Working on Aurumo again. There will be an update going for him soon.
Gave his Glacial Hammer an air version. Likely gonna be slower in the final version. It lacks the armor of the ground version but still a good disjointed hitbox.
It drags down mid-air targets hit with it.
I'm looking to get his 2nd super working for the next update too, which is a command grab.
I've also been trying some tweaks to his combos and moves. Trying out different routes and limits to the move chaining and tweaking damage. I'm worried about makin him too strong, but his lack of speed and slower frame data might be okay with that. I just don't want him doing 400 damage with no meter, which he's been capable of so far with 2 freeze loops started with a low temp.
I also want to adjust how his dash attack, shield tackle works to make wall bounces a lil bit easier to get and work with.
I should be able to drop this update by some point next week.
Thanks all! <3
2021-03-16 12:39:24 +0000 UTC
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Download is at the bottom of this post.
This is an update for Feliro featuring his two back/turning attacks on ATK 2 (y) which combo to their standard facing 2.
Adjustments were made to his head spin Dust Devil Dance to have a last hit that has a bit more hit-pause and knock-back. The same was also done to his Twist Gale Attack, at the peak of the raising action having slightly different hit properties.
Adjustments where made to Super1 : Flurry Striker that end the attack in case a target is lost. Hit timing was reduced to speed up the attack animation.
Super2 : Sand Breaker is still being tweaked, as I plan to add some animations to it for the first head spin portion to end in a launcher, that follows up with the Twist Gale finisher, as well as additional effects for it.
ALSO NEW, is a PAUSE MENU I made as a "trainer" set of options. (But also serves as a tester function for myself.) You are able to turn on/off features like SLOW MODE, AUTO REFILL SUPER and AUTO REFILL ULTRA so you can easily set the meters up to practice stuff with ease. It still needs some tweaks, but it's functional for it's purpose right now.
What's left:
Feliro just needs at burst move (x+y command) and a crouching power attack and an air Power attack. Then, all that remains is balance and mechanic detail, cleaning/detailing his animations, and AI. So Feliro is almost in the final stage of development!
I will be making some adjustments to how his Ultra works for cleaner combos during it's active state. It requires some code work to make it function better. I'm going to adjust the damage and knock-back effects and make using various moves cost time for the countdown as well.
Included in this post is a "READ ME.txt" that includes updated information that has a text based command list with some other basic info. This file will be updated with each new release for the character related to it.
NOTE: I will make this post just for Feliro for now, but this post may eventually be edited for all future character WIP updates as a patron exclusive post.
Thanks all, I hope you enjoy this update!
2021-03-01 01:23:19 +0000 UTC
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So, I'm thinkin I'm gonna try something a lil different with how I post my content here.
What I think I'll do is instead make one "Finished Characters" post and a "WIP characters" post and update those specific posts when I have new material for them. I think this will make maintaining links a lot easier for myself, so that old posts I put out on other sites, still point to the most recent material.
So, coming soon, when I have another Feliro update ready, I'm gonna group him and Aurumo in the same post and continuously use that one for all WIPs going forward.
I will still put out a "news post" with a link to the respective download posts, every time I have an update for them. I just think this will help keep posts somewhat organized as well.
That's about all for this lil post. I'm aiming to have a Feliro update before the month is out.
Thanks!
2021-02-24 04:20:10 +0000 UTC
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This is a video for my patrons to see a bit of the process of how I work on some of my animations. Pretty straight forward in terms of the drawing and rendering process. I have some other updates on the way in terms of playable character WIP downloads, but this is a lil extra something I put together and plan to do more of.
This video is unlisted on Youtube, please do not share this video to folks who aren't patrons of my work. I may eventually move over to Vimeo for this content, but this does the job for now.
I did actually notice that I totally left out his scarf tails in the finished work while making this video. That's something I'll fix in a later animation update for him, where I plan to overhaul his sprites to a bigger color range and slightly larger size.
I may also expand my patron catagories to a 3rd tier which includes more content like this, showing how I work on animation and how I create stuff within MUGEN. There will be a mix of free, and tier'd content like this.
More to come!
Thanks!
Music is by me.
Song 1 : Distant Traveler
Song 2 : Constitution - Theme of Gejhi
My Site: https://www.vinvulpis.com/
2021-02-24 03:49:09 +0000 UTC
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And to go along with the posted WIP character download, here all all of his game assets as-is in the WIP form so far.
Included as all frames I exported for the game, any gifs I made of them, and palette files.
Thanks again all!
2021-02-06 04:43:23 +0000 UTC
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EDIT: I'm a doofus and when I went to do a fast update to the file, I assidentally reposted the assets file here, instead of the updated playable WIP...
I'm a butt, it's fixed. Proper download is now attached to this post.
Feliro is nearly finished in terms of having all of his animations roughed in, and having all of his moves added in.
There is still a few animations missing, (still turns into Gejhi or another character for certain things.)
As far as his moves, he just needs a burst attack (x+y move), an Air Power attack, and crouch Power attack. and a turn variant of his standing and air attack 2 moves.
That's all that's left, then I'll just be working on making adjustments to all of his attacks to refine their function and balance, and then get all of his animations detailed, and then, add in his AI and he's finished!
Feliro has a 2nd super attack, "Sand Breaker" that is done by inputting [D,D,U y+b]
It's mostly an anti-air super, but can be used as a close ranged attack on grounded targets. It does more overall damage compared to his other super, but the usage is tighter and the input is a little harder to do as quickly.
Feliro mostly has all of his main buttons in and finally has his own universal grab, which funnily, makes him throw himself more than the target, after running up them and kicking off. He small.
This time around I added character info to the "READ ME.txt" file in the folder. Which has some basic info and a command list, Which will be updated with each WIP. Later on I will probably change this to an image file or PDF included in the download for better presentation when the character is finished.
So, all that said, this means Feliro is almost ready for the final stages of development! Few things left to fill in before I move to refining and balancing.
Thanks for hanging in there after a couple months of no progress. Like I said then, anytime I fall short, I will be owning it and not charging you all for that month. Life has been a lil goofy with distractions and such lately, but I put in the time to get this update out finally, and later this month he should be ready for the final stage. I'll try to get Aurumo there with him.
Thanks so much, hope you enjoy this WIP.
EDIT: I did a quick fix to get rid of the meter gain on the Sand Breaker Super. I used the code from other attacks it's based on and forgot to fully change certain attributes. So, the file is updated.
2021-02-06 04:37:47 +0000 UTC
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I'm gonna wave the monthly payment for this coming pay-cycle for the current patrons again because of my lack of updates. I HAVE been chipping away at Feliro, who is pretty much at the same level of complete as Aurumo, maybe even further along. It's just been hard to keep up with the MUGEN stuff right now as this month has also been full of distractions pulling me from my work and needing to finish commissions and stuff, and before I know it, the month is almost out. Lil bit of a rough start to 2021.
I'm STILL going to drop in my Feliro update in the next couple of days, but still giving current patrons another free month because of my under-performance and lack of updates.
Feliro just needs a grab and a his a bit more of his universal idle and hit-animations (which I have almost all of that finished).
So yuh, keep an eye out in a couple of days and Felrio's new WIP update will be comin.
Well wishes. <3
2021-01-27 08:44:09 +0000 UTC
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I'm pausing the billing for next month for active patrons. I'm doing this because I've been not feeling too great and I'm behind on a lot of stuff. I don't want my patrons payin for updates they didn't get this month. So, when the 1st comes around, you all won't be changed.
Even if I do manage to squeeze something out before this month is out, I'll still no be changing patrons.
Ciacyl here has gotten a lil bit of development this month.

I hope to get a good chunk of work done for him next month. It's just been a bit of a blah month for me. Sleep issues and feeling very drained and on and off feeling a lil sick, which has effected my output on stuff. I am recovering.
I hope you all are enjoying the holidays either way. Happy new year as well!
2020-12-25 20:52:20 +0000 UTC
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A bit late, but here's the updated public release for Gejhi.
This update features A few small, but significant changes to him.
- He's rendered 20% larger in engine now, as I felt he was too small to the sprite sizing I wanted.
- The AI's parry behavior was changed to tone down the parry god behavior Vs human foes, to make fighting him less frustrating at higher difficulties.
- Small changes made to Jet Slash for a more consistent connection between hits, especially against small foes.
- Many other small changes to go along with the size changes, to that combos generally behave as intended at the new size.
- A universal cap was added to the damage scaling system to max out at 20 steps. While it seemed impossible for Gejhi to reach this limit, testing on other characters without limits showed it was possible to start doing negative damage, thusly healing the foes if the limit was passed.
Later on, I do plan to replace all of his sprites with ACTUAL 20% larger sprites, and an expanded color palette to fit 4 shades per color (like my current work), rather than the 3 I used when I started him.I did start some of this work, but I'm slowly picking at on the side, while focusing more on new characters. These changes aren't hard to do, but are a lil tedious to do all at once.
Included in this download is also the modified Training Stage shown in the image. It's generally a reskin of my training stage to make it a lil more interesting and to fit a bit more with one of the visual themes of my lore, the black hole. I will probs tweak this stage more later on as well, to be a little less bright, It was mostly done as an concept test, but I like it, so I'll refine it later. I figured I'd let you all have it as is for now, as a bonus.
Thanks a bunch and Enjoy~
2020-11-30 03:58:19 +0000 UTC
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EDIT: I decided to do a quick update to this post, updating Feliro to WIP 11-30-20, where he now has a super attack with a temporery animation, along with other minor tweaks to the knock back, damage and scaling of some attacks.
Feliro's available super is done by F,D,DF y+b. It can be done from ground or air.
The file at the bottom as be updated.
Well, here's the mentioned WIP drops for Felrio and Aurumo. I also decided to throw in a bonus of a stage experiment I started with making a more 3d look for other types of settings.
Aurumo honestly only may have small tweeks to his kit since the last update, the main one being the adjustments I've been testing to how his heat meter functions, trying to find a better balance of how his special attacks effect it. I started workin on the concept that instead of automatically overheating over a certain threshold, I instead made it so that he will over heat if another ice ball is used before he has enough head meter to do it, it will then peak and do it's passive damage from that point until cooled.
Aurumo otherwise still requires all the missing stuff mentioned in the previous posts about him. I took a break from him for a while to start something fresh and avoid burnout.
NOW FOR THE NEW BOY, Feliro:
He's going to be the fastest critter in my roster, so the speeds you experience with him are peak. I got pretty far with him, so here's what moves he has so far:
- Feiro has 2 mid-air jumps or dashes.
- ATK 1 has his standard 3 kick combo
- ATK 1 also has an air variant of the grounded attack, which also bounces him up when it connects.
- Both ATK 1 and 2 have upward attacks, 1 being a standard upward hit and the other being a jumping double kick that allows him to air-combo after.
- ATK 2 in the air, doe sa long lasting kick attack, which has a sweet-spot at the very start of the move, and then do a weaker hit for the rest of the active time. It has a wide hitbox that spans under him for cross-up options into combos. When this attack hits, his air-momentum is heavily reduced and he will drop to the ground quickly.
- Down ATK 1 or 2 (for now) Both perform a diving "bicycle kick" where he wil stike 6 times before kicking himself up and away.
- Up ATK 2's double kick can also be done mid-air, with no upward motion, but useful with short hops to also start a juggle. This has some landing lag when done close to the ground though.
- SPECIAL, Flurry Feets [D,F, x], is a multi-hit kick which can be held by holding the button. Releasing the button will do a finishing kick. Can be done mid-air.
- SPECIAL, Twist Gale [D,U, x or b] is a upward flying multi-hit attack that carries the foe up before they are flung out of the attack at the end. The grounded 1st hit extends out in the direction of his facing or the direction the input is leaned. (So UB will make him turn around for the 1st hit, and U or UF will do it to his front.)
- Special, Mirage Dash [CURRENTLY just F+b, but this is subject to change] That attack make's Feliro dash forward with a glowing aura and do damage as he passes foes. A 2nd, shorter ranged dash can be dun by inputting another [b] button input. This can also be turned back around by holding back for the 2nd hit. Can also be don mid-air but only once until landing.
- Ult: "Full Fen Mode" (working title) [D,D y+b] When activated, Feliro's Ult meter becomes a timer. Feliro will gain the ability to cancel any attack with any other attack, jump or dash when a target is hit. All of Feliro's attacks do a fixed 1/3 damage with no scaling effects taking place. This "install" styled Ultra will later on, will allow the use of supers during the attack, but will cost the meter time during it's activation.
So, there's still plenty to do here but I managed to fill out a lot for him. I will be giving him two version of his dive kick for the two bottons, one of them likely to be an attack that instead of bouncing him, making him kick as he drops so he can air-to-ground combo with it. He's Soon to get 2 super moves, which I have a good idea on the plan for them.
Feliro still turns into Gejhi and Aurumo for various things, since I worked on top of Aurumo's file for this boy.Feliro's throw does work, but it's Aurumo's throws until I replace them, same with some of his hit-states.
Lastly, enjoy the lil extra WIP stage I tossed in. I am going to flesh that stage out a lot more later on, but I wanted to get the math settled out on the 3D perspective tricks before I committed too far in to the design. It worked out well. So I'll be going forward with it!
Thanks for the support and I hope you all enjoy these WIPs! <3
2020-11-28 00:44:26 +0000 UTC
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Just makin a quick post to let you all know that I have a large content drop coming this Friday.
This drop will include:
- [Patrons] WIP update for Aurumo (with small updates)
- [Patrons] NEW WIP CRITTER, Feliro, who I got pretty far along in the last couple of weeks.
- [Public] Update for Gejhi, who is now larger with other tweaks
- [Public] A new cosmic theme version of my Training stage
I was pushing to get them out today, but it's gettin late and Thanksgiving is tomorrow, so it shall be Friday! Took me longer than I'd have liked to get these all out, but hopefully, it was worth the wait.
Thanks all for your support. Keep an eye on this Friday for all the new stuff!
2020-11-26 04:18:59 +0000 UTC
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So, I know I mentioned Ciacyl coming out soon, but a sudden inspiration and some motivation from folks made me decide so also push out a WIP for this lil speedy critter. He will be included in my next WIP post for supporters here.
I've been a lil bit busy and torn with other stuff going on, and I felt a bit of burn out on the grind of various things and focused a bit on commissions for a while, but I don't wanna leave my patreon in the dust either, of course.
Feliro ended up being a bit refreshing and and reinvigorated me a bit and I figured I'd capture that inspiration while it was there!
I hit a weird mental road block with Aurumo, so turned my attention away for a bit, (though at this point all he really needs is a few things and then polish to his animations.)
So yuh, I'll have a new WIP here for Feliro included in the next tweaks given to Aurumo and I'llbe zipping the WIP characters together.
Gejhi is also gettin a bit of an update with some tweaks to his kit, and making him 20% larger.
I'll keep this post at that for now. Laster this week or next week I should have a new download post incoming!
2020-11-11 06:44:42 +0000 UTC
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Just a sort public post for some news.
Been working on a "re-skinned" version of my "training stage" to fit more into the theme of my lore. I suppose it's a bit busy for what a training stage usually is, but I personally get tired of looking at a plain BG for too long in fighters when I'm in the training modes. I'll keep the basic one, along with this cosmic black hole themed one. I'm still working on gettin it just right without being too vibrant and distracting.
In other news, some point next week another Aurumo WIP Update should drop for supernova patrons. I've made a bunch of changes already, tweaks to the scaling effects of some of his attacks, the damage values, and also, a big change to his power attack, Glacial Hammer. Now, it can store a partial charge, meaning, that if you only had enough time to charge half way to the next level and had to cancel it, it will store that half value and you'll only have to charge the remainder to the next level. This ALSO effects damage. The larger effect of the levels will be armor tolerance during the attack and hit-box size.
I intend to make his Air-power attack, an air-version of Glacial Hammer, using the attack with whatever charge is stored. He will not be able to charge it mid-air though, only use it.
His crouching Power attack will be a big sweeping move that covers both sides of him.
His other super attack to be added will be a throw, where he grabs the foe, freezing them, before a great slam.
After that, it's all animation and balancing that's left.
2020-10-15 22:27:21 +0000 UTC
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Just a quick public post to finish off my string of updates today.
I've started a file up in MUGEN for Ciacyl. I haven't begun a ton of work on him just yet, as I'd like to get Aurumo's programming wrapped up first, but that's gettin close, so work on this big boy is soon to follow.
Ciacyl's build is going to be geared around zoning and space control. Long reaching normals, some projectile play and a special helper entity he can use to supplement his kit with space control.
This entity will start off bound to him. When it's bound to him, it will supplement his normal attacks with extra damage or effects. It can also be called out with special commands to perform certain actions, like placing a temporary damaging wall, or acting as a boomerang-styled projectile. This entity when cast out, can be attacked though, after a certain amount of damage, it breaks and returns to him shortly after. He'll also be able to call it back, and while bound to him, will passively heal it's damage.
More info to come once I begin serious work on him!
2020-10-09 03:57:56 +0000 UTC
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It's been a while since I posted an asset update, so here it is. This pack contains all of the exported work-in-progress files files I've made for Aurumo so far. I't have every frame so far, and a collection of any gifs I've made of some of his animations up to this point, as well as a palette folder.
Figured I'd release this along with the large update I made to his playable WIP file. These assets are soon to start being detailed into their finished forms as I'm drawing close to finishing the character on the programming side.
2020-10-09 03:47:20 +0000 UTC
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Character files at the bottom of the post.
Okay, there's a lot to this update. So like the title and image suggest, I've given Aurumo an Ultra, and Super move so far. These moves are currently using other WIP animations I've made for "lesser" versions of the attacks these are similar to. These attacks will be gettin their own unique animations later on as I enter the flinal stages of his dev, these dummied animations server mostly to get the concepts working and tested.
Ultra - Great Fortress Burst:
Input D,D,U + y+b (Atk2 + P-Atk) when the ultra meter is flashing. It currently is a massive A.O.E. surrounding his body and grants him armor during the entire attack, though this armor will likely be adjusted later to have a small window of vulnerability to all attacks at the end, but I generally want this attack to be more safe than most given Aurumo's strong defensive build. The damage, hit number are likely going to be adjusted over time, with possible rouge projectiles that will fly off of the explosion.
Super - Glacial Slam (name subject to change in dev):
Input: D,F,D,F y+b. This attack is borrowing the Glacial Great Hammer animation currently. The attack's properties will generally be the same as the hammer, but a unique animation will be given to it. It's basically a super version of the hammer attack. I do have some possible ideas to modify this attack's utility though. I may reduce it's damage, but add in an explosive hit that sets up a juggle.
Changed standing ATK 2: (y attack):
I've changed this attack from the forward thrusting kick, to a ranged slashing attack, with a disjointed attack box like his other ice-based normals. It acts as a primary poking tool from a good distance and can still be canceled with Power and special inputs.
Kick moved to be the end of his ATK1 (x) auto-combo:
This attack has been adjusted slightly and instead set as the end of an auto combo, as I felt it more fitting to his build.
The auto-combo itself follows beat'em-up logic, where the combo is completed when the buttons are pressed rapidly, but can be rolled back to the first more with timed inputs. So, doing repeated jabs or jab ->cross strings is possible before ending it with the kick.
The first attack in the auto-combo, the jab, can still be canceled with ATK2 moves. While the Cross and kick can be canceled only by power attacks, specials and supers.
Shield Counter Input changed:
The Shield Counter is now doing with the command input D,F+ guard (D,F while already guarding will not trigger it, the button must be pressed WITH the command). I wanted to give a try to giving some commands to the blocking button, and in the future, other charactes may have special inputs given to the Jump button as well. So far in testing. It works well, I feel. I haven't run into any problems with it.
I may add some start up vulnerability to this attack with the easier input though, to make it a lil bit more of a predictive choice.
I like the idea of adding special defensive actions to the defensive button, so I will likely stick with this. Similarly, characters with special mobility actions like special jumps, will be done with command inputs to the jump button.
The stun on this attack was reduced to a tighter window, so that you have to counter the foe CLOSE in order to perform his riposte grab, which his normal grab becomes on countered foes.
Reverse Air Slash:
Back+y -- OR -- B,F+y (while in air). Pretty much a special turning normal while in the air for Aurumo, which will allow Aurumo to get a possible juggle. On hit, the attack will give his a slightly stronger upward motion boost, but this is based on his motion when the hit occurs. When rising with the attack, Aurumo can follow up with a forward slash. Closer to the ground, when falling, it can set up a possible juggle. This attack's disjoint is more directly behind him, rather than the wide coverage of the forward slash, so timing and aim is more important with this attack.
Added in a dummied heat meter:
I added in a modified copy of the ultra meter to act as a temporary heat meter, which sits right next to the ultra meter. It flashes differently based on if heat is too low or too high. This will get it's own assets later, I just did this as a placeholder.
Other:
Other than the bigger updates, I've been slowly adjusting the stats of various moves to balance his damage output and combo ability. Still working on that, some combos I feel are too weak while others are too strong.
To do list:
I plan to give Aurumo one more super. The general formula is 1 "burst super," (the x+y move), 2 main supers, and 1 ultra. (Gejhi's "Phantom Continuum" counts as a super, even if it lacks the effects, it's cost and utility justify it as such). I'm undecided what this super will be, but next update should have it.
Aurumo needs an air power attack still. Been undecided on this as well, but close to settling. Maybe a Crouching Power attack that covers both sides of him.
Otherwise, he's nearly finished in terms of moveset.
I'll be filling in his missing universal animations soon after the moveset is finished. Then he'll be in the final stretch of detailing and replacing animations I've subbed in as placeholders.
Add in 6 more palettes and he's done.
Ciacyl will be added here soon as the next WIP character. I already have a file started for him.
2020-10-09 03:36:33 +0000 UTC
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EDIT: I added in a quick version of his Dash attack to this post!
In this update, I have a new attack added for Aurumo: Fortress Burst.
File is attached to the bottom of this post.
Fortress Burst:
This attack is preformed with 1+2 (x+y), the same command for Gejhi's Dark Force. It also costs 1 bar of super meter.
I aim to give all of my characters a universal move similar to these.
Aurumo's Fortress Burst grants him super armor during the start-up and he only takes 1/3 damage from attacks during the armor.
The burst forces the foe into a hard-knock down fall as they launch into the air, allowing Aurumo a juggle follow-up. The visuals will likely change a bit later on as I'm also going to add in a fire elemental effect to it.
This attack also equalizes his heat.
Glacial Great Hammer changes:
Another update is to Glacial Great Hammer, which now can store it's charge. It still charges at 1 level per second and needs will only gain a new level when it's held for at least 1 sec; levels won't partially store.
The damage was tweeked on the attack to adjust for the charge storing; I lowered it a bit so that the combo into it isn't super overpowered, but still rewarding since it is kinda difficult to find 4 times to get to that level. I'll perhaps make the full charged one unblockable later.
Dash Attack:
I added in a quick snipped of stuff for his dash attack, so it's now usable!
His dash attack, like all, will be done during a ground dash with F+Power Button. It's a blow back attack.
I also allow it to be done in an attack chain in place of a special or super. So normals can cancel into it but just doing the command, but I might add in a slightly altered behavior for the normal canceled version.
The attack can plow through projectiles.
Other changes:
I've been tweeking and experimenting with over moves and making subtle tweeks to them to feel out a good balance to them in damage, combo potencial and utility. It's still not perfects and is subject to a lot of change. I still want to give him some better spacing tools to sometimes opt to create distance so he can get at least 1 charge in.
I gave him a rushed dashing anim set, the run-stop and turn slide are dummied. I need to do more work on those anims to look better when I detail them. Distance and speeds on the trot and run portion where tweeked.
To Do:
Aurumo still needs an ultra and at least 1 2-bar super.
I wanna give him a back-air-2.
He needs and Air-Power attack still.
Gotta fill in missing anim states still.
He's getting close to finished program-wise. So Next update should have his full moveset ready to go, then balance and animation detailing will be all that's left.
Ima try to drop in a WIP animation pack update for Aurumo later as well.
2020-09-30 22:58:23 +0000 UTC
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In today's update, Aurumo has his main Power attack "Glacial Great Hammer" and his own throws added.
File for download attached to bottom of the post
Great Glacial Hammer
His hammer is an attack that can be charged to 4 levels, increasing power with each level. During the swing, he has super armor where he takes 50% all incoming damage and will not flinch from hits until the attackbox comes out. I may limit this armor to a certain number is hits later on. I may also make the levels charge faster and make the final level unblockable, or possibly link the charge speed or starting level based on his heat meter.
Grab/Throws:
I added in WIP animations as well for his own throws. Both of his throws slam the foe to the ground about 2 body widths from him. The grab range is longer than Gejhi's and also comes 2 frames out faster (frame 3). This helps him make up for his generally slower attacks and helps him to reset the situation on foes closer to him. His throws don't set up any combos, but are bluntly strong and set up a favorable position.
Heat Mechanic:
Aurumo's heat mechanic has been added, but I haven't made any visuals for it yet, and I'm still tweeking the balance for it. So far, using his freeze projectiles will increase his heat and blowing fire will release that heat.
When Aurumo is overheating, he will flash red and take passive damage until fire is used or his heat lowers passively to a safe level.
The when overheating, he will not be able to use his ice projectiles. But his fire burst will do a lot more damage. I have no effect added for underheating yet, but similarly, he can't use his fire when he's too cold. I'll make him flash for that in a later update and figure out the effect for it, I'm still undecided. I may increase the effect of his freeze projectiles when his heat is lower as well.
Ice Projectile Tweeks and new variant.
Speaking of his freeze ball, I've added a 2nd version of it, performed with the power button. This version will make a much larger ball, but it floats very, very slowly, but lasts a bit longer, so it can possibly be used as a trap. I've also given these a new animation to look better with angled reflects.
Combo Tweeks:
His combo's have been tweeked a bit, generally lowering his combo potential. I want him to be a bit more focused on stronger, fewer hits in his strings. Each of his attacks are going to be tweeked a bit more to give each combo path a more clear point to doing them.
Shield Counter:
His shield counter had the freeze-reflect tweeked a bit, now it reflects the direction it came from. The command has also be changed to a "DP" or Z-Motion + x (F, D, FD + x) but I might change it to his power button (b)
The stun time on the normal attack counter has be reduced from grounded foes. I'll soon be adding in the special "riposte" grab that his normal grab becomes when the foe it stunned this way, as well as a special back-grabbing animation.
Other:
Aurumo's Hp was lowered slightly to fit him into more of 4/5 rank for that stat. Figure I wanna make his defensive ability more of his focus.
I've been dwelling a bit on his final moveset and miiight scrap one idea I had for him to save for another character, his inverse, Sheth. The idea was the placeable ice-spike. I think the super-slow floating ice ball does this job fine, but I may make the spikes happen as part of a super for him instead, where Sheth will use them as his main ice-special.
To do:
Lastly, I want to give him a turning version of his air-2 (the big icy blade swing) that can set up a possible juggle, by swinging underhand as he turns.
I need to add in an air-power attack. Considering an idea for an up or down power move on the ground, will see how his kit is panning out later. AND/OR other possible special ideas I'm not totally decided on yet.
Super/Ultra moves need to be added.
Heat meter visual aid, probably next to the ultra meter.
Then, I gotta fill in rough anim assets of all his missing universals.
Gotta add 12 more palettes.
Then he's pretty much finished in terms of gameplay. From that point, it's just balance tweeks and detailing all the animations.
That's all for now!
Thanks a bunch. Another update should be coming towards the end of the month. I'll remind myself to post a status update next week.
2020-09-16 02:00:44 +0000 UTC
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Again, sorry for the lack of updates. Current Patron's are not going to be charged for September because I ended up falling behind with progress on this. I recently made the change over to be a full-time self-employed artist and and started that a couple weeks ago, so I was prioritizing a few things and before I knew it, the month was out.
File included at the bottom of this post.
With that said, I'll be setting a day or 2 a week for work specifically on these projects as it seems when I'm not interrupted and have more time now, I can get a lot done. Here's what I managed to put together for Aurumo's WIP the last few days.
Pretty much all of his essential normals are there now.
GROUND:
x -> x : Jab -> Cross
D-x : Cr.Jab
U-x : Anti-air shield bump. (Hits projectiles too)
y -> : Thrust Kick
F-y : Spear Cross
D-y : Hook Sweep
U-y : Icy Uppercut
AIR:
x : Shielded Drop (Hits Projectiles too)
y : Icy Sword Swing
SPECIALS:
QCx : Freeze ball (can be hit by normals)
QCy : Fire Burst
B (temporary input): Shield Parry (reflects projectiles as freeze balls. Stuns attackers)
I gave him 6 palettes so far, the other 6 will probably drop in next update.
As usual, most animations are super rough for testing before I refine them.
Aurumo still needs Power Attacks and at least one more special planned. Then supers/ultras will be made. He's also still lacking some universal animations, so he turns into a messy-palette Gejhi here and there.
His freeze ball and fire burst attachs are still using dummied animations (the cross punch). They will get unique animations next update.
I also will be adding in his unique heat-meter mechanic soon.
ALSO, he's been made 20% larger. Gejhi will soon be gettin an update where he's also rendered 20% larger in engine. (But much later on, I'll be giving him updated assets to match this more properly, along with my plans to update his palette to 4 shades instead of 3, some of which I already starded).
So, at this point, I plan to post a weekly status update on projects here, and by the 15th I'll have an updated download for Aurumo where he should be finished moveset-wise and will just need detail work by that point. I can probably start putting Ciacyl out in September as well.
Thanks a bunch all. <3
2020-09-01 00:51:14 +0000 UTC
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So, I recently made the move over to full-time self-employment but I've fallen behind where I'd like to be on Aurumo's progress here. If I'm not able to churn out enough more work on him for a significant update, I'm likely going to postpone monthly payments to patrons as I don't want folks paying for a lack of updates.
It's just been a bit of an interesting month with the change over and finding my new groove and schedule and only in the last week found myself working more on this, against my plans. I have a few new moves added to him Most of his normals are workin in game, I just have to give him some air attacks, then work on his Power attacks and the rest of his specials and supers.
I also made the move to make the sprites slightly larger to be around the "average" character sizing as I felt they were a lil bit too small.
Gejhi will also be getting the new larger sprites as I go over his sprites for the expanded palette. It's a simple enough change for the WIP characters and not too much more work to do while expanding Gejhi's palette to 4 shades per color, rather than 3. (WIP characters are the priority though).
That all said, I'm gonna see what I can do by this weekend and will drop in whatever I have for Aurumo for folks. I at least want to have all of his normals all in beta form.
2020-08-27 20:35:19 +0000 UTC
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Here are all of the WIP assets I have for Aurumo so far. Not all of them are active in the playable WIP I also just posted (along with the bonus, Tails). The WIPs are all still pretty rough and crude, but I will be detailing them later once the MUGEN character has a filled out moveset and is pretty set for tweaking/balancing. This speeds up production a bit! Plus I suppose you all can get a look at the work process!
It's the usual exported frames and some gifs. Also included in this are some palette files I made so far for him, along with some of the projectile effects I made with the Pixel FX tool.
Thanks much for the support. I hope to make a good chunk of progress this month!
2020-07-31 23:49:09 +0000 UTC
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As promised, here's the two characters WIP files as they are do far. I did manage to update the Tails file's mechanics decently quick today. Only had a few hangups but worked them out.
SO, what I did for no is disable AI on them, and disabled most things/moves that aren't available yet (otherwise they turn into messed up Gejhi sprites, hahah) Most main functions are there and a handful of Normal attacks for both. Aurumo has some prototyped special attacks, Freeze Ball (QC+1) and Flame Burst (QC+2) 1=x 2=y in defaults.
The standing animation for Tails I posted here, isn't active in the MUGEN character yet. I plan to go over all of his animations with the new style, so the file provided has the older WIP assets.
The fun stuff I did with Tails so far is his ball attack (while in air: down+1). The damage is based on his speed, but I plan to make better math for the attack later. His air-jump is something like his flying from the 2d games. Mashing it makes him fly, but to avoid too much stalling, I limit it a lot compared to the original games.
I'll also be doing a small post of Aurumo's WIP assets shortly as well.
These are super crude and early, but I hope to make a lot of progress this month.
Thanks much for the support! <3
2020-07-31 23:36:44 +0000 UTC
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So tomorrow I'm gonna post up what I have so far for Aurumo's WIP Mugen character. It's not quite as far along as I would have hoped, but time and planning got the better of me.
Only a handful of moves are usuable right now and some assets are dummied up to do a rough test of the concepts. He's very much in early "alpha" right now.
I wanted more done, but I figure I'll post up the WIP as is to at least have the new WIP up this month in some form, like I was aiming.
Packaged along with this will be the bonus Tails WIP I started some time ago with some possible last minute updates along to that file, as I started it a while and it lacks my complete mechanic set (should be a quick patch though!)
I'll also post Aurumo's WIP animation assets.
This coming month, I hope to have all of Aurumo's moves roughed out and working in engine for the next update.
I also have a video I plan to share with supernovas, this month too. A bit of a time-lap showcase of some stream work where I start-to-finished an animation for Gejhi, with some information on my work process along and a rough guide to the stages of sprite creation. A tutorial of sorts. I plan to make various videos with a bunch of topics for spriting, and mugen creation.
Thats all for now, keep an eye out tomorrow for the mentioned content!
Thanks a bunch!
2020-07-31 03:24:57 +0000 UTC
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A video showing the beginnings of Aurumo's WIP in the engine.
Got the basics imported over with the WIP anims. Some holes, mostly in the state-tweens.
I'm working on top of a copy of Gejhi, hence why he turns into a broken palette version of Gejhi in the tweens and the attacks I did. Hahah.
The guard walk was super easy to implement, so yay for that. Hoping to have at least a decently filled WIP ready by the end of the month. Tryin to pump out at least one new rough animation for him a day.
2020-07-17 19:21:16 +0000 UTC
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To see his movelist and other info checkout my site:
https://www.vinvulpis.com/gejhi
Download for this character is attached to the bottom of this post.
In this update, I made a number of small changes, but was MAINLY for the bug fix. I don't plan to make over abundant update posts and make people have to update their builds so often. From this point forward, I'll be focusing on new characters for a while.
Patch notes:
- Bug fix
Fixed various small issues of debug warnings, most importantly, the level 8 AI flooding debug with "modular by 0" warnings. Along with a few afterimage and visual effects having improper time codes. - Attack - Jab (the first punch with standing Attack 1)
Reduced the recovery time. Mixing up after a jab tap is easier. - Attack - Down Slash
Made the 2nd hit of the attack do more damage and longer hit-stun on counter-hit. - Attack - Forward/Reverse Kick
The attack now slides sooner. Made the attack active for 2 frames longer, and the recovery 2 frames shorter. For better utility. The attack also knocks in-air foes slightly higher for more consistent follow-up with the knee. - Attack - Tail Whip
Made the upwards knockback of this attack slightly higher so starting a juggle with Dark Slash projectile then dashing in, is more consistent. - Mechanics of Attacks: Air-Slash and Knee
I got rid of the special counterhit effect and properties of the Air-Slash and Knee. I felt this was a bit unpredictable at times for reliable follow-up, so instead just gave them more subtle counterhit effects. - Code
Shifted some code for turning and default mechanic overrides from state -3 to state -2 for more desired results, particularly because auto-turn was affecting the character in custom "idle" states. - Sound
Added a sound for the cape winning pose. Also tweeked the sounds for the main round-win pose. I plan to do more to this later.
I still plan to add more win/loose/intro/effect animations, improve the sound design, and work on the evolving AI down the line. I want to produce more characters first.
Have fun!
2020-07-11 00:02:49 +0000 UTC
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The video features me doing a playthrough of the SoR2 Minigame in MUGEN with Gejhi, more info is on the video page there on youtube about that!
The MAIN purpose of this post is to give a quick update about plans this month:
The one coming soon is a update to Gejhi, ironing out some minor background debug things that were brought to my attention, as well as some small tweeks to a few moves and adding in a missing sound or two for him. Patch notes will be supplied along with the update, of course!
Later this month, I'm pushing to have at least one new WIP character to be ready for early access, Likely Ciacyl or Aurumo (with the other one quickly following behind the 1st), a lot fo the animations will be crude or low-detail and maybe a few moves missing, but I'll have something of a WIP ready for my Supernova Patrons at some point this month, along with an updated WIP animation pack bundle for all Patrons, with added files with whichever critter I hammer out first.
I Think I will also include the WIP Tails character I started a while ago. I'll try to update him to my current system, as I started on him back while my play-system was still being tested and changed. Most of him animations still feature the older design before I made him a bit bigger and fluffier, but that'll be all replaced with time, as most of the animations are still crude as well.
TL;DR + Edit - Gejhi's patch coming TOMORROW (I just need to make the cape sounds for him), and a WIP character (and likly WIP Tails) later this month (time I have for it pending as to exactly when, but I'll keep updated here and on twitter!
Thanks everyone!
2020-07-09 22:38:13 +0000 UTC
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So, as promised, here's an animation asset bundle of (almost) everything I've made of my characters so far, with a few extras thrown in. Assets are bundled in a ZIP file at the bottom of this post.
This contains a mixture of finished and WIP exports of GIFS and PNG frames I've exported so far. Most characters don't have a whole lot in there yet. I mostly started laying out concept work for most of them while I was working on Gejhi, but plan to start progressing a lot of them with Gejhi finally out to the public with a solid framework to base all the other critters on.
There are some characters still not included in this bundle, either because I haven't started there concepts yet, or wish to not release info about them juuuust yet.
Gejhi is the only character in this with a complete set. The assets for the other characters will expand as well as the amount of critters featured. I have a handful more I plan to add as my roster technically encompasses two "sagas" of the lore.
A NOTE ABOUT EDITS: I'm generally okay with edits of my work, as long as it is for strictly personal, non-commercial work. I only wish for credit to be given and links to me are provided for the original work. I offer my assets for viewing, learning, and whatever personal fun you may find with having them. It's a general thanks for the support.
If you have any particular questions, please reach out to me.
Thanks for being a patron.
2020-06-29 17:16:57 +0000 UTC
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Well, at long last, here here is free for the public. I didn't want to delay him any further, so his move list here should be enough to get folks started while I add in bits of information about him over on my site.
[Gejhi's page on my site] (Downloads are attached to this post down below)
NOTE: You MUST use MUGEN 1.1b with my characters and stages. I cannot promise compatibility with any older builds of the engine!
I still plan to work further on his AI later on. It's pretty good at a baseline, but I plan to refine some behaviors and add some evolving/adapting tactics to him.
I also want improve the sound design for him, as I really wanted to have my own sounds for him as well, but I'm not very experienced, so I'll look into improving that later on!
MUCH later on down the line, I plan to go over his assets again and update them to 4 shades per color like my newer work. I wasn't about to hold him back for that task.
So, I'll soon be posting more details about his gameplay style, combos and eventually frame data over on my site. ALSO gonna do a new animation file dump for all my critters I have in progress for my patreons to snag. That's coming a bit after this post. was eager to make my deadline for Gejhi with the time I had!
LASTLY! I've included my simple "training stage" along with Gejhi. Using this will activate my camera controller helper. My characters are designed to play best on stages with the zoom feature and a good amount of screen space. What this helper does is provide SMOOTH camera scrolling and better zoom control than what the engine does by default.
Much later on down the line. I plan to have a full MUGEN package with my critters and stages already installed with a custom screenpack setup.
EDIT: I realized I forgot to make sounds for the win poses. I'll add that in later at this point. x..x;
That's all for now. Hope you all have fun with my first new release! Thanks a bunch everyone.
2020-06-28 20:59:28 +0000 UTC
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Depending on how time pans out this weekend, either tomorrow (Saturday) or Sunday, I'll be posting Gejhi for public release. Along with this, I plan to do a large bundle download of all his animation assets, AS WELL AS, all other critters I have in various forms of progress.
Most files will be in the form of gifs until I produce frame by frame exports to put into MUGEN, which then will begin the addition of new WIP playable characters for $5 patrons.
I'll be working on top of Gejhi's file for all future characters, as he has all the base mechanics and such that will be needed. So in some alphas, some of his assets my still show up until those gaps are filled with beta animations and coded actions.
At this point, I just want to add a handful of sounds to Gejhi and I'll call him ready for the public. BUT, further updates will be made to him, as I develop other characters, either new stuff I think up for small character based things, compatibility with special interactions with my other characters, and any balance and bug fix patches that my be needed. I also plan to further advance his AI later on.
I also will be making an effort to make download updates at least every other week, or twice a month.
Just wanted to make a quick status update about what to expect this weekend and going forward.
Thanks a bunch!
2020-06-27 03:04:32 +0000 UTC
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Here is what I hope to be the final Beta update this time around. In this update, I tweeked various things. You can download these files down at the bottom of this post.
NOTE: MUGEN 1.1b is required. I cannot guarentee 1.0 compatibility for characters and stages MUST have 1.1b.
Changes made:
- Gameplay : New target combo chain where the knee attack (st.2) can be chained into his light upward swipe (st. up-1).
- Gameplay : Upward Swipe (st. up-1) can be jump canceled when the target hit is in the air.
- Gameplay : Forward attack variant of the "Turning kick" (st. F/B-2) was added, slower and shorter ranged than the turning version.
- Gameplay : Command was added for using the Air Turning slash (air. B-2) in the forward direction (air. B, F-2)
- Gameplay : Added in a new variable that effects both of his standing upward attacks. This tracks how many times they've been used in a combo and additionally diminish the upward knockback of them along with the damage scaler's effect on them. This was done to lessen the potential of juggle loops.
- Gameplay : Reverse Air Slash now does additional damage to airborne foes when they hit the ground, but retains it's juggle start on grounded foes.
- Programming : Fixed damage scale issue by deleting older lingering code that was resetting it during some moves.
- Programming : Fixed some issues that came up with turning attacks not working as intended.
- Programming : Cleaned up some variable usage; organized some of the numbers and updated the variable list in the CNS file.
- Programming : Small changes made to turning slash; tweeked the attack properties so that only the dark slash portion counts as a projectile.
- Animation : New stand-to-crouch and crouch-to-stand animations where added. I've actually been using a modified jump squat for them all this time.
- Animation : New super and ultra "super pause" animation effects have been added.
- Animation : New animation has been added for his projectile expiring.
- Sound : New experimental sounds have been added to his hits. They aren't all changed, I'm still doing work on this.
To-do List:
- Animation : Need to add in his intro/win animations featuring his cape.Which are almost finished.
- Animation : Need to fix a few get-hit animation palette issues when he is thrown.
- Animation : Need to add in a proper get-hit spinning animation, which is half finished.
- Sound : Gotta finish the sound work.
- AI : I need to finish his AI.
- Misc. : Need to add in a version marker sprite that appears at the start of each match in the corner for the public release. This will be so folks to easily know what version they are using, as I do plan to make updates to him and all other characters as I develop the roster, for balance tweeks and special compatibility with my other characters. Version's will be listed on my site. All character will have the same version mark on any updates given to any character. So if one character gets a patch, all characters will have their version marks updated.
- Misc. : Anything else I might come across on this final stretch to His official public release.
ALSO INCLUDED in this post is my basic "Training" stage. This has the zooming features enabled so that my characters can roam more freely as designed. Using stages created by me will also enable the camera controller helper I built into the characters, which is deigned to control the stage's zoom feature and camera positioning more smoothly than the default.
2020-05-10 21:50:40 +0000 UTC
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