XaiJu
Kazecat

Kazecat

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Kazecat posts

Pastilla Gethit back/down

I think i can start animating attacks now. So that gets me hype! normal attacks should be coming soon.

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Pastilla gethit back/down early

her knocked down sprites. Its gonna be awkward animating a taur build doing the necessary poses but I wanna get to the attacks soon. the Basics that every character need aren't as fun to animate.

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Pastilla Gethit

The get hit frames. So now she can be attacked.

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Pastilla get hit frames

gonna try to get these done soon. after this Pastilla needs a downed sprite and then that's bare minimum of basics done.

Also I've done updates to all the previous character as you would expect but I don't think its anything severe enough to update y'all. So those will come with Pastilla's progress.

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Pastilla Portrait

Her is her portrait. I hope It doesn't feel over done.

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Pastilla Jump

Now she can jump. Getting the basics done.

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Pastilla Walk Cycle

Oooh boy! I'm not looking forward to the tedious animation I'm gonna have to do for her walking backwards. Also I got this done late at night so i'm gonna do another pass on it when I get more energy. I hope you all like this.

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Pastilla Walk Cycle early

Hopefully this look good to y'all.

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Ra Get Hit Low

Noodle boy can now be hit in the gut.

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Pastilla Stance

She's gonna need an animation for her turning sprite of course but she's not as big to be a problem.

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Pastilla Stance

January is gonna be the start of production for Pastilla. I wanna get a build ready for TFF which is the end of march so gotta rush.

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Difficulty Update - Patch Notes

I've done something with my AI to actually make them easier and harder based on the difficulty setting of MUGEN. I hope this works new to fighting game players and people that want a challenge. I've done a lot of changes under the hood but I have a hard time memorizing all of them. But I'll try to list them below.

All:

• All characters had their AI tweaked hopefully to knock out some more silly choices AI made.

Jumbo:

• Hard Command ...

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Ra Get Hit high

Snake boi can now get hit in the face.

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Batch 12-24

I've been working on a side project, and Ra's sprites so my progress has been super slow. However I've also been working on AI patterns for my characters. I've just been trying to polish the AI and also give it inhibitors so that its easier on some difficulties. So if you're worried about entry barrier try the characters when the difficulty is set lower and let me know if its easier. As well as let me know if the AI feels more challenging, I've tried ways of making my AI detect projectiles bu...

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Ra Block

Unique properties for this stretchy snake boy.

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Ra Block

This is the most amount of frames for a block I've ever done but he has a non standard type of block.

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Ra Jump

Snake man can jump! Next will be block.

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Ra walk sprite

Basic motion.

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Ra stance sprites

I finally got these done, so happy to move on.

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Ra Walk alt

The walk animation for a snake is something I've never done before but I like the look of this so far.

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Ra stance alt

I wanted to redo this since making his body excessively long would be annoying for other animations.

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Additional Supers update

I've been working on this off and on. It took way longer than it should have but now that its out the way I can focus on other things I need to do like all the sprites I gotta get done. Download links are gonna be below as well as change log.


Download:

(Just Characters)

http://www.mediafire.com/file/52yz22yb21zfx3u/Kazes_characters.zip/file<...

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Side Project: Power Walk cycle

This is early and way too fast for what I wanted. This lovely lady will play the power role while the lizard girl is the speed character. I'll slow this down later on.

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Ra Walk cycle

I'm just doing the animation for Ra. I really need to get on the ball. I haven't been fast at this since Makuyama finished.

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Side Project: Speed Jump

This unnamed characters Jump.

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Side Project: Speed-Roundhouse

Those patterns bodied me. I'm know they aren't consistent but they shouldn't be the main focus. Also I decided to dial back the amount of colors the lines get to save time.

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2 More Supers Added

Enorma got a Missile Turret as an anti air super.


Aroma got a Pole Catastrophe, a homing ball of damage as a super.


I can still tweak em but I like them so far.

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More EX changes

I've worked on Jumbo, Jiggly, Bertha, Katrina and Enorma so far.

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Batch 10-31

Try out those new EX's moves and supers. The rest will get worked on as well.

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Patch Notes 10-31

Even with all the current characters release I like tinkering with them to make them more enjoyable to play with. So let me go over some of the things you may wanna play with. I'll try to do a video soon to showcase some of the changes and potential they may have.


Design:

• EX moves are being changed to provide a function instead of just more damage. Mainly to help with combos for each characters. Some that you see will make sense and some may be a str...

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