WIP character update April 01 2023 [Mugen/IkemenGo]
Just the usual cross-post over here for my monthly work. I know I'm awful at advertising my updates for my monthly updates and patreon stuff in general. Lol.
Anyway, this post is copy over from my Patreon post.
https://www.patreon.com/posts/wip-character-01-80842575
Just --> $5 <-- gets you access to my W.I.P. Mugen/IkemenGo content.
No jokes here, just wanna specify that before I go ahead to detail what's in this update, cuz I did a LOT of stuff this month.
I ran into an issues while trying to redo and rewrite my parry code for a major IkemenGo update Ver 0.99RC1 which added in certain things I thought might have worked nicely, but every way I turned, I ran into other issues. I SANK A WHOLE DAY into trouble shooting more and more problems before the whole matter ended up making me reconsider parry as a universal mechanic.
AN UPDATED TAG.ZSS file was added to the download zip, this is a redo of changes I made to the system to go along with the IkemenGo .99RC1 update. I intend to edit this code further.
One last note about Mango before I move on to the patch notes:
Mango is becoming IKEMENGO EXCLUSIVE. There is just too many things that his gimmicks rely on at this point and It's just far too much work to figure out how to make all of his stuff work with in the MUGEN limitations, if it's even possible. This stuff takes me long enough, and I want to stress that IkemenGo isn't something totally new and different. Mugen content works in IkemenGo. I'm not going to hold back my creativity to keep trying to support a dead engine when IkemenGO exists and is a clear and EASY replacement for Mugen.
If you want to play Mango, please upgrade to IkemenGo. His files will crash Mugen.
UNIVERSAL DEFENSIVE COMMAND
So, I'm experimenting with dropping parry as a universal mechanic for all characters. This was kind of a hard decision to make, but I think it might be for the better in the long run. Some of the issue was just that I never really got parry to work EXACTLY how I would have liked it to. I still saved all the code for it in the characters, it's just disabled.
Some of my reasoning was also because of the divisiveness of parries as a concept. I think they are fun, but I can see how they can easier become a gate-keeper mechanic that's overbearing.
That said, I'm trying out something different. A Universal Defensive Command thing as I'm calling it for now. It's preformed for all characters by pressing GUARD+P (c+b by button defaults).
Each character has a unique move or ability tied to this command. Some characters have a dodge, some have a blow-back move, or some might even get a parry (tho a bit different from the universal one I programmed) This command can be raw in neutral, or performed when you block and attack (tho this will cost 1 bar of meter).
There may be slight differences between the raw and guard canceling versions depending on the character.
I'm also debating turning air-guard universally back on for all characters and allowing their attacks to be air-blocked. I'm not 100% desided on this, but Gejhi can air block and most of his attacks can be air-blocked. I'm considering this to replace parry as a universal gimmick. THE TRADE OFF: If air-blocking is turned back on, guard-meter-damage will be 3x. This means it will be much easier to break a mid-air target's guard. So use it wisely.
Oki then, onto the characters.
SHIREN
has been added back into the mix, I update most of her code to catch her up to the rest of the critters. I also gave her a WIP rough concept move that mimics Alex's Knee Smash from SF3. This attack is done with A "DP" or "Z" input.
This attack can only hit mid-air targets.
(F,D,DF + y) - She will jump forward and low to the ground. This version of the attack dose less damage, but it easier to combo from juggles or catch short-hop approaches with.
(F,D,DF + b) - This version jumps up much higher but will weak forward motion. This version hits much harder, but is better as a timed response. It's harder to combo from other attacks unless you have the target against the wall.
Combos she does or did have have been tweaked to move in line with the changes I made universally a while ago. I added a NEW upwards kick follow up to her Up-1 punch, though the animation was hastily done for testing purposes.
A auto-combo version of her spin kick has been added as the 3rd attack of standing button 1. Alternative version of his combo is done by holding up after the first jab, which forces a knockdown further away from her.
GEJHI
Primary changes for Gejhi was just for his UDC, which I'm made a dodging move called "Phantom Shift." It's pretty straight forward in concept. It leaves him vulnerable for 12 frames after use, so doing it wrecklessly in nuetral will lead to you eating a combo. It can also be done mid air.
FELIRO
Feliro's main update was to Dust Devil Dance, which now has added sounds and visual effects. He also gets an added lightning strike when EX Chaining into Twist Gale. which counts as a projectile that does about 80 damage. This still needs some balance tweaking and I need to disable the meter re-growth on the EX chained version of Twist Gale.
His UDC is a dodge move called "Feliport." Similar in function to Gejhi's UDC, but he has a bit better control of it, more universal motion. Since he's a small lifebar "pixie" archetype, I think this works.
AURUMO
With parry being gone I've been retooling some of Aurumo's defensive mechanics, because some of them almost seemed TOO powerful with parry being gone. So...
Glacial Shield Counter (D, F + c) now has pre-scripted responses on a successful counter. The default counter attack is a (temp) slashing attack that covered the whole area in front of him.
The projectile response has instead been turned into an icy spray.
When up-close against a grounded foe, Aurumo will Riposte. The Riposte's damage output has been increased to pretty much big command grab levels.
This command also has a negative edge input so that you can do it by releasing the C button as well.
MANGO
Mango's UDC is actually a parry. Done with a different input and a clear whiffing period that is punishable. When done through a guard cancel, it's instead a bi-directional push-back attack.
Mango's 12 Palettes are all filled in and existing palettes were adjusted.
Mango's lifebar increased from 850 to 900.
This boy has a lot f new wacky stuff added. His D,F+y move is probs being renamed the "Toy Box" and now has some variety to the balls that are spawned.
50% of the time, it's a normal heart ball. The other 50% it's one of the other 3 random balls.
Mini-Mango Ball - Weaker damage multiplier. bounces off screen edges, not just the stage edge. (Just like Mango Bounce does.)
8 Ball - This ball has very weak gravity. Higher damage multiplier. Always flies in an almost straight shot at top speed when hit.
Bowling Ball - This ball has super strong gravity and will not bounce. Higher damage multiplier, but a slower top-speed. It will roll in the direction it was sent and gradually slow down. This ball has an actives hit-box at lower speeds and always forced the target into a juggle state when hit by it.
I think that's everything! Thanks for the continued support all! Feel free to leave me your feedback.
Posted using PostyBirb
Anyway, this post is copy over from my Patreon post.
https://www.patreon.com/posts/wip-character-01-80842575
Just --> $5 <-- gets you access to my W.I.P. Mugen/IkemenGo content.
No jokes here, just wanna specify that before I go ahead to detail what's in this update, cuz I did a LOT of stuff this month.
I ran into an issues while trying to redo and rewrite my parry code for a major IkemenGo update Ver 0.99RC1 which added in certain things I thought might have worked nicely, but every way I turned, I ran into other issues. I SANK A WHOLE DAY into trouble shooting more and more problems before the whole matter ended up making me reconsider parry as a universal mechanic.
AN UPDATED TAG.ZSS file was added to the download zip, this is a redo of changes I made to the system to go along with the IkemenGo .99RC1 update. I intend to edit this code further.
One last note about Mango before I move on to the patch notes:
Mango is becoming IKEMENGO EXCLUSIVE. There is just too many things that his gimmicks rely on at this point and It's just far too much work to figure out how to make all of his stuff work with in the MUGEN limitations, if it's even possible. This stuff takes me long enough, and I want to stress that IkemenGo isn't something totally new and different. Mugen content works in IkemenGo. I'm not going to hold back my creativity to keep trying to support a dead engine when IkemenGO exists and is a clear and EASY replacement for Mugen.
If you want to play Mango, please upgrade to IkemenGo. His files will crash Mugen.
UNIVERSAL DEFENSIVE COMMAND
So, I'm experimenting with dropping parry as a universal mechanic for all characters. This was kind of a hard decision to make, but I think it might be for the better in the long run. Some of the issue was just that I never really got parry to work EXACTLY how I would have liked it to. I still saved all the code for it in the characters, it's just disabled.
Some of my reasoning was also because of the divisiveness of parries as a concept. I think they are fun, but I can see how they can easier become a gate-keeper mechanic that's overbearing.
That said, I'm trying out something different. A Universal Defensive Command thing as I'm calling it for now. It's preformed for all characters by pressing GUARD+P (c+b by button defaults).
Each character has a unique move or ability tied to this command. Some characters have a dodge, some have a blow-back move, or some might even get a parry (tho a bit different from the universal one I programmed) This command can be raw in neutral, or performed when you block and attack (tho this will cost 1 bar of meter).
There may be slight differences between the raw and guard canceling versions depending on the character.
I'm also debating turning air-guard universally back on for all characters and allowing their attacks to be air-blocked. I'm not 100% desided on this, but Gejhi can air block and most of his attacks can be air-blocked. I'm considering this to replace parry as a universal gimmick. THE TRADE OFF: If air-blocking is turned back on, guard-meter-damage will be 3x. This means it will be much easier to break a mid-air target's guard. So use it wisely.
Oki then, onto the characters.
SHIREN
has been added back into the mix, I update most of her code to catch her up to the rest of the critters. I also gave her a WIP rough concept move that mimics Alex's Knee Smash from SF3. This attack is done with A "DP" or "Z" input.
This attack can only hit mid-air targets.
(F,D,DF + y) - She will jump forward and low to the ground. This version of the attack dose less damage, but it easier to combo from juggles or catch short-hop approaches with.
(F,D,DF + b) - This version jumps up much higher but will weak forward motion. This version hits much harder, but is better as a timed response. It's harder to combo from other attacks unless you have the target against the wall.
Combos she does or did have have been tweaked to move in line with the changes I made universally a while ago. I added a NEW upwards kick follow up to her Up-1 punch, though the animation was hastily done for testing purposes.
A auto-combo version of her spin kick has been added as the 3rd attack of standing button 1. Alternative version of his combo is done by holding up after the first jab, which forces a knockdown further away from her.
GEJHI
Primary changes for Gejhi was just for his UDC, which I'm made a dodging move called "Phantom Shift." It's pretty straight forward in concept. It leaves him vulnerable for 12 frames after use, so doing it wrecklessly in nuetral will lead to you eating a combo. It can also be done mid air.
FELIRO
Feliro's main update was to Dust Devil Dance, which now has added sounds and visual effects. He also gets an added lightning strike when EX Chaining into Twist Gale. which counts as a projectile that does about 80 damage. This still needs some balance tweaking and I need to disable the meter re-growth on the EX chained version of Twist Gale.
His UDC is a dodge move called "Feliport." Similar in function to Gejhi's UDC, but he has a bit better control of it, more universal motion. Since he's a small lifebar "pixie" archetype, I think this works.
AURUMO
With parry being gone I've been retooling some of Aurumo's defensive mechanics, because some of them almost seemed TOO powerful with parry being gone. So...
Glacial Shield Counter (D, F + c) now has pre-scripted responses on a successful counter. The default counter attack is a (temp) slashing attack that covered the whole area in front of him.
The projectile response has instead been turned into an icy spray.
When up-close against a grounded foe, Aurumo will Riposte. The Riposte's damage output has been increased to pretty much big command grab levels.
This command also has a negative edge input so that you can do it by releasing the C button as well.
MANGO
Mango's UDC is actually a parry. Done with a different input and a clear whiffing period that is punishable. When done through a guard cancel, it's instead a bi-directional push-back attack.
Mango's 12 Palettes are all filled in and existing palettes were adjusted.
Mango's lifebar increased from 850 to 900.
This boy has a lot f new wacky stuff added. His D,F+y move is probs being renamed the "Toy Box" and now has some variety to the balls that are spawned.
50% of the time, it's a normal heart ball. The other 50% it's one of the other 3 random balls.
Mini-Mango Ball - Weaker damage multiplier. bounces off screen edges, not just the stage edge. (Just like Mango Bounce does.)
8 Ball - This ball has very weak gravity. Higher damage multiplier. Always flies in an almost straight shot at top speed when hit.
Bowling Ball - This ball has super strong gravity and will not bounce. Higher damage multiplier, but a slower top-speed. It will roll in the direction it was sent and gradually slow down. This ball has an actives hit-box at lower speeds and always forced the target into a juggle state when hit by it.
I think that's everything! Thanks for the continued support all! Feel free to leave me your feedback.
Posted using PostyBirb
Category Artwork (Digital) / All
Species Unspecified / Any
Gender Multiple characters
Size 599 x 339px
You could make the parrying mechanic like in SF6 where the combo after the parry scales to about 60 - 75% or so. So that the one that parried gets their turn back but it doesnt make parrying a tide turning mechanic based on knowledge and pattern recognition.
Mango still has his own modified parry. I'm instead optioning to make defensive gimmicks more character specific with armor, dodge, counter, parry type stuff and whatever being more tailored to the character's kit. I've actually been liking this format more now.
But, that scale idea isn't a bad idea for more direct combo-setup type counter/parry moves.
But, that scale idea isn't a bad idea for more direct combo-setup type counter/parry moves.
God I adore this furry fighting game and will enjoy learning more about it
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