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Patron Update: Gejhi (b:05/10/2020) + Stage by VinVulpis

Patron Update: Gejhi (b:05/10/2020) + Stage

VinVulpis

Here is what I hope to be the final Beta update this time around. In this update, I tweeked/fixed various things.


Yout can get this character by becoming a Supernova Patron --> PATREON FOR MUGEN WORK!


NOTE: MUGEN 1.1b is required! I cannot guarantee 1.0 compatibility for characters and the stages I make will NEED 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 his 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.

  • 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.


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Art/Animation/Mugen Stream (Picarto)


PATREON FOR MUGEN WORK!

https://www.vinvulpis.com/

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