to link between certain attacks. This will be gettin a reworked animation to go with the new idea.

MANGO'S Play Ball now can bounce off screen and vanish if it goes too far. IT STILL BOUNCES OFF STAGE WALLS. (Yet another IKEMENGO only feature Mango is relying on, since this can't be done in MUGEN.) I did this to make neutral and stage position more interesting for his gimmicks. So now, the ball can fly off screen and make a noise when it "vanishes." Once it's gone, Mango can spawn another one. So it makes it MORE spammable in a way, but gives him a special stage wall play with it.

MANGO HAS AN EX PLAY BALL. Done with D,F 1+2. This make a larger ball with a kitty face on it. This basically replaces the 2nd super I gave him. The new ball is a time-bomb type ball. It's effected less by knockback and decays motion faster. When it explodes, it puts anyone (including Mango) into a free juggle state. It will HEAVILY damage guard when the explosion is blocked.

MANGO'S "MANGO BOUNCE" was reworked a bit. I'm doing this going forward for all attacks that count as "projectiles" but are physical in nature. I just programmed an invisible helper to mimic along side the attack to act as the attack box. This was done to have projectile counter attacks behave better without breaking the character. I'll be doing this to any other attacks that have this type of special "projectile" property. Everything seems to be working for this attack with the changes, but I noticed there is ONE thing that isn't quite working right and I'm not sure why, but it's minor. He's not bouncing OVER opponents hit while lying down.

TAG.ZSS file included for my tag mod made for IKEMENGO as usual.

SHIREN Will be reintroduced in the WIP updates soon. I've just made SO MANY changes I think it'd be best to report everything as once to her file as I start to expand the roster with these 4. Like I mentioned in my previous post. I intend to start workin in more characters into the WIP bundles. My plan is to try to hammer out as much quick- WIP animations for a handful of characters to get more playable content in the works and work on refining them overtime as I polish all the animations. Get some more variety into the mix to avoid burnout on working on the same things so often.

That's it for now. Plenty more work to do, but this is at least a good stopping point for this update.

WIP Character Update MAR 04 2023 WIP Character Update MAR 04 2023 WIP Character Update MAR 04 2023

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