So, I'm at the point with Aurumo and Feliro now where I can focus on cleaning and detailing up their animations while I fill in the last bits of what they are missing. So, even though the detailing may not be finished, the play mechanics and moves for the characters should be full filled out. I've already made some more adjustments to how some of their moves work as well.
What to expect:
Well, in terms of animation work, this is the most time consuming part for me, so this will take a while, BUT, I'm gonna try to fill in the last missing bits in both of them and continue to make balance tweaks to them while I do this. At some point in 1 or 2 weeks, I'll be posting another big update for both of them with whatever updated animation I've done up to that point and also announce any changes I made.
I will also be dumping a new Sprite Asset Bundle as well when I release the new playable downloads.
I also have a Palette Masking Tutorial in the works to show how I produced a sprite that has 2 distinct images, in just one sprite, which can be swapped between by changing the palette data. This is useful for creating a 2-form character in MUGEN without breaking the the sprites display methods when the character it put into custom hit-states, which are bound to specific sprites in the character data.
The 2nd image on this post is a preview example of this. The character shown, "Sorl," is to be in development later. In the video, I will go over the techniques I found to make managing this as easy as possible and to make sure the palette data exports correctly, using Aseprite. Then, all you need it a remappal command in your Mugen code to switch between forms with no extra complicated code-around work needed for compatibility with custom states.
UPDATE TO DAMAGE SCALING COMING. I noticed that some aspect of my combo scale limiter wasn't working as intended, and Feliro was able in some situations to roll the scale so high that he started HEALING the target because of the subtractive "step" system I have, rather than a constant percentage reduction of the remaining scale. SO, this was fixed. The maximum scaling steps is now 20. So once the move counter hits 20, scaling will stop and the minimum damage each attack does is about 2% of it's base damage, with a minimum damage output of 1.
That's about all for now in this news post. I'll post another download update within a week or 2, before the month is out. I balance commission work along with these projects. So thanks much for hanging in there and supporting my work. If I an manage to build up a larger patron following, I can certainly devote much more time into this. All in time!
Thanks again all!