Ey, sorry for the delays on gettin Shiren out, but stuff has came up and I needed to shift my focus a bit, so I couldn't focus mega hard on this stuff recently, but I'm gonna try to get that Shiren WIP out before the month's end.
That said, here's an update to hold over. I've been picking a bit at the critters and a bit at how the tag system works for them in IkemenGo.
I also realized that I should start including in my modified tag.zss file for my characters, as the one that comes with IKEMEN GO since 0.98 is now a very basic tag system. My characters function best with the older "mvc1" style tag system. I just have mine modified to make characters stop differently and not allowing tags to break combos and steal turns. (too chaotic). I'm still looking to work more on it to make it flow better, but it's functional.
If you are using IkemenGO and want my tag system, just replace the "tag.zss" file with mine, if you are still using the basic default tag system.
I added in a "target tag-in." If you tag while having an active target being hit, the partner will jump in with an attack. This was done to help keep tag combos a bit more consistent between team combinations without needing to make bigger changes to how each move works for better tagging. This helps them stick with the solo (no tag mode) function as well.
Each tag-in attack is slightly different, doing different amounts of damage and slightly different knock-back. I'm working to make these attack more unique to each critter and to better work with the characters move-kits.
I'm also looking to tweak the tag file so that the side one tags into is always the same side, regardless of facing. (The default relies of character facing, which is kinda janky for my critters who freely turn.)
Default mappings of buttons described are as follows. "1"=x, "2"=y, "P"=b
The critters themselves got some small tweaks.
Feliro was given a proper WIP animation for the overhead special move I had as D,F-1 for a while. I've also changed the function of the attack, being projectile invulnerable until the attack comes out. The movement of this attack is also effected by holding forward or back or nothing for mobility options. I also added the option to use it mid-air.
Feliro also has a new version of Twist Gale when done with D,U-P which now starts with a head-spin before launch. This is the higher-damage option for him, while the y-button version is the faster anti-air attack. The button-2 version will always launce upwards and slightly forward. The button-P version will always launch BEHIND and far away from him, to give the move more predictable launch angles to plan around.
Feliro's twist gale also now does more damage while in Hyper Charged state (his omega install move). I'm working on giving all of his special attacks special properties while his Hyper Charge is active.
Aurumo now has added super-armor to his Up-P and Down-P attacks before the attacks are active.
I'll try to have more updates along with Shiren's WIP out soon!
Thanks much!