This update is largely focused on Aurumo, but also have a universal update for the other two characters.
AS USUAL, download is at the bottom of the post.
EDIT: Something small I missed with the matchwin splash that I missed the 2nd location that called it. It's turned off in team matches for the time being. (see below)
EDIT2: I think I finally found the issue with Aurumo dashing the wrong way seemingly at random during play. He was missing a buffer.time=0 on his "holdback" command. The universal buffer on that one command the input helper uses seemed to be the issue plaguing him. File updated again!
All 3 characters now have TWO .DEF FILES. Each one it named after the engine it is intended for.
Example:
Gejhi_Mugen11.def <-- For MUGEN 1.1
Gejhi_IkemenGo.def <-- For IkemenGo
add the .def for the engine you are using. I had to start doing this because I wanted to use some of the new Ikemen features, but Mugen crashes when it sees certain things it can't recognize, so I was forced to made two .def files. The only difference is that the IkemenGo version loads 1 more page of code, otherwise the rest stays the same.
The universal update for for the GUARD METER in the Ikemen GO engine. Now when the character is put into Ikemen, the guard meter will sync up with the guard points setting in Ikemen. This means that the guard meter calculation works a lil bit differently than it does with the system I built for Mugen. Now it will use the "guardpoints" feature instead of being purely based on the number of hits.
When in TAG MODE in Ikemen, I turned on my special win splash when the match is over. This is so my characters don't hog the spotlight when winning with a teammate that isnt made by me. I will later be adding in a special version of my win splash when my characters see their partner is also made by me.
A small update was given to Feliro's file to fix his Omega meter not working as intended when with a Tag team in Ikemen.
and now for the main presentation of this update. AURUMO
[ANIMATIONS ADDED]
Finished: Jab, Ice Slash, Packed Ice Upper
Stand idle and walk have cleaner animation, finished full Run cycle animation. (Trot and turn need work)
ADDED NEW Breaker slash animation, finished.
[ADDED Attack] Breaker Slash
This attack is done by pressing (or holding) Y (button 2) after his standing 2 attack, the Ice Slash. This move can be held to charge and is designed to increase it's damage and guard breaking ability (Ikemen only) as it's held. A full charge will guarentee a guard break. This move will need it's mechanics adjusted for the MUGEN version so that it can mimic the effect it has in Ikemen. This attack's charge time might be shortened.
[Balancing]
I changed a lot of things in small tweaks to limit his combo ability and damage output, as he was becoming way to powerful and capable of longer combos than the design I had in mind for him. These combos ended up being fun, so I'm keeping elements of them, but making the longer strings harder to do.
Cyrosphere is now a couple of frames slower before the projectile is spawned. I'm moving this attack away from being a combo tool and focusing it more on being a space control tool, a means to start combos with, or a combo tool in more limited juggle situations. This was the main reason he ended up being so powerful, so this got a nerf. It does more damage now in exchange.
Jab (st.1) is 1 frame slower, damage reduced.
Ice Slash (st.2) had damage reduced.
Ice Sweep (cr.2) had damage reduced.
Packed Ice Upper (Up.2) had base damage increased, but is reduced to 67% when used in certain combos.
Turning Spike Slash (Back OR Back,Forward, 2) Damage is reduced to 67% when used in certain combos.
Glacial Hammer Now has more power added, as well as the added dizzy and guard breaking abilities in IkemenGo, which also scale with the charging power. BOth the ground and air versions have this.
Dizzy and guard points are slowly being added to all attacks, and eventually Gejhi and Feliro will have this added as well. Aurumo is just where I started on this one.
I think that about rounds up the details for this update. There might be some other small things, but these are the main changes. Aurumo will be gettin another animation update next month, and be ALMOST FINISHED. Soon.... SOON. (So ansy to finish him).
Thanks again for the support! More to come next month! <3
Happy Holidays!