As the title says. I ended up making various small tweeks to some moves to increase utility, fixed a couple of issues and added in some missing effects and adjusted a few hit-boxes. Also updated a couple of animations that needed polish.
I'm just working on some sound work, and am gonna drop one more beta soon with the changes before I move to finish his AI.
I'm almost ready to release him, But since I made adjustments, I figured I'd have one more beta patch come before public release.
2020-04-23 02:50:50 +0000 UTC
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New update for Gejhi now with the two turning attacks implemented!
All he needs now is polish work, some more intro/win animations, and AI work.
It's almost time!
Some small changes may be made to him from now to his release build.
Thanks a ton for your support!
2020-04-12 04:07:05 +0000 UTC
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This Video showcase's Gejhi's "Phantom Continuum." This counts as a "super" move which is done by dash-canceling his Phantom Kick when the move makes contact with a foe, which allows him to continue a juggle combo from the dash.
Some notes on this is that damage scaling in my system is based on a per-attack basis. The number of hits doesn't matter. The upward knock-back of most attacks is tied to the damage scale, so the longer a combo continues, the harder it becomes to maintain a juggle, unless you force a reset.
In the image below, you can see that I have The base-scale, the counter-hit scale, and the Move count tracker. The base scale is base directly on the Movecount value. Some attacks will add 2 or 3 or usually for supers, 4 to this value. The main scale and counter hit values both get set to the output value. The counter hit value will set to 1.15 when the foe is attacking, and reduced by .5 for the next 2 attacks until it's at 1 again, So counter hits add a bit of damage and juggle potential to your combos, in addition to special effects certain attacks may gain for counterhitting with them.

A special property of Gejhi's Phantom Continuum attack, is that is also gives him about 50% of the damage and knock-back scaling lost during a combo, to guarantee him a solid, longer combo and more damage after doing it.
This is a bit of a retroactive post, but I figured I'd share over some of my material I've posted to twitter for folks dropping by here as well. More exclusive information will also come along in the form of how I go about making this material, but spriting and coding!
2020-04-05 01:04:08 +0000 UTC
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Right now for all patrons, I have Gejhi's assets and for Supernova patrons, early access beta download available. I'll be posting up other character work over some time for the patrons, to stay tuned~
2020-04-03 01:19:27 +0000 UTC
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Here's the current build of Gejhi for the Supernova patrons! He's nearly complete, but requires a lil bit more work:
- A few special get-hit frames have bad palette data left over from previous work.
- Reverse kick and Reverse Slash are not yet implemented
- Character is lacking sound variety. (and a voice, but unsure if I will add this anytime soon)
- More intro/win/lose animations are too be added.
- AI is still unfinished, but functional. He does not react to difficulty settings yet.
2020-04-03 01:01:51 +0000 UTC
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"Export" zip file below contains all of Gejhi's current exported animation assets as over 700 individual images. More is still to come as I fill in some blanks for a couple of missing attacks, intro, and win/loose animation data.
Also bundled is a zip file of all gifs of animations I've exported for him.
These files may include unused or scrapped animations.
2020-04-02 23:38:17 +0000 UTC
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Thank you so much for the support this month!
2014-12-01 07:59:00 +0000 UTC
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Thank you so much for the support this month!
2014-11-01 06:59:00 +0000 UTC
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Thank you so much for the support this month!
2014-10-01 06:59:00 +0000 UTC
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Thank you so much for the support this month!
2014-09-01 06:59:00 +0000 UTC
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Thank you so much for the support this month!
2014-08-01 06:59:00 +0000 UTC
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