WIP Character Update FEB 01 2024 [IkemenGo]
I actually forgot to post this on the 1st because I'm a doofus. It's my monthly update for my characters. This update is the start of the full migration over to IkemenGo. I'm dropping the extra effort to separate code sections with IkemenGo features. This also lets me better optimize various things about the characters and add in little details that restricting sections to Mugen-only prevented. I asked around for opinions on this, and it seems more and more people in the creation scene are moving over to IkemenGo, which makes me happy.
The rest of this post is copied over from my Patreon post regarding these characters, along with the downloads available for $5 supporters.
LINK: https://www.patreon.com/posts/wip-c.....er-01-97585579
ALL SUPERNOVA PATRONS CAN CONTACT ME FOR A PREBUILT IKEMENGO WITH MY SETTINGS AND CHARACTERS (and various wip stages) ALREADY INSTALLED.
So as per the feedback I've received from multiple sources, I have decided to start going fully into IkemenGo and am in the process of moving the code that I previously separated from the base Mugen code, into the spaces where it belongs. I'm also starting to rewrite various bits of the code to optimize performance and smooth out some features by using new IkemenGo state controllers and triggers within the mainline code. So I'm in the process of finally dropping Mugen support.
SO THIS PATCH IS IKEMENGO ONLY (some characters aren't fully converted yet).
My custom TAG.ZSS was updated to change round-win behavior when the ally jumps in. They now will just in from the side like normal, but simpler walk towards the ally to stand close with them to do victory poses together. It's not quite finished tho. As sometimes the character wont make it there in time before the roundstate transitions to win poses. I might just add in a lil flag to wait until the characters are together, or make the initial jump in stronger based on distance.
THE UPDATED TAG.ZSS IS INCLUDED IN THE BUNDLE.
This update has done lil bits for most characters. Largely tweaks to various moves and the kits.
A "To Do" for all characters is of course, finish their animations. So I'm gonna say that here as a universal thing. Most of my To-dos are largely for gameplay tweaks.
GEJHI:
He received a minor update to his air-1 "double kick" to slow his x-movement slightly on movecontact and the knockback of the kicks was adjusted slightly. This was largely done to improve linking a short-hopped double kick for a juggle into his Omega move more consistent. Done do avoid overshooting and passing the target before Omega is used.
Air-2, his dark projectile-based slashing attack, has more hitstun time on air targets, making juggles a bit better with it.
To do: I want to add in an air variant of his super "Phantom Barrage" based on his Jet Dive kick. I also might shift some of his moves around to give him some more options in the air, with air variants of his specials.
AURUMO:
Aurumo's super armor was tweaked to give him red-life based on the damage he takes while armored.
Push Kick (Half circle + 1) had it's stun time tweaked slightly, and had it's forward movement tweaked to not trigger or help his x-movement when the kick hits. The counter push when he hits a foe backed into the corner was increased. This was done to prevent it from being a block-stun loop, as he was able to keep his opponents stuck this way.
To do : Give him (and all characters) an armor point value for how much damage they can take during an armor, by which the armor state can be broken. I also want to replace his Up-3 power attack to something a lil bit different maybe. I also intend to give him an air version of his burst attack, where he drops sharply downward with a hitbox directly below him once he freezes himself.
I also intend to update his normal idle animation to make him slightly taller during it to match his actual height. The sprites are done for this, I just need to re-import them.
FELIRO:
Experimental changes were made to his QC-1 move "Bolt Kick." I think I did this last update and forgot to mention it. The attack portion of the move is now done by pressing 1 again while holding a direction. The spinning portion of the attack can be canceled with the guard button, or by air-jumping out of it.
Small improvements were made to "Twist Gale" (D,U + 2 or 3) to the knock back math to help prevent targets from falling out of the attack when he's moving during it or hitting in specific situations. The knockback had some stuff added to better pull towards his center and is now also effected by his motion. EX Twist Gale, (when twist gale is done during Dust Devil Dance) had the lightning tweaked to better improve consistency similar to the normal forms. The Lightning now has no hit-pause applied to the target, and will knock them towards Feliro and a bit more upward.
To do: I plan to tweak some of his knockback numbers a bit to reduce some juggle ability in some small bits.
MANGO:
"Keess" (QC+1) was nerfed slightly by reducing the effect of holding back while controlling the heart. It now only slows down the heart's acceleration a small amount. I felt that making it almost stop and hover over foes that were knocked down was a bit TOO good. This can still be done, but now you have to better time it when trying to trap downed/stunned targets with it.
To Do: I might make his current Air-3 into a down-air-3 input and give him a new move that is a variation if his Wind-up Punch.
RAEL:
I originally thought that Rael was underpowered, but as I started gettin good at playing her with what she currently has, I started thinking she was overpowered. So a lot of focus was put on toning down some of the moveset I made over this month.
Her base-gravity was reduced to make her slightly more floaty. Inversely, her base jump ability was reduced slightly to keep the same heights.
Rael was given an extra air-movement point. So she can now air-jump/air-dash twice before touching the ground.
I got rid of the perma-glide of her air-dash, for now. I might reintroduce this gimmick OR give her a float mechanic that allows her to hover in place for a short bit. I'll be experimenting with this to see how it feels.
Pew Pew Laser Gun (QC+2) was nerfed a bit. Shorts now travel slightly slower, thusly giving them a bit less range. The Charged shot still travels the same speed and distance. Stun time on the charged shot is longer.
The recharge timing was tweaked and a visual was added just under her to her to show how many lasers she can shoot until it's fully charged. The exact location of this is subject to change, under her was just the simplest to test with.
Taser Baton Toss (QC+1) has some throw angles changed. Notably the air base angle is now slightly downward. After experimenting with timings, the start-up on the throw of the projectile was made longer.
Sticky Bomb Toss (QC+3) had all of it's angles tweaked a bit, though I'm still making lil adjustments here and there. A set of air throw angles were added, so that holding back will make her just drop it down, the neutral and forward angles have a lower arc than the standing toss.
Barrel Roll Jump (Hold D for 12 frames, U + 2) was tweaked a lil bit to fit into her gravity changes, though she falls slightly faster during it making the Head-y-copter grab a lil easier to land.
I new move was added to cancel the Barrel Roll Jump into Pew Pew Downward Lasers (Press 2 again during the arc) with a re-jump arc when this is initiated. The lasers used are always the normal lasers and function off of the same stocks as the normal lasers.
Grappling Taser (Standing or Air 3) had some changes made where if the taser is blocked, she can't lunge into the target, but if the attack hits, she auto-lunges. I felt like this was the simplest way to go. I might change this, but it feels the best for now.
The taser also counts as a projectile now. So it can hit other projectiles and will trigger projectile counters.
Standing Up-2 has it's momentum changed. She now will sharply fly upward into a quick stop. She can cancel the spin at the end of the arc with Neutral-Air-2.
An experimental Up-Air-2 was added using Gejhi's old assets for concept testing. This move is subject to big changes once I fully decide what this should be, but I wanna give her a bit more air-utility as an air-based zoner.
A temp sliding low-kick was added as Crouching 2. The function is basically what I want, but the animation is borrowed. This Kick is a simple tripping kick, it isn't really a combo tool, but it can be super canceled on hit for a combo from that.
Her button 1 auto combo was changed to 1 punches with a short hop kick. The short hop kick can be done solo as a new Standing Up-1. Up-1 is stronger and jumps a lil bit higher and further than the auto combo version.
The Tail whip that was the old auto ender is now Standing 2. It was given a better disjointed hitbox for poking. I might change the animation to have the tail reach out a lil bit further as a better poke tool.
A SUPER PEOWW attack was added as (QC + 2+3). The animation is just borrowed stuff from her normal laser shots, but functionally, it's a 5-hit large projectile.
OMEGA BATON was added as an Omega attack concept. It's just a larger version of the normal baton, but it sucks hit-targets in for a weak series of hits you can land a few extra hits on while they are trapped. The baton has an internal timer that counts down but counts down faster for each hit it lands. So Damage output on this super can vary based on when the opponent it hit into it.
I debated taking Feliro's "Omega Super" and giving it to her, and I still might, and make Feliro's "Omega Super" a lil different. Will see how that pans out, but I might just keep Rael's Omega as a big projectile like this.
To Do: I think I'm already pretty happy with how she's turning out. I just need to finalize some ideas to finish off her kit with a couple more moves, and she'll functionally be finished. She'll mostly just need a lot of proper animation.
SHIREN:
Most of what I did for Shiren this month was just better test the ideas I have for her, with the temp assets I still have for her. I wanted to focus on making her a little better at gettin in closer to her target as I felt that's where she was too weak.
Shiren is a bit taller now. Mostly her standing animation was updated to reflect this. A few other small things need to be updated to match. I wanted her a lil taller, along with some small anatomy fixes on my critters I've been nudging towards.
Flip Tackle (HC + 2) now has armor on start-up.
Burst Hook (QC + 1) now has projectile invincibility on startup, along with a bit more forward motion.
Similar to Aurumo, her super armor was given a red-life gain to allow her to heal back damage taken in the state. This is mostly a universal change to my armor system that will be carried over to any character that will end up using it.
Some of the knock-back and hitstun on attacks where tweaked in small amounts. Still figuring out the exact combo structure I want for her, but I generally want them short and sweet for her.
To Do: Shiren really just needs more concept testing. I think I'm on the right track, I just need to commit to things and make some proper animations for her so I can lay off of Aurumo's borrowed assets. She needs supers too, which I do think I have the ideas for mostly figured out. I'm just not certain on what Idea should be her Omega.
PHEW, I THINK THAT'S EVERYTHING. I think. I tweaked and tinkered a LOT with all of this this month.
Thanks all <3
Posted using PostyBirb
The rest of this post is copied over from my Patreon post regarding these characters, along with the downloads available for $5 supporters.
LINK: https://www.patreon.com/posts/wip-c.....er-01-97585579
ALL SUPERNOVA PATRONS CAN CONTACT ME FOR A PREBUILT IKEMENGO WITH MY SETTINGS AND CHARACTERS (and various wip stages) ALREADY INSTALLED.
So as per the feedback I've received from multiple sources, I have decided to start going fully into IkemenGo and am in the process of moving the code that I previously separated from the base Mugen code, into the spaces where it belongs. I'm also starting to rewrite various bits of the code to optimize performance and smooth out some features by using new IkemenGo state controllers and triggers within the mainline code. So I'm in the process of finally dropping Mugen support.
SO THIS PATCH IS IKEMENGO ONLY (some characters aren't fully converted yet).
My custom TAG.ZSS was updated to change round-win behavior when the ally jumps in. They now will just in from the side like normal, but simpler walk towards the ally to stand close with them to do victory poses together. It's not quite finished tho. As sometimes the character wont make it there in time before the roundstate transitions to win poses. I might just add in a lil flag to wait until the characters are together, or make the initial jump in stronger based on distance.
THE UPDATED TAG.ZSS IS INCLUDED IN THE BUNDLE.
This update has done lil bits for most characters. Largely tweaks to various moves and the kits.
A "To Do" for all characters is of course, finish their animations. So I'm gonna say that here as a universal thing. Most of my To-dos are largely for gameplay tweaks.
GEJHI:
He received a minor update to his air-1 "double kick" to slow his x-movement slightly on movecontact and the knockback of the kicks was adjusted slightly. This was largely done to improve linking a short-hopped double kick for a juggle into his Omega move more consistent. Done do avoid overshooting and passing the target before Omega is used.
Air-2, his dark projectile-based slashing attack, has more hitstun time on air targets, making juggles a bit better with it.
To do: I want to add in an air variant of his super "Phantom Barrage" based on his Jet Dive kick. I also might shift some of his moves around to give him some more options in the air, with air variants of his specials.
AURUMO:
Aurumo's super armor was tweaked to give him red-life based on the damage he takes while armored.
Push Kick (Half circle + 1) had it's stun time tweaked slightly, and had it's forward movement tweaked to not trigger or help his x-movement when the kick hits. The counter push when he hits a foe backed into the corner was increased. This was done to prevent it from being a block-stun loop, as he was able to keep his opponents stuck this way.
To do : Give him (and all characters) an armor point value for how much damage they can take during an armor, by which the armor state can be broken. I also want to replace his Up-3 power attack to something a lil bit different maybe. I also intend to give him an air version of his burst attack, where he drops sharply downward with a hitbox directly below him once he freezes himself.
I also intend to update his normal idle animation to make him slightly taller during it to match his actual height. The sprites are done for this, I just need to re-import them.
FELIRO:
Experimental changes were made to his QC-1 move "Bolt Kick." I think I did this last update and forgot to mention it. The attack portion of the move is now done by pressing 1 again while holding a direction. The spinning portion of the attack can be canceled with the guard button, or by air-jumping out of it.
Small improvements were made to "Twist Gale" (D,U + 2 or 3) to the knock back math to help prevent targets from falling out of the attack when he's moving during it or hitting in specific situations. The knockback had some stuff added to better pull towards his center and is now also effected by his motion. EX Twist Gale, (when twist gale is done during Dust Devil Dance) had the lightning tweaked to better improve consistency similar to the normal forms. The Lightning now has no hit-pause applied to the target, and will knock them towards Feliro and a bit more upward.
To do: I plan to tweak some of his knockback numbers a bit to reduce some juggle ability in some small bits.
MANGO:
"Keess" (QC+1) was nerfed slightly by reducing the effect of holding back while controlling the heart. It now only slows down the heart's acceleration a small amount. I felt that making it almost stop and hover over foes that were knocked down was a bit TOO good. This can still be done, but now you have to better time it when trying to trap downed/stunned targets with it.
To Do: I might make his current Air-3 into a down-air-3 input and give him a new move that is a variation if his Wind-up Punch.
RAEL:
I originally thought that Rael was underpowered, but as I started gettin good at playing her with what she currently has, I started thinking she was overpowered. So a lot of focus was put on toning down some of the moveset I made over this month.
Her base-gravity was reduced to make her slightly more floaty. Inversely, her base jump ability was reduced slightly to keep the same heights.
Rael was given an extra air-movement point. So she can now air-jump/air-dash twice before touching the ground.
I got rid of the perma-glide of her air-dash, for now. I might reintroduce this gimmick OR give her a float mechanic that allows her to hover in place for a short bit. I'll be experimenting with this to see how it feels.
Pew Pew Laser Gun (QC+2) was nerfed a bit. Shorts now travel slightly slower, thusly giving them a bit less range. The Charged shot still travels the same speed and distance. Stun time on the charged shot is longer.
The recharge timing was tweaked and a visual was added just under her to her to show how many lasers she can shoot until it's fully charged. The exact location of this is subject to change, under her was just the simplest to test with.
Taser Baton Toss (QC+1) has some throw angles changed. Notably the air base angle is now slightly downward. After experimenting with timings, the start-up on the throw of the projectile was made longer.
Sticky Bomb Toss (QC+3) had all of it's angles tweaked a bit, though I'm still making lil adjustments here and there. A set of air throw angles were added, so that holding back will make her just drop it down, the neutral and forward angles have a lower arc than the standing toss.
Barrel Roll Jump (Hold D for 12 frames, U + 2) was tweaked a lil bit to fit into her gravity changes, though she falls slightly faster during it making the Head-y-copter grab a lil easier to land.
I new move was added to cancel the Barrel Roll Jump into Pew Pew Downward Lasers (Press 2 again during the arc) with a re-jump arc when this is initiated. The lasers used are always the normal lasers and function off of the same stocks as the normal lasers.
Grappling Taser (Standing or Air 3) had some changes made where if the taser is blocked, she can't lunge into the target, but if the attack hits, she auto-lunges. I felt like this was the simplest way to go. I might change this, but it feels the best for now.
The taser also counts as a projectile now. So it can hit other projectiles and will trigger projectile counters.
Standing Up-2 has it's momentum changed. She now will sharply fly upward into a quick stop. She can cancel the spin at the end of the arc with Neutral-Air-2.
An experimental Up-Air-2 was added using Gejhi's old assets for concept testing. This move is subject to big changes once I fully decide what this should be, but I wanna give her a bit more air-utility as an air-based zoner.
A temp sliding low-kick was added as Crouching 2. The function is basically what I want, but the animation is borrowed. This Kick is a simple tripping kick, it isn't really a combo tool, but it can be super canceled on hit for a combo from that.
Her button 1 auto combo was changed to 1 punches with a short hop kick. The short hop kick can be done solo as a new Standing Up-1. Up-1 is stronger and jumps a lil bit higher and further than the auto combo version.
The Tail whip that was the old auto ender is now Standing 2. It was given a better disjointed hitbox for poking. I might change the animation to have the tail reach out a lil bit further as a better poke tool.
A SUPER PEOWW attack was added as (QC + 2+3). The animation is just borrowed stuff from her normal laser shots, but functionally, it's a 5-hit large projectile.
OMEGA BATON was added as an Omega attack concept. It's just a larger version of the normal baton, but it sucks hit-targets in for a weak series of hits you can land a few extra hits on while they are trapped. The baton has an internal timer that counts down but counts down faster for each hit it lands. So Damage output on this super can vary based on when the opponent it hit into it.
I debated taking Feliro's "Omega Super" and giving it to her, and I still might, and make Feliro's "Omega Super" a lil different. Will see how that pans out, but I might just keep Rael's Omega as a big projectile like this.
To Do: I think I'm already pretty happy with how she's turning out. I just need to finalize some ideas to finish off her kit with a couple more moves, and she'll functionally be finished. She'll mostly just need a lot of proper animation.
SHIREN:
Most of what I did for Shiren this month was just better test the ideas I have for her, with the temp assets I still have for her. I wanted to focus on making her a little better at gettin in closer to her target as I felt that's where she was too weak.
Shiren is a bit taller now. Mostly her standing animation was updated to reflect this. A few other small things need to be updated to match. I wanted her a lil taller, along with some small anatomy fixes on my critters I've been nudging towards.
Flip Tackle (HC + 2) now has armor on start-up.
Burst Hook (QC + 1) now has projectile invincibility on startup, along with a bit more forward motion.
Similar to Aurumo, her super armor was given a red-life gain to allow her to heal back damage taken in the state. This is mostly a universal change to my armor system that will be carried over to any character that will end up using it.
Some of the knock-back and hitstun on attacks where tweaked in small amounts. Still figuring out the exact combo structure I want for her, but I generally want them short and sweet for her.
To Do: Shiren really just needs more concept testing. I think I'm on the right track, I just need to commit to things and make some proper animations for her so I can lay off of Aurumo's borrowed assets. She needs supers too, which I do think I have the ideas for mostly figured out. I'm just not certain on what Idea should be her Omega.
PHEW, I THINK THAT'S EVERYTHING. I think. I tweaked and tinkered a LOT with all of this this month.
Thanks all <3
Posted using PostyBirb
Category All / All
Species Unspecified / Any
Gender Any
Size 999 x 525px
Oh the win quotes? Yeah, that was just left as a placeholder and I never touched it. In my IkemenGo build, I was intending to drop the victory screen and instead build it directly into the match end win poses, instead of that separate screen.
The best way I could compare my mechanics would be something like a mix of Real Bout Fatal Fury combos and command inputs with Smash-like movement and juggles. Animation wise, yeah, later generations of SNK's pixel art is my biggest inspiration.
A shame I can't join the patreon right now since I honestly wouldn't mind helping out with some play-testing and such.
I assume the only public release was Gejhi somewhere back in 2020, correct?
I assume the only public release was Gejhi somewhere back in 2020, correct?
Yeah, Gejhi is the only public one, and he's gettin a new version slowly gettin made in the WIP bundles too.
Yeah, thought so. And I'm guessing if there ever is going to be another release it won't be for a very long time as well, if ever.
Hmm... well, only thing I can do right now is wish you luck in your development. I can make some game-play videos on the public Gejhi release but that's about it.
Hmm... well, only thing I can do right now is wish you luck in your development. I can make some game-play videos on the public Gejhi release but that's about it.
I will do public releases again, but yeah, much later on. These WIPs are something I can only pick at a lil bit each month because of other obligations, work and commissions. Patreon helps me fund a bit of my time into working on these. The more support I get, the more time I can sink into it.
I've also been spreading out the work among multiple characters to avoid burnout or if I get stuck on concepts for certain characters, I have others to always work on.SO the characters have unfinished animations or semi-functional (or fully functional) movesets that I've been tweaking and refining month to month.
The biggest time spent on all of this, is the grind on animations. These characters need over 800 frames is unique assets, some of them over 1000 because I go hard on the animations to make them fluid and lookin good. So it's a lotta werk.
Thanks either way for the best wishes. <3
I've also been spreading out the work among multiple characters to avoid burnout or if I get stuck on concepts for certain characters, I have others to always work on.SO the characters have unfinished animations or semi-functional (or fully functional) movesets that I've been tweaking and refining month to month.
The biggest time spent on all of this, is the grind on animations. These characters need over 800 frames is unique assets, some of them over 1000 because I go hard on the animations to make them fluid and lookin good. So it's a lotta werk.
Thanks either way for the best wishes. <3
Ah yes, the animations... I know all too well how many animations go into making a Mugen/Ikemen character. Certainly best of luck with that. XD
Comments