I know someone wanted something like twerking or something but I rather keep the win pose simple. At the end of the project the tolerance for drawing the character is pretty dead. So its hard to get motivated for something that will need that many frames.
Zafta is pretty much gameplay complete now since she has all the specials and super. But I'm gonna delay the public release even still since I just wanna polish.
2018-05-27 21:21:13 +0000 UTC
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Zafta has had a problem with poking airborn oppontents a good distance away but now she can kick foes out of the skies.
2018-05-25 10:03:46 +0000 UTC
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Just a youtube vid that shows off what her super does.
2018-05-25 00:37:03 +0000 UTC
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Just a screen cap of it. It works so far but input is always appreciated to help fine tune it.
2018-05-24 22:54:54 +0000 UTC
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Zafta now has her super. See if its easy to do, see if you can combo into it. And check if its fun to watch. Then give me feed back to what you think needs changing.
2018-05-24 22:50:53 +0000 UTC
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Zafta's super is gonna be the thigh grab that goes into this. So a long range lunging command grab. 2nd Part should be added pretty soon.
2018-05-24 06:55:26 +0000 UTC
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Zafta is coming close to completion. In terms of Gameplay she's getting 2 more moves and a super. In this build Zafta has her heel kick added to her moves it is QCF + k, and her knee has been changed to DP+k.
There have been other tweaks too but nothing major.
2018-05-22 21:49:24 +0000 UTC
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I drew her in her original outfit for the super and by doing so I wish I stuck with the original outfit. I have an idea for how I'll do the super so don't you worry but It may take a while to animate it.
2018-05-22 21:30:59 +0000 UTC
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Another new move. Also to be honest the animation for the rising knee and heel kick was one fluid motion at one point. I just broke em up to get two moves out of it.
2018-05-22 21:28:25 +0000 UTC
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Its taking a while but its getting done.
2018-05-21 07:45:05 +0000 UTC
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If you recognize this animation good. I re-purposed this portion for an anti air type move. The rest of the heel kick animation will take a while. This has been implemented to Zafta as of now. So next update she'll have this.
2018-05-20 02:58:12 +0000 UTC
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i said yesterday I wanted to add a lot of frames and I got that done. So This batch is pretty much a straight replacement to yesterday.
All:
characters now have reducing hitstun on their jumping hard attacks when used repeatedly. To prevent infinites.
Zafta:
Had a frames of animation added to most of her stuff to keep her looking lively.
Standing Hard Kick got a new frame
Standing Hard Punch got 2 new frames
Crouchin...
2018-05-18 18:03:02 +0000 UTC
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Zafta is coming along nicely, I'm gonna tweak some animations again today.
Zafta:
Has a medium kick now, press light kick twice or just forward and light kick.
Has an anti air jab now, press back and light punch to stop aerial attacks.
Butt drop has been added, more animation needs to be done to it but dodge then let go of one of the kicks to butt drop.
Jumbo:
HP Air grab damage improved
Air grab gives immu...
2018-05-17 19:44:32 +0000 UTC
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Finished the butt drop frames. I'm gonna work on frames that just need tweaking soon. Hopefully after that I can do the frames of her impacting the ground.
2018-05-16 17:21:26 +0000 UTC
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Zafta feels like a character that should have a lot of command normals since she needs to use her long body to control space. So she will have a better anti air option and a faster poke option.
2018-05-14 07:56:42 +0000 UTC
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Updated files again!
Zafta's coming along and sorry for teasing Maku and not getting much. All I did for him is gave him an icon sprite and a portrait.
Zafta:
Zafta now has her push block and throw. I think they are both fun.
Aroma:
Aroma had a infinite discovered by Nekocrispy, it has been address and the way to do it has not been removed. But we got an inhibitor on it
Lardo:
Lardo couldn...
2018-05-11 00:10:35 +0000 UTC
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This one functions like Jumbo's it eats more meter but knocks down and sends away. Also the recovery frames are lacking but I'm just trying to get stuff done now. I gotta go back and add more frames in a lot of places.
2018-05-09 07:13:44 +0000 UTC
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the hip check should of been hers. It would of fit more. However Enorma did that so Zafta has to butt check now. Which is already done by Bertha but I figured if she uses her body like a bow it can be done in her own style.
2018-05-09 00:12:14 +0000 UTC
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After she grabs you she places your face under her crotch and then claps with thighs. I got the grab implemented in the game and I'm gonna try to get more things for her to update for later on this week.
2018-05-08 07:57:08 +0000 UTC
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Zafta's grab attempt. Despite her height the range will be terrible to keep her in line with the others. Unless she ends up being weak, then she can just have it.
2018-05-08 07:55:25 +0000 UTC
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I over exaggerate hip rotation in my walk cycles. But I feel I do that just to show the butt cause I just wanna see it.
2018-05-06 02:54:16 +0000 UTC
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Its pretty much good news and bad news. The issue with Zafta isn't the ideas, its the implementation of them and my own satisfaction with them that's the issue. Instead of struggling on her I may as well work on the basic assets for Makuyama since its just eating time at this point.
Zafta isn't done nor is she being canceled, I'm just shelving and doing Makuyama till her fight design feels more defined for me.
2018-05-06 02:52:08 +0000 UTC
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I'm so sorry for the slowed progress. I did a bunch of sketches for ideas but still I am no sure about how I animate her attacks which hurts how they look. Since Zafta is slowing down really badly maybe I should work on someone else till I get more ideas for her. I hope that idea doesn't frustrate y'all.
ALL:
This current batch adjust the pushback on hits a bit. Also it gives Bertha and Lardo an overhead. Which is done with Down-Forward+HK, its very lo...
2018-04-30 01:13:32 +0000 UTC
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This move has stupidly high range. As fitting since its a Giraffe doing the splits.
2018-04-25 01:08:52 +0000 UTC
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All Characters and Stages as of this date.
All:
Super combo scaling has a minimum of %70 efficiency now so long combos into them are still worth it. This mainly benefits Jiggly and Lardo.
Jumbo:
Has been given a fantastic new stage thanks to Vdisco
Bertha:
I've tried to remove armor from recovery frames of attacks. So you can better punish. Her Clotheslines recovery animation no longer has armor....
2018-04-23 18:45:39 +0000 UTC
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Alright I have implimented this move and if y'all could tell me what you think of it.
Its a Command grab done by doing HCB + K, and it only hits High, so jumping or ducking will dodge it. This is so her command grab isn't as fearsome as the others.
In other news I think I have a idea for how I want her pushblock, throw and C. roundhouse to look. so I may get those done this week or at least started on some of them.
2018-04-23 18:35:21 +0000 UTC
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I got a special move done. Although I hate it now that its in. I didn't update the files on Thursday but now that this is in the game I'm gonna polish it a bit more with some more frames and effects. Then update the files so you can try it out.
This is a lunging hit grab, should be an easy option to combo into and its something that uses her thighs.
2018-04-22 09:11:14 +0000 UTC
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Its simple and has fantastic Range.
2018-04-17 07:37:43 +0000 UTC
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The recent download has these changes. Let me know if they are comfortable.
2018-04-12 20:27:17 +0000 UTC
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Zafta:
Zafta has a lot more normals than she did last time. She's just missing her C. Roundhouse and J. Roundhouse. Also she'll have command normals too to help control space. Zafta has no special moves and the damage inhibitor has been added so please give me feed back on to if you think she does too much or too little.
None of the special moves have been implemented but i do like the feedback I have been given. A side note on that though is that some suggestions or jus...
2018-04-12 19:26:33 +0000 UTC
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