His light kick is a very heavy leg drop. It will just be a lingering hit box that can fall on opponents. His current jumping hard kick will become stomp now.
His light kick is a very heavy leg drop. It will just be a lingering hit box that can fall on opponents. His current jumping hard kick will become stomp now.
This felt too mundane. I gotta spice it up for the light kick but I still don't really have an idea for what he should do. His old light kick, Stomp, is gonna be moved to hard kick. His fierce punch will be the same. However this is still done so I'll add this to him. On to light kick.
After a butt drop or a knock down this is the animation of him returning to idle stance. It could use more frames but it doesn't need more in order to function. I'll see about doing it if I feel like it in the future.
Another special move down. I think now all he really needs is the last command grab of his and he's pretty much done for special moves.
This is the armored move he used to get in or to basically not be bullied. Also its a tackling type move to move forward with. I'll work on this more soon to get more special moves for him done.
This is the move when it hits. I'm gonna have to apply the layering stuff tomorrow and fine tune the timing.
This part is now done. The next part will be when Jumbo successfully connects.
This is still the attempt portion. And yes he does slap his own ass on a whiff, I plan on keeping that on the version that connects too.
Jumbo uses his trunk for this one. I've been worried about this one since It was originally around 20 frames the first time. So this is gonna take a while to get done. But hopefully you like the grab attempt so far.
Now he has his launcher, but he'll need actual Aerials to do anything with.
Jiggly's Super has been updated. This is all the result of one of my friends/testers stating that her super looked kinda lame in comparison to supers that followed it. So lets just update it.
This link is just the characters if you just wanna update your builds.
This build has polished updates to Jiggly and Pastilla's supers. Thanks to Master Sauce for the sounds. https://twitter.com/TheMasterSauce
Jiggly's level 3 super has been updated.
Pastilla's vacuum has been updated to do more damage and be easier to combo into. But still, consider it a grab so don't try to air combo into it.
Also if you want a smaller download. I'll do another post that will just be the characters.
These will be released publicly with the updated Jumbo.
But his C. Short is h is sweep, because everything he does is heavy. Got another more mundane animation done for Jumbo. Next I'll want to do his air grab but I may do Jiggly before that to get some fanservice done.
The cake eating is for the start, then the barrage of butts, then before the final bump she'll "bwooomp" to a bigger size for the final hit. Engulfing her opponents face in her butt as she launches them clear across the field. I may add a wall splat too.
Alright guys I finished the additional move for Pastilla, it's not a full release but I hope you guys like it. Simply download this, extract and replace the "Pastilla" folder in the "Chars" folder with this one. And make sure you don't have a folder in a folder.
The command once again is:
Forward, Down + 3 Kicks
Forward, Down, Forward, Down + kick
Forward, Down + Right Trigger + A (xbox example)
It will do a win pose version if you KO with it.
Please do not redistribute.
I want to visually enhance Jiggly's super since one of my testers said it was lacking. So lets see if this peeks any interest.
More progress, here are all the flats tomorrow I gotta do the shading and colors then incorporate it into MUGEN. Multiple gifs to show multiple stages.
Here's the win pose for Pastilla Absorption win condition. Each colored line represents a different form. So the form you get for the win screen matches the size she had. It may be a bastard to ink all for this so I'm separating elements to it to hopefully speed it up.
I'm animating this in two parts. The butts are gonna go with the size of of the absorption so its gonna take awhile to do it. But the upper body is already inked.
This is not a major update but Pastilla has a new fun move and I hope y'all enjoy it. She has a semi ranged command grab where she sucks you in and launches you back out. It can be used to punish projectiles. The super version has a life steal elements to it and is better for punishing projectiles as well.
The command for it is: 632 + k
or →,→↓,↓ + k
or reverse QCF + k
The super command is Forward, Down-Forward, Down, Forward, Down-Forward, Down + Kick.
or Foward, down-forward, down + 3Kicks.
Note: Patreon doesn't allow me to use links to Mediafire. That's new and makes it harder to share game content. I wish I knew more about why this happened. Any way the link is below. Let me know what you think.
http://www.mediafire.com/file/y7pk6dc6jiztnrq/OC_Mugen_09-20-2020.zip/file
I was inspired by this https://www.furaffinity.net/view/38272250/ to try to give Rapid thicker thighs since he's a Runner. When I do him for mugen he'll have a nice bottom heavy build to go with his girlfriend, Bertha. Let me know what y'all think.
The size she gets for the absorption will be based on the character she absorbs. Here they are for you to preview.
Now the plan is for to just "Bwoompth" to the size that is stated for each character. Hopefully I can pull that off with a simple single in-between for each form. Otherwise this will be a ton of frames.
Gameplay: The super will be a vacuum that you could combo into if desired. It won't poison but it will heal Pastilla while doing the damage and it won't do a lot of damage either. It will be fully projectile immune and work as a tool to punish other zoners. It will be added to Pastilla as soon as its completed.
She can suck enemies into her butt. As a special move this will function as a grab while I try to tweak it to give it more use to fit her tool kit. The super variation will actually absorb foes into her butt. NOW I don't have an interest in vore but I'm trying to address that desire so I really hope this works.
AV has been requested a while so its nice to finally start trying to get it covered. Let me know if this works.
The first letters of this attack will probably imply what its gonna be used for. Gonna finish this animation soon and get it implimented.
The special condition win pose. I wanna make it more fluid this time since its purpose is to be a reward. I got the concept done tonight, other nights will be spent getting it done.
Normal grab is now done. He can now throw his opponents down.
Try it out and have fun. I was able to beat everyone with KFM so even though its hard it is doable. Challenge is fun, or just use your own characters or mine.
Ok, its time to give y'all another update and a demonstration for the "Big Bad Update" Which is an update to Jumbo and introducing Sarjiri. So on with the notes and the link will follow.
Jumbo:
• Currently in the process of being redone try him out but be aware he doesn't have everything.
• Original Jumbo is still in the files just in case
Jiggly:
• Slight run speed increase
Katrina:
-no change
Bertha:
• Bertha's super should go farther forward.
• Math on the butt drops has been changed.
Enorma:
-No change
Aroma:
• Changed into a charge character.
• recovery has been reduced on gassing attacks.
Lardo:
• AI improvements
• Tail grab sped up
• Gassing is added to the default butt drop now and he no longer bounces.
Zafta:
-No change
Pastilla:
• EX Totem is multi-hit on block now. For better pressure.
Makuyama:
• Air grab doesn't have a lot of air invulnerability.
• Palm thrust hits mid now instead of high.
Jumba:
• Run speed increased
Twiggi:
• Walk speed decreased
• Eliza Armor has been limited again on butt assist
• Twiggi's Heavy beam does more damage but comes out slower.
Julian:
• I forgot what I did to him.
Sarjiri:
• Also Unfinished
• Has lighting, fireballs and fire falls.
• Is intended to be a boss so tell me how her difficulty is.
and now he has his landing. This move has been programmed and sprites are complete. I needed to get a squashing attack completed since I was getting impatient.
I wanted to try hard on it this time around so this time I animated some secondary action with his Trunk trailing behind him to really sell the spinning aspect. I got too tired to finish this tonight but hopefully tomorrow afternoon I'll wrap it up and get it in game. Then I'll make a new build for y'all to try out.
One of my favorite moves of Jumbo is his basic butt drop. Since he was my first character I used his butt drop for a ton of his moves. However this time I plan on animating more different variations of his butt drop. Still since he has so many special moves of butt drop this allows a lot of moves to work now. I'm not sure when I'll let you try him but i haven't updated in a while with a batch so I may do that soon.
And with this all his standing normals are complete!! Jumbo is looking pretty far along for his redo. Even though he needs all his special moves, supers and crouching and jumping sets of animations.
Jumbo charge heavy punch, I may push the anticipation pose more. But I really love the follow through. This will be the last normal he needs for his standing set. Next will be getting more mandatory sprites done like the crouching set then some specials.
I accidentally didn't post this one I don't think. But yeah He's only missing his Giant Punch which is also his Standing Fierce. I think his ass still gives me issues on this animation and maybe he needs a frame for more follow through for his hair and stuff. But I like this as is so far.
One of my favorite attacks of his is still complete! Almost done with the full standing set of normals. Then the air and crouching ones gotta be done. Which is a lot but it doesn't feel as much with him since he reuses a ton of assets for his moves.
I love this technique since its HIS. I had an idea for an overhead stomp and it makes sense that an elephant would be good at it. He's pretty strong to support all his weight on one leg for this attack. This attack may take a while to get done since its 14 frames. Which is one more than what it was, and in hindsight I could probably do this attack with less but I like making Jumbo slower.
The knee looks so much better this time around. I added wob to it since I want him to be in recovery for a long time to hold the pose.
Edit: I reduced the high to his knee lift. Making sure the range isn't too good.
We're at the point of animating attacks! :D I wasn't showing the mundane stuff but he does have his block and get hit frames already as well. So now I can just try to run through the attack animations. Jumbo V2 is on good pace.
Please note despite his name, his jump isn't really impressive. Simple animation for the next few days. It will be nice to just get em out of the way.
Got this bit of animation done. Next few animations should be way easier.
I'm gonna put Sarjiri on hold for a bit. Jumbo's reanimation has started and his sprites are gonna be smaller than Jumbo, Julian and definitely Sarjiri. This helps my speed at creating them.
Another attempt at an idle. I went smaller on the sprite size but I intend to scale him to the same size he was with these.
I did these to relieve myself. Sarjiri's sprites just take a while and I wanted to just get something done.
Sorry, it took so long but I finally got this done. I'm probably gonna wanna edit it but let's get it working first. So the Plan is Sarjiri will have two fireballs. A big intimidating one that goes forward and an option to rain fire. I'll have to animate the fire effects for this soon.
I want her to have a fire breath projectile. I may scrap the lighting once this is complete. Or repurpose it.
Tell me what y'all think of her so far. I'll need it for motivation since her sprites take a lot longer than the others.
Sarjiri is included as a boss. She's is for testing purposes though and nowhere even near complete. You can try to beat her if you want but its really just so you all can see what she'll be like. A video demonstration will follow.
I like this better than her just levitating forward. Also this was a lot of effort, I'm probably not gonna do a back walk cycle.
This took a while. I plan on fixing the jitteryness of her arm and adding the underwear to the rest of the frames once I know how I'm gonna do it.
Sorry to have to go back and do an already established piece of animation. But the levitating just wasn't doing it for me. I want her to have booming footsteps and to be super slow and ponderous.
Her walk cycle so far is 16 frames which will be really slow and fluid. It will take a long time to get done though since it takes me a day to just do around half of that.
I'm not sure what terminology I should use when I'm talking which attack this is. I feel like now I need to switch to the coding side and get her focus back on track. The intend of this attack is to send projectile(s) downward. It will be on her light punch button but maybe its too excessive for that. It could be a jumping heavy punch too.
Well like I said, I gotta plan out her current animations a bit more, I'm feeling a lack of direction may hurt her.
I think this could be used as a jumping light punch too. But we'll see when we get to that.
You can tell by the animation there is nothing light about this kick. My plan for Sarjiri is to repurpose some of the previous attacks animated to specials and give her practical normal.
The move that nearly all my characters have in some variance or another. I like the idea of going back to add more frames to animation to make them really pretty. This may get that treatment later on but i just wanna make sure everything works right now.
Adding Jiggle to her frames makes her seem more lively without needing keyframes. I may have to abuse this since her key drawings take a bit longer than other characters.
I think here portrait makes her look a bit intimidating which is good. Also I love the style of Dynamax so I may wanna use the same color scheme and them for her stage when i get to it.
She now has two attacks. She needs more and the attacks need more refinement but I love the gradual progress since I'm not sure what she'll end up being like.
The stomp was too much of a heavy attack so I figured this would be a lighter attack. Then I animated it and it has the same ammount of frames as the stomp. I guess she'll just have no "light" attacks.
The hit box for this one will cheat, I'm sorry but she's too tall for the majority of her ass to hit her opponent. So it will just be her side in motion. Unless later on I give her an attack that covers the low area by her calf.
Ran out of energy so I didn't color this tonight. But Sarjiri does have her basics so I'm gonna try to animate enough to make a boss battle out of her.
Thanks for your patience. I took a week off to just relax and I feel a lot better and motivated on this project again. Sarjiri does take a while to draw so asset creation won't be anywhere near as fast as it was for Julian.
Not sure how I'm gonna use these but its nice to have them complete. Sprites of getting hit are really important since it makes the character playable way earlier since its animation and assets that are essential.
I lost motivation on Friday and I'm kinda in a funk after I finished Julian. I guess I'm just not truly ready to start another one and I also don't feel comfortable not doing anything. Its a terrible limbo of motivation.
Its gonna take a lot of effort to move that much bulk. So I want her jump to be slow and ponderous.
I need to design attacks that fit everyone of these interest for Sarjiri. Trying to make everyone happy with this boss character. So I want a handy guide to mark certain things peeps may want. If an interest is missing let me know. I'll add to this.
Anal vore is still iffy with me. I'm not sure if I can do that without being adult. But if you want it PLEASE speak up.
Edit: I think there may be a slight misunderstanding judging by the comments. She's getting all of these somewhere in her moveset, I was more wondering about stuff not here that I may have missed.
I'll need a stage that will zoom way the hell out for her. I'm still on break, I just feel odd not working on anything its hard to turn off but I should rest to not burn out.
I'm favoring this stance more since it feels more "above everything else" in mood. I'll have her levitate which will make it easier for me to animate her walking forward and backward. This pose really sells that she's not worried about who she's facing as she literally looks down at the entire rest of the cast.
I'm gonna make you fight her! She's gonna be fun to design!! ^_^ I'm gonna take a break then start.
I'm gonna take a break before I start on her. But the goal is to make a character that's hard to defeat and feels intimidating while having fanservice. But I'll take a break before I start on her since Julian just released.
I didn't write this stuff down. But as the standard when ever a character is released everyone else is edited as well to fit for basic reasons like win quotes and such. But it also gives me a chance to fix older issues. I'll try to cover those below:
All:
• Jumping normals now have way more recovery to them
Jumbo:
• Armor no longer breaks and becomes infinite.
• Damage on his command grab has been boosted a little
• Butt stomps have been sped up to make them more of a threat.
Jiggly:
• Reduced Health 950 -> 900
• Dodge roll is now slower 28->35 frames
• Hard Butt bump is super punishable now. Light isn't as punishable.
• Gattling Bunn had its damage reduced slightly
Katrina:
• No change
Bertha:
• No change
Aroma:
• Sounds have been changed again thanks to AsriRen, also this time the original sounds were left in just in case. Most of the gassing sounds have been altered to me they sound like upgrades.
• More sprites added during gassing attacks to help sell them.
Enorma:
• No Change*
• Additional sprites, but don't worry about it.
Lardo:
• Gassing sounds changed for him as well.
• More sprites to help the gas attacks look better
• Lardo now gasses on a normal butt drop as well
Zafta:
• No change
Makuyama:
• No longer has armor on his run.
• Runs faster
• C. Hard Punch moves faster
Pastilla:
• new gassing sounds
• more sprites for gassing
Jumba:
• Slightly faster run speed
Twiggi:
• Reduced Health 850 -> 800
• Dark Void damage reduced a bit
• Teleports have active hurtboxes on reappearing, to make reading them easier to punish.
Violet:
• Violets level 1 super pops air opponents up a little more so they don't fall out of combos.
I'm so happy to release this character after working on him for these months. I hope he's fun to play as and provides y'all entertainment. I hope he's a funny/sexy character so let me know if you think I over did anything.
Video Demonstration:
https://www.youtube.com/watch?v=jhvHq92LCMw
Mugen Bundle:
http://www.mediafire.com/file/s53l4xv995l2vl0/OC_Mugen.zip
Character Bundle:
http://www.mediafire.com/file/52yz22yb21zfx3u/Kazes_characters.zip
Thanks so much to Nargleflex for the fantastic promotional art!
Let me know what you think!
Julian is done, his stage is done, his testing is done, his release video is done. I just need the art and I could release. That should be coming in some hours I'll do the upgrade notes after some sleep.
I hope this looks visually interesting so far. I plan on adding more to it.
I'm lucky to have gotten https://twitter.com/AsriRen to help me with sounds for all the gassing attacks. Unlike the first time I did this I didn't replace any of the already existing sounds so if they don't work I can revert. I pretty much like all the changes but if something is up let me know.
This one may not be for everyone. Also I think adding a few frames of wob on all the gassing attacks will help sell them. So I may hope to get that done, but that may not be for the Julian release that's just future ideas.
Julian can now be put in the cursed state. This is more of an easter egg than a gameplay element. But its nice to know Shredder/Babidi can put him in this state.
The cursed state is more of an easter egg type thing. Shredder and Babidi have supers that can transform a character to a feral state (or a joke state, its really artist's choice). All of my characters have one except twiggi. Even though Julian is a hippo I wanted to draw his own cursed sprites and not just pallet swap Bertha.
So this has his final version of his level 3 super. Try him out now to let me know if something is off before release.
I think gameplay wise Julian is set. I'm gonna polish some of the animations mainly just so he can wobble during certain moments. Tell me what you think of his playstyle and I'll work on finishing him up and trying to get him released by June.
so Julian gets slaped on the ass then does a dance for the player on victory. I'm planning on adding something to that ass but I don't feel like doing it right now.
Its quite a few frames. I'm hoping this will look good when its complete. Afterward another Demo will be coming.
Sorry for the lack of updates guys, Julian's list of what he needs done is very small!!
I have been working on this commission for as a back project for a while now and dedicated the past week to just finishing it. That's why updates slowed down. Its a nice gift for someone paid for by Grotlover2 so I hope they and you all really enjoy it.
More progress on this, I'm gonna animate a different butt drop for this.
I know its redundant to do another squash but thats what I'm about. I still hope his stands out.
The image version of it was well recieved I wanted y'all to see how it functions in terms of game.
Julian's super which will need a lot more effects and polish. But I think it is hilarious and I really wanna polish this.
Sorry for the lack of updates this past week, I was trying to work on this. Putting a parallax effect in mugen bodied me and I just don't know how to do it perfectly. Some of it requires some math and I am not even sure I know the formula of how to find a value like that. Anyone have any experience with delta in math? Since the value the game engine needs is a value for the change in a background element compared to a foreground element. I have no idea how to find that.
If I can figure that out I may be able to do more effects with it.
Explaination: Julian's level 3 is gonna be a high damaging trap super. If the opponent jumps on Julian during this super they will slip, spin around and land face first in his ass. Basically Hakan's Ultra from SF4.
Function:
The follow up attack isn't really set in stone yet, but the damage on this super is gonna be very high, Julian will have a lot of I-frames(invincibility), and the start up will be quick. The trade off will be lengthy recovery, the fact that its not gonna be designed to combo into and that you have to make a read then spend 3 bars. The speed of the start up will be designed to not make it to free for the user or victim but a good balance. Also I hope spectators find this move hilarious.
If Power bottom is blocked or crashed into the wall without hitting. Julian will go into a custom get hit state dubbed "Regular Bottom". Its basically a free hit to Julian for comedic reasons. That wasn't finished being coded and was causing a bug so now y'all get it and commentary for it which may ruin its joke to let you know its fixed.
Includes his run now and the Regular bottom state.
Its a decent run speed for him. Also it has a single hit of armor. But he has to commit to the skip.
I wanted to give him a flamboyant run cycle. So I decided on skipping and skipping kinda bodied me. Not as easy as I thought to animate. I'll work on this more later on.
An updated build has been released. Julian now has his super and a lot of his necessary animations. He's pretty playable and just missing the super I wanna work on. He's available to my patreons now so please try him out and let me know what you think.
He now should feel more complete but he's still missing a lot of stuff. He's definitely playable at this point and enjoyable to play with and the stuff he needs
is countable on one hand. He's gonna get another super and the cosmetic animations that are missing. The planned release date is still June, so there is gonna be a long duration where he's just gonna be available on Patreon.
Try him out and let me know.
Still needed:
Crouch turning
Run Animation
Win Animation
Intro Animation
Lv3 Super
Julian now has his dizzy Frames, there isn't a lot left for him to be considered finished. There are a few mundane animations that I still need as well as the Feral states. But I'll probably let y'all try him out again to see if he is feeling comfy pretty soon.
This is just his level 1 super. Damage isn't finished but the animation is pretty on point of what I want. I hope you all like this.
Super portraits are the images that slide in when a character does their super. Now that Julian has one I'll try to get video of his "Power Bottom" Super in Action.
The idea is Julian will do a but bump and take you all the way to the wall with it. Where he will then crush you with this animation. With the contact point preferably being the crotch of his opponent.
I plan on reusing assets for the initial portion. This impact looks better after I edit its timing. Hopefully I can get this done tomorrow.
I've been working on the animation for this attack for a while. I got it coded and implimented today. Julian will slide forward attacking the opponent low. If it hits pressing punch again will allow Julian to follow up with a butt drop. EX will be projectile immune but not safe on block.
I don't have anything in mind for him. But he is really cute and seems like he could be fun. But honestly I don't have a lot of ideas for him. I'll list a few of his traits below.
• Gay as hell
• Has very large moobs
• Has super speed but is on the low end of it.
• Has an ass that won't quit.
• I don't wanna go the butt bump everything route.
If you guys have any ideas just let me know.
Its a WIP but hopefully this is more satisfying.
Its available now to try him out. I would love to get feed back on what he needs.
Julian is included in this build. He is a charge character with 4 special moves so far.
Charge ←, →, kick
Charge ↓,↑, kick
↑+ Hard Kick (in air)
PP (two punch buttons same time.)
He's not gonna have Akai as an assist since y'all would rather get Akai later on as his own character. Also I'm not as dead set on not using Slim now. I have a bias since drawing hippos is enjoyable for me and it may be fun to subvert expectations with him.
Anyway try out Julian let me know if he feels too weak, too strong or doesn't have enough to do. I know leaks happen with Patreon but please do not redistribute. I want to release Julian for Pride month in June and I feel ahead of schedule. It would be mean a lot to me to debut him without a leak.
Have fun with the early build of Julian and thank you all so much for the support. It means a lot to me to be able to work on a project like this. <3 <3 <3 <3 My heart lit up at TFF when peeps actually enjoyed it and I hope to take it to more conventions and keep working on it for a while.
That's all of Julian's normals!! Only thing left now are specials, cosmetics and supers. :D
A nice spiking slap down. He can follow this up with a canon ball if desired. To continue the trend of characters being able to combo into a squashing technique. Julian feels more complete than incomplete at this point. I could let y'all try him pretty soon, I kinda wanna get all his normals done first before that.
Now he has 3 aerials and 3 crouching normals. Only need 2 more normals and a push block.
Just a simple demonstration of a few of his "weighty" attacks. This isn't all that there is gonna be but its what I got so far.
This move is Julian's C.Fierce I'm still trying to balance it in game. The issue with it is that its too slow. I think I'll either leave it slow and give it armor or just speed it up even if it looks too fast.
This is his version of the butt drop. When he does it he pops up a little bit with the intention being to steer where you wanna go.
Julian has 3 special moves so far, a grab and basic AI. if you have any feed back please let me know.
Are there any interest or things I should aim for for Julian to do to satisfy y'all. Just let me know via comment. No guarantees that I can do them but its better to let me know so I could aim for something while still in development. Just leave an idea below just so I can know.
I'm only asking this since Julian is already doing well in AI matches and even though he has a simple tool kit may be fine without an assist. It also keeps development focused on Julian and doesn't divide it.
Julian has a move where he poses for the camera and right now it has no photographer on screen, I don't know if it needs it to make sense. Nor do I think Akai should be wasted on such a minor role.
So let me know if you want Akai with Julian or as his own thing later on.
One of the basic things that I need him to have. I wanted him to have his grab attempt animated and the throw animated. But doing whatever I can is still progress.
The pose is entirely cosmetic but I think its important for Julian's personality. When Julian dodges and holds it for a full second. a camera flash goes off and if it hits the opponent causes a stun.
The intention of this is to give Julian an anti zone tool without letting him zone himself. Once I get his push block and grab done I'll let y'all try to see if you get what I mean.
The plan is to have him dodge then pose. Then a camera flash occurs if you hold it. So they can't keep shooting. The camera flash will cause a stun. I feel like I over animated this first part so I just got it done and I'll do the rest later on.
Get it, I'm calling it a Butter Salt since its a parody of Somersault from Guile. And its done with the same command. I tested it and it feels like a good anti air, but Julian needs more of his buttons. I'll try to get his jumping attacks done since he's not gonna have 6 animations in air since he doesn't stay in air long.
I had to figure out how he would do this different from Bertha. This is what I came up with. This will be a charge back, forward and kick command for this attack. Thus using his walk cycle for a good pseudo taunt. I may be in trouble since a lot of his attacks are gonna be ass-centric. I hope that's not gonna be a problem.
Alright I like both animations, but function wise. Julian's C jab has no range. its gonna edited to form as more of an anti air than a poke since its bad at that anyway.
These are all required animations. But now Julian can get hit and block while lying down. In terms of missing sprite he still needs his uppercuted frame when he's launched upward and the trip animations which are variations of flipping forward or about to land on his face. I'll cheat like I always do for that. But yeah, I really gotta get started on specials soon.
I'll need to add more wob frames but those are purely cosmetic. So I'll just do that later and move on to crouch frames today. Hopefully Julian is shaping up well to y'all.
Because what else would it be? The animation will skip the the turn portion if it follows the standing Fierce.
• He'll be able to do it twice, unlike Bertha who can do hers 3 times.
Try her out today!
Sorry for the huge delay after TFF but Violet is done and ready for y'all to play her. Download links will be below.
Downloads:
Mugen Bundle:
http://www.mediafire.com/file/9huj9ltynffza3g/OC_Mugen_03-18-2020.zip/file
Characters Only:
http://www.mediafire.com/file/52yz22yb21zfx3u/Kazes_characters.zip/file
That elbow barely outreaches his ass. Designer in me thinks that's a terrible silhouette but I honestly don't think y'all will mind since his ass is front and center for this animation.
This attack will lead into his Standing Roundhouse. Also it moves him forward which is gonna be useful for command grabs.
I made hims shift his weight during this kick as he should. But here is Julian's minimal effort light kick. I got an idea already for his Fierce and roundhouse. I'll try to get that to y'all soon.
I don't like this kick as much. I think it should be similar to this but his balance looks weak during this .
I like his not standard punch. I'm hoping I can do more of these. Stuff that fits his personality and makes sense for him to do are perfect.
So now Julian can be knocked on his ass. With this i'll get started on his standing normals next.
Now we have an issue where my sprites are having there colors adjusted. Ever since a windows update changed how my screen looked I've been having issues are way off. But now Ra will have a projectile. I have no idea what he'll do with it.
You may feel bad for hitting him. But you can make up for that by letting him sit on you.
I figured no one really expects him to be a fighter, so his block pose would sell how unsure he is in combat.
He's such a tease! But I plan on making him a defensive grappler. I'll figure out what that means as I work on him. But I hope that explains his teasing nature on such a basic action.
Also at the apex of his jump he becomes too tall. I'm gonna try to fix that later on tonight.
Bertha was 16 frames but Julian's is only 12...I don't like that mismatch. I may come back to this later on.
Julian will follow Violet as the 15th character. A few of y'all wanted to see this sexy big boi in action. So i'm looking forward to exploring what we can do with him.
Julian will be the next MUGEN character I work on. Stay tuned as we start on his basic stuff pretty soon.
Redid this sprite since the past version had a funny face.
She knows shes thick.
She knows you're looking.
She's proud of it.
Violet has all the moves I plan on giving her and she'll probably get one after TFF. Try her out and let me know what you think.
Violet simple moveset:
Deception Dash: QCF + k
Deception Dive: QCF+ p
Ninja Vanish: HP + HK
Rotating Bunn Kicks: DP+k
Throwing Needles: QCF + p (in air only)
Violet is pretty much complete. There will be game play tweaks before the weekend though. But for now I'm uploading another build with Violet. I hope I gave her a lot of fan service type of attacks and a solid play style. Try her out and have fun with her.
Also please let me know what you think. If I don't know I won't be able to fix anything.
This follows the Thunder Thigh clap, squeeze their head between her massive thighs.
This is one of the animations for her final move. So hyped since this is it! All normals done! All specials done! Now all she needs now are her supers and cosmetic animations:(intro, win pose, dizzy)
Ra and Violet are both pretty much very close to completion. The only thing is that I never announced Ra publicly. So he may just surprise peeps.
Violet is very far along but still not complete. I think she looks great in action and I'm hoping to have her done for TFF.
I want to redo some animations for Jiggly since Violet contrast so nicely with her. It really helps to have Jiggly emote during her attacks since I feel that adds to her personality and makes the character more enjoyable.
An armadillo and Cow couple. I upped her size since I just love me some huge girls. I wanna try more attempts at doing Andy's sprites. Power armor is just not something I draw well but I wanna get better at it.
Neko Crispy, GL and I tried the current build with Violet and it let me know a few things that I needed to change. So I've made a few edits to the characters for gameplay. If its too much let me know.
The links are the same but the files have been updated. 02-11-2020
Mostly nerfs for Violet and minor stuff. The nerfs are just recovery being added to Violets stuff. She was lacking in that. If you haven't downloaded yet the files were updated and if you have this is more recent.
Which is a nice homage to Chun-Li's Tenshokyaku. Violet now has anti air special move.
Violet has been released in the current batch for y'all to test and have fun with.
General:
• Get up Recovery animations, before I didn't see these as important and so I skipped on em. But now everyone has one.
• Damage adjusted for a few mainly to make them fit on the spectrum of who's strongest and weakest With Jumbo and Twiggi being at both ends of the spectrum. So everyone else is scaled to them.
• Throw Tech animations have also been added, so each character does their own personal escape to throws.
Jiggly:
• Is planed to get some new sprites due to Violet's existence
• Will also be adjusted to make her more tolerable to play against. I.E. High reward moves should be punishable.
Violet:
• Only has 3 special moves right now: Needle throw, QCF + p; Teleport, HP+HK; Somersault Press, HCB + p. No EX moves yet and no supers.
• Balance of her damage hasn't been considered yet since she's not done. She'll be intended to be a character that can open up her opponents easy but has low damage.
• Personal win quotes haven't been done yet since they go up in time it takes to get em done each character I add. Violet has to talk to the rest so thats 3 x 14 lines for Violet then, the rest have to talk to her so thats 14 x 3 to her. As well as acknowledging some famous characters that she should, like Chun-Li, Ibuki etc.
Violet has every asset that she needs to be considered playable. So with that I wanted to give y'all early access to her.
She is still incomplete but she is playable. The difference is the polish added to the character may not be there yet. So before you let me know about stuff. She is missing sounds, effects, a few frames of animations here and there and balancing for the rest of the cast. Please don't distribute this version even among your friends. Just let them get if from here. Two reasons for this is that 1.) Its rude. ;p and 2.) This early build will represent me but its not what I want to go public with. I still have to add things to her animations and what not.
I'm gonna keep working on her and should have her done by Texas Furry Fiesta. I'll take a build to the con for you all to play.
She has 3 moves so far. I hope you have fun with her. Please try her out and leave any feedback here.
Thank y'all so much for the support. I'm at 14 characters now which is so crazy. In 2-3 more I can have the same size roster as Super Turbo.
Please do not redistribute!
an air projectile that can be used to cover your approach or zone with. It does terrible damage and can be swatted away by normal attacks. Its more a tool to supplement her melee. The Needle I drew today was terrible, I'll redo it tomorrow.
an air projectile that she'll be able to throw downward to supplement her approach.
That is ALL of her normals. Now on to the special moves and/or throws.
Ra is still ahead of Violet in terms of assets. I want to finish them both off for Texas Furry Fiesta. This attack complete's all of Ra's normals.
and now she has all her air normals. That's two sets done. She'll need her grab soon and push block option.
All of her jumping punches in one go.
Jab: is just a jab.
Strong: is an ear whip with great range.
Fierce: is an ear whip into a butt bump. 2 hits.
She now has a dive butt attack, This attack doesn't squash but another one may. Its a fantastic tool
Jumbo will only be a side project. Not a major focus. But I hope this looks better for y'all.
He could drown in those thighs. I accidentally forgot the pants on the sprite so I'll have to go back and edit it. But I thought y'all would appreciate this.
Violet won't squash her opponents flat with this move. Since it lets me show case face sitting by not going that route. I'll edit after I run some errands today.
He squats now to fit the screen, but you'll notice he has a wider stance and bigger thighs now. Plus since the resolution is better I can draw his muscle definition better. I'll need to redraw this to make it certain that he's leaning forward to reduce his height. Also I experimented with line weight and I really should just stay 1 pixel.
Evading him may be more intimidating since the wider stance makes him feel like half the screen by himself.
He's not on the schedule but so many peeps ask about him. So I may as well anwser em now.
1. I do plan on redoing him, but he'll never be top priority since he does already exsist.
2. Gameplay will be the same. I like his game play and I think its already solid so there's no need to change anything.
3. Redoing will give me a chance to fix things. I can streamline his animation more, change some poses are give him a fatter ass. Also smart pallet for his spandex shorts. to easily remove them this time.
The pose is suppose to make him look like he is hunching over but I think h is torso just looks smaller, may have to redo it.
Its a command grab that goes over lows and pulverizes faces with her butt. So hyped since she needed a special move and this is the first one that I got implimented. gonna have to add frames for her landing but I like this so far.
Violet will somersault and land ass first on your face. This is a command grab.
I gotta fix the timing and the velocity so it flows. But she has 2 of the 3 jumping kicks she needs. so the total right now
4 out of 5 planned: standing normal attack animations.
3 out of 4 planned: Crouching normal animations
2 out of 6 planned: air normal animations
I didn't like the frames for the earlier versions of this so I just redid them. Back on track next is to tackle the aerial attacks or a special move.
Twiggi didn't even get one of these. But she didn't need one so I'll go back and do it eventually. Violet has the same speed as Jiggly and will get a command grab similar to Jumba.
I may have to fix her size issues on her C, Jab and short but for now I'll just keep going forward. She can launch foes now.
Nothing fancy here, but everything that was needed got covered today. Now I can just work on attack animations.
I need to give Violet more leg action. So I gave her a light, medium and hard kick. I wanna work on some special moves soon but honestly she needs the jump state attacks and crouch state attacks.
My PC recently was having issues where it was crashing way too often. So that really slowed my pace on sprites. As well as MHW: Iceborne being out. Really worries me since not a lot of time is left. I think I fix the issue, which was my graphics card was getting too hot so my motherboard wasn't tolerating it. I wanna get more progress done for Violet now that I can again.
I think my processor and motherboard are in trouble since my pc still freezes very often. I'll focus on trying to get comms done and sprites since I think I'm gonna have to buy a new mobo and processor very soon.
Violet uses the mass of those thighs to her advantage and swings in a downward angle. Recovery on this may not be that bad.
This move has a great deal of range. But it doesn't do that much damage.
This is more on point for what I want out of my animations. This is 1: A unique attack that only she can do/or make work. 2. Provides some fan service. 3. Has a purpose, in this case this will be a great long range poke.
I want all attacks to fit the character. so I'm happy with this one, I'm unsure how long it will take to get it done.
Rent was due this week so my production has been kinda slow. Hopefully I can run through all her normals. I'm actually not happy with these, but they work in motion. So I rather move on than redo these.
I'm so glad that we've come this far and that I can make rent with this project supporting me. I have some plans for 2020. I know that I wanna get Violet Bunny, Svetlana and Julian done this year.
Hopefully I can do more than one every 3 months to get more characters out, but even if I can't I wanna thank you all for supporting me and getting the project this far.
I've been granted a table at 2 fur cons so far with those being Texas Furry Fiesta and Midwest Fur Fest. So I hope to upgrade the builds for those two cons as milestones.
Sprites are so much faster and easier to do with Aesprite. This may be a breakthrough for me since now I feel like I can get a lot more done.
Now she can hop, I wanna do something more fancy for the forward and back jumps but here is her neutral jump.
Head bob was bugging me as were the ears and the stride itself. The version in game has smart pallets so I try to give y'all multiple choices with that.
I'll probably have to come back to this for a few edits but I like it.
Another special move, also Ra feels like he's shaping up wonderfully.
The odd colors are due to the smart pallet. This gives me the option to make her pantsless, with pants, or fishnet window (which will be the main outfit). Due to how complicated her sprites are with these I am gonna omit a highlight layer.
This is an early example of her size contrast with the other characters.
I really wanted to sell her hips immediately. So I have her doing a stance that gyrates her hips. I'm worried since I'm not even certain on the outfit even at this stage. But hopefully y'all like the motion so far.
Ra has been added for y'all to play around with. He's fun to play and he feels anime as hell. In terms of gameplay. I've also done slight tweaks for my characters.
Makuyama:
New color: Pink, (press C or Roundhouse)
Command Grab adjusted to hopefully not work on Blocked states.
Twiggi:
New Color: Red Dress, Eliza White and gold (Press C or Roundhouse)
Teleport no longer lets her go straight to the ground.
Teleport has a no air block frames
Bertha:
New Color: White outfit, (Hold start and press Z or Fierce)
Julian color scheme had the wrong eye color.
Jumba:
Teleport has a no air block for 16 frames
Aroma:
Teleport has a no air block for 16 frames
Ra uses his coils for his grab which is so fitting.
Alright Ra has a lot of his basic essentials to be playable and his owner/programmer/player has giving me the go ahead to let y'all try him. A batch will be put out soon so y'all can try him.
An aerial jumping spike. Looks good moving on to next move.
Added more frames for the high version. This should be a fantastic poke.
One of the special moves Ra will have be this fantastic poke.
General:
Adjusted a lot of crouching animations hit boxes to hit characters regardless of how tiny they are. Some popular characters are so much smaller than mine that they could not be hit easily by some of my characters( MLP, Pikachu, and a few others).
Jumbo:
• Adjusted his armor on his headbutt and standing fierce. A lot of time he just gets infinite armor and I think I resolved that.
• Jumbo's lunge grab has 2 hits of armor but now is broken by air attacks. similar to Makuyama.
Jiggly:
• Butt Bump bounces a safer distance away on block. But is still negative.
Bertha:
• Butt drop has been sped up; Jumping down+hard kick
• Super Butt Drop is very fast now.
• Reduced recovery on Standing Hard Kick.
Enorma:
• Reduced startup for her Revolver
• Hitbox on rockets and grenades was shrunken down, not as a nerf. But to make the resulting explosion deeper into enemy hitbox. This yields more damage.
Aroma:
• Increased damage on a few of her normals
• Skunk spray is faster and recovers faster
• Melee applied poison doesn't go away until Aroma is knocked down.
• Butt drop is speed up
• Hopefully new AI patterns make her more of a threat. I don't think Aroma is lacking at all but her AI doesn't make good use of her tool kit. I think a player would be frustrating with her.
Pastilla:
• added 1 hit Armor on her S. HK
• Projectile Armor has been added to her skunk spray
• HP is now 1100
• Melee applied poison doesn't go away until Pastilla is knocked down.
• S. HK still won't hit crouching enemies if they are small enough.
Makuyama:
• His bear hug has reduced startup
• The lunge portion of bear hug it retains its projectile invulnerability a bit longer to make it easier to get past projectiles. His big ass makes it hard to use this practically.
Lardo:
• Butt drop is sped up however recovery is larger now as well. Lardo may have the fastest butt drop that's not a super.
• Belly bump is safer and more negative on the light and hard versions respectively.
• Lardo's belly absorbs projectile damage and reduces it by 90%, and he also has ways of healing so this could be a way to always bypass projectiles.
Twiggi:
• Eliza does 120 damage if she falls on Twiggi. Your opponent can combo into this as well so don't misuse Eliza.
• Twiggi has jumping medium attacks now. Press Forward and a light attack button to use them. She can no longer rapid fire J. Jab for air combos.
• Eliza heals when not in use. She's quite bulky though and she shouldn't KO often.
I did a few things to update teh characters and make em more viable. Its minor stuff like changing timing and some hitboxes. But I think everyone should be more of a threat.
All you gotta do is replace the folders with the one in "chars".
I have no idea when I'll start on her or if I even will. But she's a different body type and that sounds fun.
Play style would be a grappler since I don't think I have enough of those. But more of an emphasis on unstoppable forward movement. I was thinking of giving her a HUD icon that shows if the enemy will be able to stop her or not. A lot of her normals would have tap and hold variants to give her more armor and damage.
And her super would be a Headcrush, where she just runs over everything. Because why stop a rhino that is charging feels kinda insulting. This would be her lv 1. So she can actually make use of it.
Violet is planned to be the 14th character( Twiggi was the 13th, and Ra is the 12th). But I won't start development until late December with the goal for her to be finished on Valentines day.
Concept she'll be a faster and more mix up based Ninja. On the kink side of it she should have a lot of Leg smothering, thigh holds and facesitting attacks. I don't even know if that's a big enough interest but that's what I wanna go with. An assassin who will suffocate you with her thighs and that's all she needs.
Concept sprite may not be the final one I use when I start but it shows the idea I have so far. Also following Twiggi feels right since Twiggi stole her dev spot. I just got a lot of ideas for Twiggi and wanted to work on her instead at last minute.
Just a sprite attempt at this rich spoiled tiger girl. Her gimmick would be a weight gain theme since that was really well received on Twiggi. This is just a concept thought to gauge interest.
Alright, back on mission. I want to get all of Ra's sprites done by new years. He has a lot of basic actions already but on this one I'm not doing the coding. His Crouching hits are probably next.
This gives Twiggi a more flashy looking aerial combo and a fantastic air zoning tool as well. This is the last attack planed for Twiggi. So she has 1 mundane sprite I need to get done and the cursed sprites and that's it. She's already been released so the plan is for me to just update the files to include these and use a youtube vid to show some changes.
The problem though is that since the character is already released I'm not gonna be able to get 100% to re-download and get an update, and I never would be able to. So there will always be outdated versions. But I really wanted her out for Halloween.
Another attack that I couldn't get done before Halloween. I'm gonna do something to announce who will be the next character in development soon. But I think you already know who it is.
Video Post! Please support me here on Patreon if you like seeing these types of characters.
I'm gonna get a video ready later on today but for now try out Twiggi and let me know what you think.
Patch notes and video demonstration will come later on.
Mugen Build:
https://www.mediafire.com/file/mhmxf7in98fssjx/OC_Mugen_10-31-2019.zip/file
Bundle:
https://www.mediafire.com/file/52yz22yb21zfx3u/Kazes_characters.zip/file
In case there were any doubts they do love each other. So they both will celebrate wins.
Also I may not do the cursed sprites for Twiggi for Halloween. So she's gonna be released tomorrow after final testing and incorporation of this animation.
She can't do this without sucking the life force from her opponent. Also i'm gonna do something really basic for the follow up to this. Its the 26th and I need to be done by Halloween so I just gotta use what I can and whats doable in this time. I hope you all enjoy, as I'll be making her playable soon.
Twiggi's super will be a leaching attack that gives her a lot more mass. She won't keep the form and I have no idea what she'll do as the follow up for this attack. But this is what I got so far.
Just replace the folders with the ones that you already have. Makes the download a lot smaller. I'm gonna keep working but this update fixes all the previous bugs that were brought to my attention and gives Twiggi a new move.
This will summon a projectile that will stay in place and hit multiple times. I hope it will be a good defensive tool. I am more satisfied with the summon animation than the one I did Thursday. I'm gonna try for another pass at the black hole animation in the next day.
This move will have Twiggi summoning a giant dark orb to absorb projectiles and do multiple hits and great chip on her opponent. I'll need to animate the black hole effect tomorrow since today I started but didn't have the energy for it. Hoping to get this move done later today.
Also had a fun idea for EX Eliza summon and that's to counter. Since there normally is a reward for an opponent to attack Eliza lets just give her a counter to slow down those reactions and maybe make an opponent think.
I feel sorry for burdening y'all with a download again. I've done under the hood tweaks like making AI more challenging and easier based on which ever difficulty you select. Also this build has more progress with Twiggi and Eliza. But nothing really significant.
Over on Weight Gaming someone asked for fat fur-centric project that they could stream. So I really wanted to get a current build ready . While I did that I figured I should update here as well. Even though its not that significant of an update. Its still an update.
Also I wouldn't mind if anyone played and recorded their game. I love watching that stuff.
A few updates after the bundle that went up last time. Y'all should see some improvements here. She's coming along nicely IMO.
The heavy summon the move where Twiggi summons Eliza via teleportation. The concept is that for each level that the move is charged should be a different animation. I decided a butt drop should be the level 3 due to my own bias. The belly drop is already fantastic so that can be level 2 now. But now I need an idea for a level 1 since the plush is level 0.
She can sit on Twiggi if she is called but interrupted. I think that is enough of a deterrent to prevent spamming her assist. Next I think I need to work on Twiggi's drill attack.
Eliza can now get hit out of healing. A necessary nerf to not make it over powered. When she falls she will indeed squash Twiggi. I could do custom animation for this concept too.
This will help add a nice element to these two. The get hit animations for Eliza are next. Then her assist will no longer be invunerable. The feeling of Eliza supporting and enduring with you feels more like a relationship which is fitting for these two.
Also when Eliza is hit she could crush Twiggi with her fall for minor damage. This gives me an opportunity custom squash animations since they are doing it to themselves instead of all the characters out there.
For this move Eliza butts into battle, knocking your opponent away. Then sprays Twiggi with some first aid spray. Now that Twiggi has this move I'm gonna knock down her HP value to 700 from 800. The healing value will be determined after testing.
It may be a lot more fan service from here out. Twiggi has every essential animation that she needs already which means. I may have to be doing a lot of Eliza animations for a while. Now I hope Twiggi doesn't deter anyone since I think she's fun as hell. She is a great zoner who makes fights stressful by being frail. So its a keep em out or die vibe against all those huge bodies.
The plan with this animation is that She'll butt bump in to position to heal Twiggi. The medic pack on her back can be hit to disable the healing, and she can be hit again to cause her to fall forward onto Twiggi. Thus giving the heal a risk element.
Check out how Twiggi plays and give her a shot today.
There is a playable build of Twiggi available now. A video will go up shortly to showcase what she can do.
General:
• Everyone's scaling when comboing into a super has been turned down.
• Everyone has quotes for Twiggi now.
• Every big body super does a little less damage
Twiggi:
HP: 800
• She only has 3 moves so far. Not sure if I should spoil by telling what they are.
• Her HP value is currently at 800 the plan is for that to be lower once healing animation from Eliza is complete.
• Her excessive floatiness is an intended handicap. The bot version of her doesn't even jump unless doing a combo. Her Teleport will have a limiter added to it.
• Eliza HP is planned to be at 1200 (She's not intended to die in a match), but right now she's just invulnerable. When she gets hit animations you'll be able to hit her out of her stuff.
Jumbo:
HP: 1300
• New Crouching short kick, no longer has a low pressure tool for combos. His Crouching short will sweep.
• His lunging grab no longer has armor against air attacks.
• LV3 Super does 560 instead of 600
Jiggly:
HP: 950
• Air combo scaling has been weakened. No longer reduces damage as fast.
• LV3 Super does 520 damage instead of 490.
Bertha:
HP: 1200
• Clothesline recovery is safe now. default clothesline is only -4 or so. and gets more block stun the longer it is charged.
• LV3 Super does 540 instead of 560
Katrina:
HP: 1100
• Boob Croc is perfect and don't need no changes.
• Super does 510 instead of 540
Enorma:
HP: 1000
• Revolver and grenade launcher do less damage
• Revolver takes 2 more frames to fire now.
• Reduced her HP to 1000 from 1050
Aroma:
HP: 925
• Reduced the gas clouds she shoots out to just one.
• Reduced the recovery on her gas projectiles.
Lardo:
HP:1100
Zafta:
HP: 1050
Makuyama:
HP:1100
• No longer has air invulnerability on his air command grab.
Pastilla:
HP: 1100
• Standing Roundhouse now has a hit of armor.
• HP increased to 1100 from 1000
• Skunk blast now shoots out 2 or 3 clouds instead of its former animation
Jumba:
HP: 1150
• increased damage on several of her moves.
• Super damage reduced to 520 from 550, *grind adds 20 of damage.
Included in this bundle is the current version of Twiggi. She's still incomplete but she has all her nessisary actions. She is missing her supers and ex moves but oh they are coming. I'm excited since playing her is already fun and I had a hard time against a few characters. I'll post a demonstration video as well but for now try her out and let me know what you think.
And this is the last of her normals. I do plan on giving her command normals eventually but this is all of her default normals. So mostly gonna be working on special moves from here on out. Also I'm gonna make a build so you all can try her out and give some feed back.
I got Twiggi's sweep done. She just needs her Jumping hard punch now.
Ridiculous range which should be her standard. I'm gonna try to get this done today, then I can do her J. Fierce and get all the normals done.
Twiggi now has her throw. I really need a sound guy. I don't mind the animation but it feels so empty still. Twiggi has enough basic assets that I think she's playable for a demo. So that will be coming soon.
Its hard to imagine her throwing anyone, but the rubber band look of her arms helps me believe it if she really stretches out to do a throw. Once I get the animation for her grab done I'll do a release so you all can try her out.
This will be a her launcher as well as an anti air. Two normals remaining: C. Roundhouse and J. Fierce.
Getting her normals done feeling good about it since they are coming along nicely.
Twiggi now has a jumping hard kick! Fantastic she just now needs a few more normals and she's complete on all buttons. She still need command normals.
I love how cute she is as she leaves. The move has been added to the game and the code works for it just fine. She is a fantastic assist.
The concept is Twiggi will open portals above the camera space of the screen and Eliza will fall with multiple techniques on to her opponent. Later on I gotta animate the summon portion for Twiggi and the leaving portion for Eliza.
Jumping Light Kick and light punch. I think for her jumping medium attacks I'll just add spinning to get something simple for her to do in an air combo.
Eliza can use her huge health pool to shield for Twiggi. She will have her own HP gauge like Rachelle but in her case Eliza will be a tank. So she'll have a good health pool. Also finally got some Eliza content done. :D
Twiggi is gonna be able to summon Eliza via portals. So here is an early animation for the first one of her just body blocking for Twiggi.
Animation for a projectile for Twiggi. Even thought I'm not sure how the effect should look.
Two more basic attacks down. Looking forward to getting all of these done.
I really like this animation. She feels really elastic and clearly not limited to normal flexibility. She'll have to use that range to keep those mega heavy weights off her.
Twiggi uses her arms like a whip not for punching. Gives her the ability to have range and to do damage without muscle mass. I'll try to get this completed and implemented soon.
I like these two a lot. Twiggi will have elasticity to her attacks so her range will be fantastic. Her Damage will be ass but she'll have tools to help keep her away from danger. So happy to finally be starting on her attacks.
Ok, with these actions complete Twiggi can now start getting some basic attack. Also I affected the jumps and friction of all previous characters so Twiggi will feel like an extreme light weight.
The adjustments are minor: I just made Jumbo and Bertha's jump not have as much horizontal velocity. I've adjusted everyones friction which is so minor. It affects how characters move when they get hit.
High and low attacks covered. Knock back and down should be coming soon.
Twiggi animation for getting hit high. I didn't do getting hit low in one day but I hope I can get it done tomorrow.
Finally got Twiggi able to walk backward. Gonna do her Jumping or getting hit next. Gotta get her basics done.
I took way too long on this simple animation. Sorry for that. I blame getting on FFXIV for a while. But I think my attention to that game may have greatly shrunk.
I haven't got far on Twiggi at all but I have been working on trying to make my characters more enjoyable to fight against. This update will feature mostly balancing and toning down stuff that i don't like seeing.
Moving on to more animations. I went slow on last month since after Jumba I was kinda spent. Hopefully we can get Ra far along and get all the basics for Twiggi done.
Why walk? Her body looks poor for combat so she should do things that don't really seem fight ready. Like cross her arms all the time.
So development on 12 starts. I thought I was gonna do Violet but then I realized due to the time right now, Twiggi would fit for Halloween. So I gotta start now to make that deadline.
The squashing and fan service stuff will come from Eliza and she should feel like a dhalsim type character.
Twiggi will fight with Eliza as her support. You'd assume Eliza would be the point character but she doesn't like fighting.
Considering her as a boss. In the same vein as Onslaught was in Marvel vs Capcom. I have no idea how to code that though so for now all I could do is generate sprites and animations.
I've made some adjustments to fix a few annoying things about all characters. This was done via me playing them all with just KFM. I hope these work better for y'all. The Link will have the same name as the 7-10-2019 upload to just make it convient to update previous links.
Download:
(Just characters)
https://www.mediafire.com/file/52yz22yb21zfx3u/Kazes_characters.zip/file
I may have to come back to this one. But either way I'm glad to have it done.
He's a guy in case you didn't know. But he has enormous moobs that makes him get his gender confused.
He'll be used with Julian as his photographer. Since taking pictures with Julian is what I want out of the character.
I like this look more than my previous attempt. But these are just test to see who I wanna work on. It would be nice to do a non fat character just to add more contrast to everyone I've already done. Plus he could have interactions with Bertha.
Just wanted to draw him as a sprite for fun. I'm gonna do that with some more characters in the future due to not wanting to go in on Violet being next.
Ra is gonna be 3 buttons so thats 1 less attack for each state potentially. That's really good for me. I'm probably gonna tweak this a bit more to maintain consistency.
Thank you all for the months of support for this character. She is released to the public now and for the next few days I'll just be running Tech support for her and fixing those issues. Then at the end of the week development on her will be considered officially complete. I hope you all enjoy her and I'm truly grateful that y'all made this possible. Thank you all so much now please have fun with her!!
Download Links:
(Single Character)
https://www.mediafire.com/file/ey90vucciyh1t9e/Jumba.zip
(All my Characters)
https://www.mediafire.com/file/52yz22yb21zfx3u/Kazes_characters.zip
(Mugen Bundle, if you don't know which to get get this one.)
https://www.mediafire.com/file/ughdz4g1gkk4abz/OC_Mugen_7-10-2019.zip
At first shes stoic and just lets the wind make her look cool like a ninja cliche. Then she breaks and giggles at how easy it was to make her enemy a pancake. Side note if she stomps on her opponent for the finish she won't get off before doing this pose. Which I think just fits her.
Things left:
• Cursed form sprites
• Turn sprites
General:
• Crushed/Flattened characters stay that way if you finish the match like that. A suggestion from Squashedflat that I really appreciated so implemented.
• Win quotes still need to be added to address Jumba for all.
Jumba:
• Gameplay wise I think she is final. Try her out and give me feed back.
• She has 5 special moves and 2 Supers. Second super isn't on the move list. Win Poses are still yet to be produced.
• Health: 1150 HP
Jumbo:
• Health: 1300 HP (most health I'm gonna do on a character, his speed merits it.)
Jiggly:
• Had her super damage buffed. 480 - > 520 Also tried to help its scaling but its recommend to go for it quickly instead of a long combo into it.
• Had her run speed buffed.
• Health buffed: 950 HP
Katrina:
• The speed of her crouching roundhouse and standing roundhouse has been sped up.
• Rachelle heals faster when not active.
• Health: 1100 HP
Bertha:
• Increased damage on her super butt bump. 280 - > 300
• Health: 1200 HP
Enorma:
• Reduced Recovery on all gun attacks.
• Walk back and backdash speed increased
• Health: 1025 HP (I want Enorma to have above average health but don't see why she merits it.)
Aroma:
• Reduced Recovery on gas spray
• Reduced the amount of hits her charge ball does but tried to keep the damage consistent. So less hits will add up to the same damage.
• Combo damage inhibitor is now applied by the super ball too, since before it didn't and Aroma could melt people with it and melee attacks.
• Sound effects for farts are now "bassey", just loud bombastic sounding farts.
• Health: 900 HP (if you feel this is too low let me know. Her poison is really good when player controlled.)
Lardo:
• Increased health gain on all bite attacks.
• Double Jump added
• Walk and run speed increased.
• Belly bump Runs over projectiles and only takes a fraction of the damage for doing so.
• Health buffed: 1125 HP (Lardo was intended to be a tank. He has a huge health pool, and life steal but lacks damage output.)
Zafta:
• Reduced damage of her standing roundhouse.
• Reduced Health: 1050 HP
Makuyama:
• Makuyama has a cheat ability to combo into his grabs. This is unintentional but I don't know how he does it. So I may have to just design with it in mind.
• Health: 1100 HP
Pastilla:
• Recovery on her skunk spray is greatly reduced
• Start up on it is also reduced
• Sound effects for Pastilla are intended to sound more loose than Aroma. Super gross.
• Totems still lunge at opponents, but EX will flat out chase them.
• Health: 1000 HP (Tanky Hippo body + Squishy Wizard = canceling each other out)
Jumba is gameplay wise nearly complete. She still needs the cosmetic animation for taunts, win poses, curse sprites and dizzy animation. So yeah, not a lot left. Thank you so much for the support on Patreon. Please try her out to see if you like her progress.
I'm gonna release another batch for y'all to test out. Now she has a handy movelist and two supers (one isn't shown on movelist.) This is her complete moveset, but cosmetic things still aren't done. Let me know if anything about this is confusing.
After she sits on a face. This will be her recovery. For the split landing one I don't think I'm gonna do an animation for that one. Just kinda tired and don't wanna do it. So I guess what will be next are the win poses, and dizzy animation.
I like these animations, so I wanna implement em on butt drops. This gives Jumba a logical animation to get back to stand and gives buttdrops a tremendous recovery. A single butt drop can do more than a super in some cases.
Ooh, this one. I like what is is but I don't like where its at. I'm gonna have to polish this move a bit. The jumping forward portion works and she does come down for the crush, but it doesn't feel right yet.
This is how the move looks so far. Jiggle frames are gonna be added after completion.
A grind for every Position (probably not). I got this animation complete and implimented. I have to go back and do some sprite layering to make sure the butt eats the victim. But otherwise it works.
I've wanted to get this move in game for a while now but now that Jumba is finishing up do you guys think she needs this one? I visited the idea with Katrina but I want it to function different with Jumba. As well as not being a copy of the move that inspired it.
My idea is to make the move function like Vega's(Claw) wall dive. It will always hit on the way up and come back down with a split landing. So its supposed to be a 2 hit combo sort of thing and it gives Jumba something to combo into that's not a run. I think its plenty fan service-y but I don't know if it will be useful. Let me know what y'all think.
This is a demonstration as well as a fight with Bertha.
The super is a level 3, air to air grab. Right now it does the same damage as Bertha's Gigaton facesit since they are both my super massive ladies. Its coded to not allow comboing into it however its a grab thats active for 8 ticks so you really can combo into it just fine. Her punt attack is supposed to be a set up for all of her air command grabs.
I'll add more polish to it as well. But I hope you all like this.
Here is Jumba's super portrait. I'll use it when she does a super.
I've been stuck on this part of her for months. Her supers need to make sense, be ninja-like and take advantage of the fact that its an elephant doing them. For me I would like to reuse assets since she already has plenty and I don't really want get stuck animating something too complicated.
After I finish this, it will be an add on option for the front facing butt drop. The grind will add slight damage, 20~ hp out of a 1000. But will provide meter for Jumba, probably 250-500 out of 30000. Also I hope its a nice bit of fan service.
She has her brother's stomping attack as her overhead. I'm not sure how it will play out but I'll get started on coding it.
Meant to be used as an anti air/Launcher. Its also a homage to Ibuki, but this isn't' a special move its just a command normal. She doesn't even jump that high off the ground.
Bundle again, only because I tweaked some minor things for the other characters too. Main focus is still Jumba.
Jumba has her Izuna drop and jumping hard punch in this build. The Izuna Drop is just HCB+P in the air. Try it out and have fun with it since the ex version can be comboed into.
She's coming along great next I'll have to start working on supers and then miscellaneous animations and she should be good to go. Try her out and let me know what you think.
Note: I test on hard difficulty, if its too much for you just turn it down in MUGEN's options. The AI does scale with MUGEN difficulty.
Wooo hoo!! With this attack all of her normals are now complete! She has an attack for every button at every position. This also explains the delay that no one asked about; Since she had a new move and that's how you guys wanted me to update shouldn't she have gotten another downloadable update. Yes she should have but I figured that it wasn't enough of a change to merit that. So with her new Fierce Punch and Izuna drop I say that's worth an update.
Later on after I polish and test it I'll make a link. I just hope my power doesn't go out again since there's also another storm.
Jumba has the famous ninja command grab of Izuna drop. I finished this last night but I wasn't sure I could convey it to y'all with a gif. If you see something a miss let me know since if I didn't do it I may not know about it.
I don't think I've stated this but in case its not public knowledge:
I do plan on going back to rework their fart sounds to make them better based off a Youtube video I did asking about it. Its just not the main focus due to development being on Jumba right now.
I tried more varied sounds and that wasn't well received so I'll try something else after Jumba completes and work on those two. I hope if that's an issue you worry about that you don't feel like I'm ignoring it.
This one just flat out replaces the previous. I like this animation way more than he first attempt at it. Also I have no idea how to re purpose the other attempt so its just gone for now. Not every animation sticks.
Alright my weekend was kinda rough for my updates. I was out of town visiting my parents. Then I come back to a Dallas that was hit with a hard hitting Thunderstorm that took power out for a lot of residents. I got my power back recently so I'll try to grind and get some stuff out for y'all. I should finish this after sleep.
I don't really have any ideas for squashing attacks and I wanna avoid what has been done. But if y'all have good ideas that I may have not considered it maybe helpful to say them so I can know if they are desired.
And I hope to get some more updates for ya shortly.
Jumba now has her launcher. It should be in the previous, 6-6-2019, batch. You may have to redownload it she doesn't have this.
I posted another update to her the other day for $5 Patreons. She has a new move and a lot of polish to her animations. As well as tweaks to make her stronger.
This download option is just to save time. You can just download all the characters and replace in your "chars" folder for a faster update. Not sure if peeps will like doing it this way but its worth an experiment.
I'm sorry for not sharing Gifs recently but a lot of frames were focused on polishing existing animations. Either way Jumba has a new move. Try her sommersault with follow ups.
I added more frames to t his to smooth it out. The landing needs a lot more frames but I'll do that on another session. Once I polish this another download link will be provided.
By this I'm referring to the playable builds of her not the work in progress sprites and such.
I'm asking this since I don't want to make anything confusing by over doing it. But I would like to know what you all feel as well since you're supporting me.
EAV: Estimated amount of versions
Of course Jumba would do something like this. This is gonna be another mix up heavy attack where after Jumba does flips toward you. During the flip she can cancel into the animation above to grab her opponent. The grab will only be a high and she'll crash and burn with heavy landing lag if she misses. Her other option is a butt drop, which has to be blocked high. So in concept it sounds like a great mix up tool.
The damage will be comparable to a command grab, since it is one.
I'm satisfied with this one. Put it in the game and the heavy anticipation makes it have tremendous start up to merit the armor. It hits hard too, slightly less than Bertha's variation of it and with better recovery( than hers). Recovery is still bad but its a fun move to have.
I had a good sleep and thought it over about the previous version. I pretty much hate it. So I woke up and gave it another pass without peeps watching me to not get impatient with it. I like this one a lot more. It could even be its own stand alone move. But the plan is to add it to the rush options. The amount of frames lets me slow it down and will merit the armor it gets.
Plus the recovery makes more sense to me since Jumba doesn't throw her full weight into it like Bertha or Jiggly. So I don't have to draw her landing from this.
Jumba doesn't leap off her feet like Bertha and Jiggly do so her recovery is better and damage is less. The move will have 1 hit of armor and will be a mid.
Note: I may replace this later on. I did this animation when I wasn't really in the mood to animate.
There is a demo for Jumba available now for $5 Patreons. Please try her out and tell me what you think, or just watch the video and tell me what you think.
She isn't done yet. But she's been playable for a while now so I wanna let you all try her to get feed back and out of appreciation for making this side project thing actually become something Viable. :D Download link will be there, it comes with minor updates to other characters as well. But main focus is on Jumba.
Try her out, leave comments and suggestions and have fun with her. I did an arcade run with her that was a lot of fun so I feel that's a good sign. The difficulty setting in MUGEN will affect how the characters play so if they are too difficult just tone it down.
Special moves:
Ninja Vanish: HP+HK
Hold Direction to control which way you go.
Jumba Rush: QCF+LK (no strength variations yet since I like to polish it entirely before I move on.)
LK to do a slide
HK to do a stomp
Back or LP to stop.
I didn't finish before my eyes got heavy. I'll get this done tomorrow.
She has her slide already and this will be her over head.
Jumba isn't gonna be a slow behemoth like I usually do. I like the change of pace she's gonna offer out of my huge character roles.
She has a teleport now. I've tried playing her with it and she didn't feel overpowered at all. In fact it felt risky since AI tries to anti air it pretty quickly. It felt like a good way to counter projectiles and punish mistakes by moving in quickly and that feels on point for a assassin.
Also it goes into butt drop pretty well which is fun.
I always felt a character with a huge ass would/should have a nice hip toss. Jumba will get one as her throw, its quite a few frames so it may take a while to get done.
Vanilla butt drop. Nothing else added to it yet but she'll have a gimmick on hers that I'll describe below.:
• 1. Her butt drop will have a brief ninja vanish or flash step to it at the start. Not a long range teleport but something to give her a mix up on it. She'll go to the right or left a bit for cross up potential.
• 2. A grind add on ability. She'll rub her butt on to her already pulverised opponent to just enjoy it. Reward for doing this may be either small health back or energy.
her Crouching Jab and short. Her short will be a sweep and in place of the roundhouse she'll have a slide that will also sweep. If this doesn't work in terms of gameplay the slide will become the light and this animation will be her sweep. A lot of exsisting animations need wobbling frames added to sell her size. I'll get on that when I don't feel like drawing but still wanna work.
That's one hell of a hitbox to abuse for her jumping roundhouse.
These are very quick actions and I decided to only give them 2 frames a piece. But don't fear, I've realized that I'm very lazy but I can always go back and flesh out animations with more secondary actions; I.E. Hair, cloth and fat effects. For now I just want to get her to a playable point.
She can now do her combo. More moves are coming.
Gonna get this one finished hopefully soon, that will be all of the base attacks for her standing position.
This is gonna be an alternate Hard Punch that's comboed into. Don't really have a good idea on what to do about the main fierce punch I wanna give her.
2 of her light attacks down. Tomorrow I'm gonna work on medium Punch and maybe medium Kick, I doubt I'll be able to get both done in the same day.
She needs a get hit for when she's on the ground still but these sprites mean I could start on attacks soon. Woo.
I didn't like the first one. I like this one more but I'm not sold on it entirely.
I made her lower body slightly bigger since I didn't like that she felt like she shrank on hit.
and the frames work. I just love how Jumba sells a face hit even from someone so much smaller than her.
Ah yeah, more progress! Another animation that you can't do much with but makes her more playable.
I thought about making these two a couple. Just so I could have a Tank and a healer combo. In fights Andy would be able to use meter to ask Panacea for healing.
I did this as practice for power armor, limited asset animation and just since I wanted to. He's not in development but to relax myself I would like to create sprites for future ideas in between works. Andy would play similar to Guile and be a very defensive character.
After this one I'm probably gonna do more mundane stuff to rest.
The Jump is kinda strobe-y as a .gif. I'm really hoping it works in game.
Getting those basic actions done. These are tedious for me but the pay off is rewarding.
By doing the basic animations first the character becomes playable earlier on, even if they don't have many attacks. Since they have all the basic actions you can make due with whatever they do have. So looking forward to getting her basic motions done.
I realized last time with Pastilla I didn't get any thing demoable until very late. This time I'll try to let y'all experience the early roughness of a character before they are polished.
Just showing how she fits on screen. I think its funny I'm gonna try to animate her with bad reach, since on her that would still be good. Plus I better make her use that speed if she has it. Her brother has the reach since he can't move well.
I think I'll balance her by giving her terrible recovery. But she'll be fast, strong and durable. But not as much as the other characters that excel in those categories.
Bertha will be tougher than Jumba
Jiggly will be faster than Jumba
and her brother is definately still stronger.
She'll just be a good combination of stats.
The older post of her stance was done while Pastilla was still in development. I was in a hurry to wanna work on this one. Where is the current work in progress of Jumba. Hopefully her design makes you think she may be a ninja, via the cheat of fishnets doing that. Also I hope this idle stance makes it seem like she's light on her feet but she'll be heavy on you.
Development for Jumba is starting soon. I did this the other day and added a bit more polish to it. I was hoping y'all would tell me what you think of this concept before I clean it up for sprites.
I checked to see if Pastilla would work in 1.0 and I realized there was very little reason for her to not be. So she is now, re-download the files if that pertains to you.
There were a lot of things discovered once Pastilla got out to the public. So I'll list em here and let you know that all throughout yesterday I kept updating the files to prevent that.
1. An exploit was found that allowed her to do the booty hammer repeatedly, so I remedied that by making it the first time you do the move she gases, and the 2nd time she flattens. That way you could still do it if you liked it but its not so game breaking.
2. I found out her 6th pallet wasn't working, which is just dumb. I don't know why fighter factory did that to me. So once again stealth update.
3. Made sure the folder with Pastilla had an image with a link back to my Patreon. Just so everyone would know where to go if they liked it.
So yeah, none of those were serious issues but if you were curious I did make changes throughout the day. You don't need to re-download or anything. But in case something comes up that feels off about her hopefully now you know why.
Pastilla Skunk is finally complete and I would like y'all to have fun trying her out. She is a quadrupedal zoning character with poison mechanics.
Youtube:
https://youtu.be/Bb_0Hwlnq4g
Download Bundle:
http://www.mediafire.com/file/jbqwg818z42fu46/OC_Mugen_4-18-2019.zip
Download Characters only: (for Mugen 1.1)
https://www.mediafire.com/file/52yz22yb21zfx3u/Kazes_characters.zip
Thanks to Slobstash for the promotional art for her.
Thank you Patreon supporters for helping fund this project. I wouldn't be able to get by and do this without y'all. So I hope she is really fun for y'all and that all the characters provide a decent challenge.
This concludes Pastilla's Development, I'll take a small break then I'm pretty sure y'all who the next one is planned for.
I've provided a link for the latest build. Gonna polish it then release that. So try it out and tell me what you think. It should be my previous post.
This is build that has everything I think ready for release. I wanna make a few more pallets but that should be it. The characters have been rebalanced and I think the challenge is moderate (hoping you'll actually lose a few matches and Jumbo should be a threat.) If anything is too hard or easy let me know and I hope you have fun with her. I've had a blast working on Pastilla but I'm looking forward to calling her development done.
With that please download this build and try it out. Also I know this is obvious but please do not distribute. These may not be the final builds so I don't want these to go floating around.
This release is for all my Patreons since the project is nearly complete. I just ask that you please give me some feedback; if there are issues, too hard, really like this, etc.
To be out of energy with half a hippo body would be like moving a mech without power steering. Has to suck in all that air for both bodies.
Thank you for your patience guys! Now I'm gonna try to make more tweaks to all the characters since right now it feels Pastilla is over preforming and I need to buff everyone else a bit or tone her down. I'm gonna make a new build soon for y'all to test.
Poor tall girl not even enough energy to stand for the free hit she's about to take.
Poor Panda man looks exhausted. When you play as him don't let this happen to him.
Drum solo on his ass.
(no not literally, this is just his dizzy animation)
This one really goes off the feeling of free hit by having Lardo put his ass in the air.
She's totally out of it! Also I know breathing shouldn't cause B.E. but eh, whatever.
Time out! time out time out!
Poor Bertha, I'm pretty sure her threat level goes way down when she's exhausted.
Two of the ten down in one day. As you can see they aren't a lot of drawings. But convey the stun status.
Demonstration of her again. This time all her sprites are already in. The current plan is to work on dizzy animations for everyone. Then release so its a release and an update.
When she lays on her floating seat she now has breathing animation to not break the illusion with a still image at the end. Also if you haven't noticed I've released a version of her will all her sprites.
Dizzy animation/ Facedown KO is next.
Try her out, tell me what you think. Movesets are in the moveset folder to help out.
Update to fix the link.
There are some optional sprites I still wanna do but game-play wise she's done. So y'all can play her before I put her out. I wanna do a set of animation for Dizzy poses, and laying face down KO pose. Those aren't necessary so I won't make you wait for them, but when I'm done it will go live everywhere.
I got lazy on the crouching turn sprite for Pastilla so I'll animate that and sneak it in there. In the mean time the following post will have a link, try her out.
Pastilla's curse frame will have some bleeding out effects and she'll lose health whenever she's put in it.
Pastilla is two characters as one to stay alive so reverting them will harm them.
Being a mage has benefits. After a match Pastilla can sit on her magic construct couch to relax.
• Run Animation - Complete!!
• Victory Animation - Complete!!
• Turn animation /Misc Hit frames
• Cursed frame
I'll update the Pastilla folder so y'all can see her run and victory animation soon.
I regret giving her a screaming face. It looks odd in practice. But now Pastilla has a shorter checklist of things to complete.
• Run Animation - Complete!!
• Victory Animation
• Missing Hit frames/Turn sprites
• Cursed Form
Optional for Everyone:
• Dizzy animations
• Face down/ Ass up KO sprite
Edit: I changed the face since I wasn't pleased with the first one.
A release of Pastilla is going live today. Please test her out and let me know what you think.
Changes:
Due to Pastilla's role being added she takes a few functions that other characters already had. So edits will be listed below
Aroma:
• Has received a minor speed boost since now she's the faster poison character.
Lardo:
• His gas now has an effect of stealing stamina. No damage increase on it.
• Lardo's Health has been boosted to make him seem like a meat wall, similar to one of his influences, The Blob. If this makes him too OP, it will probably get bumped back down.
• Bouncing butts felt obnoxious when I was watching it when others played him. It has been sped up to not just drain time.
Jumbo:
• Bouncing ass techniques have been sped up as well. Same reason as Lardo.
Zafta:
• Health increase, Its minor and its only 50 HP, but she's a tall target so she deserves it.
Pastilla needs 3 critical assets left.
• Run Animation
• Victory Animation
• Cursed forms
However she is entirely playable and I want y'all to try her out and let me know what you think.
Changes:
Due to Pastilla's role being added she takes a few functions that other characters already had. So edits will be listed below
Aroma:
• Has received a minor speed boost since now she's the faster poison character.
Lardo:
• Lardo's gas now has an effect of stealing stamina.
• Lardo's Health has been boosted to make him seem like a meat wall, similar to one of his influences, The Blob.
• Lardo's bouncing felt obnoxious when I was watching it when others played him. It has been sped up to not just drain time.
Jumbo:
• Bouncing ass techniques have been sped up as well. Same reason as Lardo.
Zafta:
• Health increase, Its minor and its only 50 HP, but she's a tall target so she deserves it.
Download Zip file, extract files, plug in controler, start Mugen.exe and have fun.
Please check out this moveset, since she's gonna be play able to Patreons real soon to give me some input on her testing.
Just wanna see if anyone is interested in Rapid Bunny, Bertha's speedster boyfriend that has built a tolerance to getting squashed by ponderous women.
Rapid will be the fastest mobility character I do and the challenge will be to try to gimp him on his damage to not make him too good.
Planned health for him will be 750 to make him easy to take out. For comparison, Jiggly is 900, Bertha is 1200 and Jumbo is now 1250.
If you don't want to use Rapid he would function well as squash fodder too. That may be a better point.
Intro still doesnt' make sense, but the assets are made for it.
Taurs don't need to wear outfits. However I thought it was a cute idea.
I got these frames done, but I wasn't satisfied. Probably gonna go back and add some wob to them.
We got her super portrait done today. If you don't know a super portrait is what appears on screen when a super is about to be performed. I never gave her a move where her eye's glowed so I'm looking forward to implementing that for the super.
You know in terms of practicality she'll have the best body flop since she'll be the fastest to recover from hers. Also the landing will come later on.
The totem is now a very slow projectile that can be slapped away. On hit it will shrink your opponent for a free hit. This hit is intended to be so you can squash them. if you start a combo with it the combo damage reduction will make it not worth your while.
for the character select screen. She isn't in development, I just wanted to work on her because I wanted to.
She's a big girl and she's not in development yet. But I wanted to work and still didn't know what to do with Pastilla's totems. So I just worked on Jumba instead.
The concept behind this is up in the air, but the idea is that Pastilla can put these things on the field to assist her. I'm not sure what they will do yet, but I like the idea of them yanking someone down. Her super will be a trap so its good to set up that she can do this.
This attack is finished. Now I gotta animate the gas for it, that will probably come tomorrow. she's 3 special moves in now.
This will be Pastilla's version of skunk blast. Unlike Aroma when Pastilla blast you, you'll probably take tons of initial damage and be sent flying as well as being poisoned. But as as con that ponderous body of hers takes way longer to turn around and to recover after a shot. I want you to feel her power but I won't make it something abusable.
That is all of her normals!!!!
Next is just specials and supers. I'm so happy that
This new animation will replace her current Jumping Roundhouse. The old one will be converted to a push block.
I didn't like the butt bump animation in the role as Jumping hard Kick. I'll repurpose it for something else. In the mean time look at this early hard kick.
You've all seen the gifs but I think seeing her in action will do her better justice. Trying to get her done for the end of the month. She has all her normals except Crouching Roundhouse ( Crouching Hard Kick), and I do wanna redo Jumping Roundhouse ( Jumping Hard kick).
Two Special moves so far with one being programmed at the moment.
She will smack her foes into the ground...with her butt. Now if you noticed a lot of my previous characters have a air combo format like this that will usually lead into a squashing attack. This is an intentional design, even though I have no idea what that attack will be.
I didn't like old uppercut even though it was boring and practical. So now she has this butt buck to pop her enemies into the air. The old Fierce will be re-purposed.
I didn't like the uppercut I animated earlier since its...boring. So I feel like this fits better because its something more distinct that she could do.
I did a sprite for Jumba just because I wanted to. But this should give you an idea of her size. Bertha has the fatter ass but Jumba is overall just bigger. (I'll probably buff Jumba's ass a bit.)
She's not in production, I'm still on Pastilla but drawing something I want instead of waiting felt good. Just had to get it out.
Finally got all of it animated. Gotta program this now.
After the opponent is shrunk, she then happily sits on them crushing them. Later on there will be frames where she also farts them away from her.
If I tried to add anything more to this grab it would merit being a command grab instead. Thank you for giving me your feed back on the poll. I hope this grab will satisfy all of y'all.
I'm not really used to magic so I just have her gesturing a condensing motion. This portion shrinks her opponent to action figure size.
These are the frames for when she tries to grab. Grabs take effect in 4 ticks so animating it isn't necessary since its so fast. But this will lead to the next portion.
Since she's a zoning character something that knocks back would be preferred. But I wanna make sure her fan-service is covered so I need to gauge what y'all want. So please vote for what you would want out of this character. I mean either way it will be up to my decision what I do but knowing what is desired helps me go in the right direction.
Rent has been paid so I will probably start this tonight. Thanks for the input and support.
Pastilla now has a launcher, I'll have to animate more normals for her once airborne to make this turn into a pretty sequence. This may get replaced but for now its her C. Fierce.
Pastilla's first squashing technique, I'm not sure what properties I'll give it and yes I do intend on animating the landing frames but for now this is all I can do. I gotta focus on Rent for a few days.
I want this to be another special move. So this should one of the ways to crush your enemy.
Her first projectile added. This is a spire of magic that goes vertical and can be set a distance away from her.
Its not designed to be spam-able and characters can dodge it by predicting it and reacting.
She'll summon gas from the ground to hit her enemies. I hope this animation is good.
Alright guys! I am need of some support not in terms of fight design for Pastilla but more so to just cover my blind spots on kinks that I may not have. Since I want Pastilla to be fun for all I wanna make sure certain interest are covered so I'm gonna list move ideas for her that are planned below. Feel free to give your suggestions and maybe game play ideas with them for any kink, move that I may not have thought of.
Planned moves:
1. Gas Spire - Pastilla will summon a durable projectile from the ground at various ranges. This will Launch her opponent upward and affect the opponent to 1 of 3 debuffs: Poison, Curse and Flame.
EX - Will summon Multiple spires to bring her Opponent in, similar to Shang Tsung in Mortal Kombat 9.
2. Booty Hammer - will be a melee option that will make Pastilla somersault to slam her ass down on her opponent. This will be a facesit/body crush attack with gassing added on to it, similar to Aroma's somersault seat. It won't move far if at all and is meant to be a pure damaging attack. Gassing will have the same debuff effect.
3. Teleport - A simple quick teleport. I wanted to do portals and such but I think I should save that for Twiggi. Its fine that Pastilla and Aroma have a few things in common as they are the same species
4. A horizontal based projectile/beam - I'm not sure what I should do here so ideas are welcome. Its gotta be good to actually help her keep enemies out. I'm thinking of making it slow startup so to not make it something that could be spammed but maybe multihit/ beam to allow it to run over other zoners.
5. I got nothing, what chu want?
Summary Pastilla's playstyle will be both slow moving big body and efficient zoning to intentionally give her a problem with close range. She won't have armor so you'll want to keep em out. If they get in her hippo body will do a lot of damage. So when you give suggestions please keep this in mind.
This is her jumping Hard kick. I wanted to animate this first since I figured it would be fun. Hope y'all like it.
This one is more readable than the first attempt. So I'll go with this.
Jumping hard kick will be a butt bump that spikes downward.
Just gotta do the magic fireball effect now. But I'll put this in to check the timing.
After I get the effects for it done that will be all her standing normals unless I add command normals and I may have to do that.
Her standing Fierce will be a short range Magic Gas fireball/explosion.
The Player will have the option to tap and just make it a one hit projectile. Or the ability to charge it for 3 hits to break armor and do more damage. This isn't her projectile move, I haven't gotten to that yet but she should be able to stop Enorma's bullets and Aroma's Gas with this.
I love the concept of this and I hope you guys do too.
It will need more frames for the landing. If I'm lucky I can use some frames for the turn sprite too.
Now these are finished. Light attacks don't need that many frames.
Both attacks animated. These are just the basic lights.
I think i can start animating attacks now. So that gets me hype! normal attacks should be coming soon.
her knocked down sprites. Its gonna be awkward animating a taur build doing the necessary poses but I wanna get to the attacks soon. the Basics that every character need aren't as fun to animate.
gonna try to get these done soon. after this Pastilla needs a downed sprite and then that's bare minimum of basics done.
Also I've done updates to all the previous character as you would expect but I don't think its anything severe enough to update y'all. So those will come with Pastilla's progress.
Oooh boy! I'm not looking forward to the tedious animation I'm gonna have to do for her walking backwards. Also I got this done late at night so i'm gonna do another pass on it when I get more energy. I hope you all like this.
She's gonna need an animation for her turning sprite of course but she's not as big to be a problem.
January is gonna be the start of production for Pastilla. I wanna get a build ready for TFF which is the end of march so gotta rush.
I've done something with my AI to actually make them easier and harder based on the difficulty setting of MUGEN. I hope this works new to fighting game players and people that want a challenge. I've done a lot of changes under the hood but I have a hard time memorizing all of them. But I'll try to list them below.
All:
• All characters had their AI tweaked hopefully to knock out some more silly choices AI made.
Jumbo:
• Hard Command Grab range reduced a bit. I intend for players to run away from jumbo and not even give him the chance to get grabbed. His range was stupidly good and now its just good.
• Armor on ex butt bump has been reduced, it was leftover from when it was a super.
Jiggly:
• Jiggly's AI love her DP I don't want her to use it this often but the numbers she has on it are quite low already.
Bertha:
• I'm hoping Bertha uses her spin to dodge more projectiles but a lot of times she still doesn't. Odds were changed for it.
• AI won't go for her 2nd super.
Katrina:
• Katrina hasn't been adjusted that much, her AI shouldn't be so run happy at close range.
Aroma:
• Uses her new gassing move as an anti air like intended.
• Poison effect stops when she gets hit.
• Her somersault seat used to not be able to be blocked in air and now it can.
• More effects added to her 2nd super. Cosmetic only. Projectile has way less hits to it now to get burned out faster. Poison is only applied on level 2 or 3.
Enorma:
• Enorma's AI will use her Missile Launcher as an anti air.
Lardo:
• Had his AI tweaked a bit, he should be more voracious now.
• AI won't go for his second super.
Zafta:
• Zafta is designed to have a fantastic reach but her AI was rushing down way too excessively. She no longer rushes in excessively and will hang back.
Makuyama:
• The coding for his bearhug isn't perfect but he now uses his bear hug more effectively now.
• Makuyama will go for traps that put opponents in bearhugs, this is fine.
• Makuyama's damage is very high but then he is a bear so that just makes sense.
• EX bearhug has a wall bounce, AI will try to combo off of it.
Download:
(all characters, no Mugen engine)
https://www.mediafire.com/file/td9vxj1yr0e8wss/Kazes_characters.zip/file
If you have any previous patch you can simply replace these folders in char and be fine.
Depending on how you play try easy or hard to see if it works for you. I hope this fixes things for some.
I've been working on a side project, and Ra's sprites so my progress has been super slow. However I've also been working on AI patterns for my characters. I've just been trying to polish the AI and also give it inhibitors so that its easier on some difficulties. So if you're worried about entry barrier try the characters when the difficulty is set lower and let me know if its easier. As well as let me know if the AI feels more challenging, I've tried ways of making my AI detect projectiles but they are still very dumb to see them. Thanks for all the support and I hope y'all have a great Christmas. This update will not be behind a tier since I really want as many try. That way I can see if the AI choices were a good idea or not.
This is the most amount of frames for a block I've ever done but he has a non standard type of block.
The walk animation for a snake is something I've never done before but I like the look of this so far.
I wanted to redo this since making his body excessively long would be annoying for other animations.
I've been working on this off and on. It took way longer than it should have but now that its out the way I can focus on other things I need to do like all the sprites I gotta get done. Download links are gonna be below as well as change log.
Download:
(Just Characters)
http://www.mediafire.com/file/52yz22yb21zfx3u/Kazes_characters.zip/file
(Mugen Bundle)
http://www.mediafire.com/file/ce8cbzk9x7oa8p4/OC_Mugen_11-20.zip/file
Change Notes:
Jumbo:
• Jumbo felt too slow for most to have fun with him. So his tool kit has been upgraded to allow him to do more combos.
• He has two more supers and his original is now just a level 3. An anti air grab and a vicious butt stomp super.
• His crouching Roundhouse will now bring the opponent to you on hit. It works even at very long ranges.
Jiggly:
• Jiggly was already really good at combos and building meter and this update gives her a bit more potential to play around with and a fairly damaging level one super to make use of.
• She has two more supers; one is an invincible anti-air and the other is a projectile immune lunge.
• Her EX butt bump now is meant to extend combos so its old functionality is loss.
Bertha:
• Bertha received 2 additional supers; one is a invincible butt drop meant to anti the anti-airs and the other is pretty much Bionic Ass. Bionic ass is invincible on start up but not for long during its active frames.
• Super butt drop is invulnerable all the way down. Its not flashy at all but its Bertha doing it so it will be efficient. This is not recommended as a combo finisher, more of a way to run over things if your opponent is under you attacking.
• Her regular butt drop has had its armor decreased, since the super now has this job.
• EX Butt Bump now has WAY better recovery and is a combo extender.
Katrina:
• Katrina is the character that feels like she already works. So she didn't get many things.
• Her EX Deathroll Suplex is now a combo extender and still bypasses projectiles.
• She has only received one super a lot of ideas I had to make another super out of require more animation so I just didn't do them.
Aroma:
• Lost a move, the gas traps that she laid on the floor is no longer an option.
• New move gained she now has "Aroma Stream" which is a stream of gas that rises upwards. similar to a Yoga Flame. Its a good combo-ender or anti air.
• Pole Catastrophe is her new Super and its a poisonous plasma ball that will chase her opponent. It can be charged to get more hits and damage out of it and doesn't even require a long time to do so.
Enorma:
• EX Scissor Bomb can now extend combos and still bypasses projectiles.
• New super is Missile Barrage, and anti air super that's pretty easy to combo into and does a good chunk of damage.
Lardo:
• New overall mechanic, Lardos body odor type attacks will now remove meter from their opponent. I'm trying to make Lardo hit like a light weight since he has health regen. So he's suppose to function like a non dying tanky blob rather than a straight up fighter.
• His tail grab super is one move but it has the option built into it. Hold up to grab air hold down to grab leg. Its a dirty move to me since you can choose pretty late into the move. Either way the leg grab can be blocked low and the air one can't be blocked at all.
• His butt drop super is just a simple way to fart on his opponent, this will sap a lot of their meter and do damage. This move also homes in on the opponent unlike Bertha's version.
• Belly Bump goes through projectiles now, and not via invulnerability. Lardo's belly just clashes with projectiles and he takes NO damage for it. His belly will eat however many projectile hits run into it. Learn the timing and try it out.
Zafta:
• Zafta to me seems fairly good, she has the best reach and can still combo, I intended her to be a zoning character but that feel through since her run speed and pressure can be good.
• Zafta has combo extending properties on her EX double kick and windmill.
• She has 2 supers one for damage and one as a escape. The Super Kick combo is just for damage and for combos. The Super Windmill is very chaotic and meant just to be a blender of kicks to escape something. Its not reliable and its not meant to be but it has a large amount of invulnerability and can chip.
Makuyama:
• Has his EX grabs extend become combo starters.
• His supers are now what the old EX grabs where. They are purely for damage and have the benefit of being supers. So Maku can try some tick shenanigans by using special to tick into a super grab.
• Makuyama has 2 additional supers and they are both grabs.
This is early and way too fast for what I wanted. This lovely lady will play the power role while the lizard girl is the speed character. I'll slow this down later on.
I'm just doing the animation for Ra. I really need to get on the ball. I haven't been fast at this since Makuyama finished.
Those patterns bodied me. I'm know they aren't consistent but they shouldn't be the main focus. Also I decided to dial back the amount of colors the lines get to save time.
Enorma got a Missile Turret as an anti air super.
Aroma got a Pole Catastrophe, a homing ball of damage as a super.
I can still tweak em but I like them so far.
Try out those new EX's moves and supers. The rest will get worked on as well.
Even with all the current characters release I like tinkering with them to make them more enjoyable to play with. So let me go over some of the things you may wanna play with. I'll try to do a video soon to showcase some of the changes and potential they may have.
Design:
• EX moves are being changed to provide a function instead of just more damage. Mainly to help with combos for each characters. Some that you see will make sense and some may be a stretch. But the goal is to enable players to make their own combos with by giving them the tools to do so.
• Super moves are being added with the intention of being minimal animation added or none. The supers should also not step on each others toes and provide a function for the character that another super isn't already doing. I.E. If a character has an already working horizontal based super the another that does something similar shouldn't be added.
• The original supers are now just the level 3's They do the most damage and have a good combo scaling.
General:
• Heavy characters light attacks have had their recovery reduced, not startup, to make them feel not so sluggish.
• All EX moves now cost half a bar instead of a full one. Level one supers now just cost...one bar.
• Wall Bounce mechanics have been tweak to be more convenient for the player.
• The limits on many forms of combo extenders has been increased slightly. (I.E. Stuff like Wall Bounces, Ground Bounces, Launchers etc.) This is up for suggestion as well.
Jumbo:
• All EX moves have been re-purposed
• Command for his Pachyderm Press has been changed
• Has a lot more combo potential than he had before.
• Two supers Added
Jiggly:
• All EX moves have been re-purposed
• Two Supers Added
Katrina:
• All EX moves have been re-purposed
• One new super added
Bertha:
• All EX moves have been re-purposed
• One new super added
Enorma:
• All EX moves...are pretty much the same since she was unique with her guns already functioning this way. Stuff is still changed though and you may have to just find out.
• Her level one will be an anti air missile turret. So that will require new animation. So its not in yet.
Aroma:
• Her AI has been worked on, she should be more of a threat but that girl is way more dangerous with a player controlling her.
• Teleport limit has been reduced (This is a mistake she'll get it back when I actually work on her next.)
Rest of Cast:
• Unchanged as of now.
Sorry for the lack of asset production but I'm gonna get started on making the EX changes and super additions now. The plan is to try to add supers that need little or no new animation while also doing sprite work for others.
The design mindset for these changes is
1. Give the characters more options.
2. cover the characters weakness by giving an ex move an attribute they need.
3. Don't make EX moves just more damage. The supers can cover that.
This is the second part of her combo. But I don't like it. The torso isn't moving in a way to give this move a feeling of force. When I get the motivation I'll go back and re-animate the torso.
First sprites for this character. I'm only doing the animation for this one. I'm looking forward to the unique stuff I can do with a snake.
I should pad the arm movements with some more frames. To make em super smooth since the goal was a very static pose. I probably have to do something with that tail, but I'm not gonna try something bad ass like having it animate during the breathing cycle. That sounds complicated AF and would jump the frame count way up.
For this character me and Ra already decided I'll be purely an animator for this project and not the programmer so the lifts a lot of stress of character making off me but also I miss the reward of seeing the character work as soon as I finish since I'm not the one coding them.
Don't feel bad for blowing me up on critique or comments. Knowing the truth is more helpful than not.
Well, its almost the end of the month and I hope Makuyama and all the updates are entertaining. I spent most of the month playing Mugen a lot less to give myself a break from it. When I went back to it I didn't really wanna change much. So I feel like everything is how I want it, except for the A.I. I lowered the super damage for all characters and I'm currently thinking about what to turn into level 1 supers. I wanna go the Capcom route and use already existing assets to do the additional supers(Like Hulk's Gamma Tsunamil, or Spider-Man's Crawler Assault). If you have any ideas for that I'd be fine hearing them.
I'm unsure of Aroma's tool kit, I don't want her to be boring but I want her to be a effective zoning character. What else should she get to help her with this?
As for the next character I'll work on it will be Ra's character. I think he will be super fun to work on a snake body character and I'll post the W.I.P. for that shortly. The characters i proposed in the latest image will be after that. Sorry for being so slow I just felt burnt out after Makuyama. I am hoping to speed up soon.
A few friend and I are working on a side project that I can't announce yet. I don't even like showing these since its too early. But I need something to put here to let y'all know I'm still working on stuff.
On the 3 characters I posted previously I actually am undecided still on which is first. So I'll focus on just doing animation for my friends character for now. I don't wanna over burden myself with too many projects. You'll see the development on that in the future.
Hey guys, thank you all for the support for the characters I have worked on for mugen so far. I just wanna let you know that the next character I wanna work on will actually not be fat. In fact I even made sure that I would choose a character with a body type that would stand out. I lowered it down to these three.
Twiggi, Svetlana and Pastilla
None of them are the usual fat body I've presented so far. Thus is why I wanna work on one of them next. Its not a voting thing but I like sharing what I'm thinking about. I'm really heavily thinking about working on Twiggi. I think she would be a lot of fun and having Eliza as an assist can supply the fan service.
Svetlana is also tons of fan service when I get those rare kicks for muscle girls. Ever since I saw that canceled She-Hulk for mugen I thought about filling that voice with her.
Pastilla as a taur would be quite a challenge, and that by itself is some motivation to try her. Also gives Aroma a villain and supplies fan service from that huge taur ass of hers.
Even still I'm gonna spend some time working on a side project. As well as doing sprites for a friend of mine's character. To keep this Patreon active you'll see the sprites for my friends character but for the side project I'll have to keep that on the low until its further along.
Finally after all these months of testing and animating I think I'm happy with how he is. I really must thank all you guys for supporting me to allow me to do this. Patreon support makes it possible to get these done since spending so much time on sprites takes away from my ability to do commissions. So I really really appreciate it!
Makuyama should be good to go, the video will explain things about him but I really just recommend playing with him a bit in game to see how he is. I really hope you have fun with him and in the future if we find out he needs something more I would love to add more to him. But for now development on Makuyama is officially over. I'll take a break then start another project and let you know what that is.
Downloads:
(Makuyama only)
http://www.mediafire.com/file/om9f4d59ve2b3ta/Makuyama.zip/file
(All Characters Only)
http://www.mediafire.com/file/52yz22yb21zfx3u/Kazes_characters.zip/file
(Full MUGEN Bundle)
http://www.mediafire.com/file/oaeqx722nn852k2/OC_Mugen_10-3.zip/file
I got most of the assets done guys. I didn't make my Semptember goal but...I only pretty much need to do Makuyama's intro and a few other things. I decided to scrap taunts for now. Maybe next character update I can get those out. I'll try to release in a day or too since I gotta get these done. Thank you all for all the support.
General:
• New Icons
Makuyama
• Cursed Form
• Intro animation.
New attack for Zafta to give her more forward pressure. I'll put it in and then i'm gonna work on Katrina's win pose.
This move will be her new forward pressure tool. Lot of damage, fairly quick but limited to being high. So range pressure! yay!
I suddenly feel like Zafta's tool kit isn't complete, since i have the least fun with her. So I think I need to give her a horizontal damaging move to take advantage of her strong legs. I'm thinking about giving her Ryu's Joudan Sokutogeri but I'm really just open to suggestions.
What strong forward kick would you like to see Zafta do? Let me know and references with the suggestions would be very helpful.
For design purposes keep in mind that Zafta is super lanky so anything that fits with that is even better.
More of that limited animation but I like how its used here. Saved a lot of time.
Only Makuyama's intro is left.
Lardo intro is extremely limited animation. But he eats a cat for his intro.
I'm trying to finalize a lot of stuff before launching Makuyama. So I apologize if the changes are minor since pretty much everyone is gameplay ready. Most changes are cosmetic or minor. I'm working on getting everyone an intro.
General:
• Camera doesn't move for some grabs. This just looks more pleasing.
• Sliding attacks after running is considered for being implimented.
• The Blocking AI was cluttered, its been streamlined to hopefully be more successful
Jumbo:
• Jumbo's high damage feels curbed by his horrid mobility. This is intentional. He feels like he has to work.
• Fixed armor on his S HP, S HK and removed it from his walk.
• Fixed his positioning on Tremendous Butt In, getting hit/interupted wasn't putting him back on the ground plane.
• Intro Added (New Animation)
Jiggly:
• During a run Jiggly's long jump gets an alternate J. HK
• Some attacks will slide if Jiggly runs into them. S.HK will slide if ran before.
Bertha:
• Intro added (New Animation)
• Tweaked AI to hopefully react better to fireballs/projectiles.
Katrina:
• Intro Added (New Animation)
• Katrina's S. HK will have sliding properties if you run into it.
• Rachelle's code has been tweaked. It just visually looks consistent.
Enorma:
• Intro Added (reused assets)
• Run speed is still horrible but her animation is hilarious to me.
• Rocket Launcher damage brought down a bit. 150->120
• Grenade Damage brought down a bit. 100 -> 80
Aroma:
• Intro Added (reused assets)
Lardo:
-no changes-
Zafta:
• S.MK, S.HP, S.HK have sliding properties if you run into them.
• S.MK, S.HK, alt S.HK have been sped up.
• AI has been tweaked to try to dodge projectiles.
Makuyama:
• AI has been tweaked to try to dodge projectiles better.
• KO wob animation has been added, similar to Jiggly and Bertha.
I'm adding all the intros for the characters. All the characters can run and patch notes will come later on.
Download(characters only):
http://www.mediafire.com/file/l7yahklba1g417e/Kazes_characters.zip/file
Jumbo's new intro. the ripped clothes will be its own thing so it can float and fade away.
Simple intro just showing Bertha's ass already destroying something. To give her opponent some sense of foreshadowing. Still aiming for an end of the month release so I'm gonna have to get these animations for the intros done.
Thanks to GLWuffie for pointing out to me that text can't be used on sprites due to them not being readable when mirrored. I forgot about that entirely. Anyway Katrina's intro is done moving on.
This is her pre match animation. I am gonna have to do more with that shirt.
Katrina is gonna bust a shirt that says "Calm Yo Tits!!" The irony.
The Running Patch! All characters can run now. The next thing to focus on are character intros. Try out this batch and tell me what you think.
Character only Download:
http://www.mediafire.com/file/l7yahklba1g417e/Kazes_characters.zip/file
• All characters can run!!
• Long Jump ability has been added, run and jump forward. This gives you a longer horizontal jump that is low to the ground.
Jumbo:
• Jumbo's run is the slowest, but he has more than enough armor to trample anything in his path. Should give you an easy tool to command grab with.
• 6 frame startup, armor and movement kick in after this.
Bertha:
• Bertha is faster and has tons of armor to plow through everything. She can get in when she wants now by sacrificing health.
• 6 frame startup, armor and movement kick in after this.
Makuyama:
• His run is a combination of not being super slow but still being a big body.
• 6 frame startup, armor and movement kick in after this.
Enorma:
• Her run is pretty slow. (Its intentionally bad since she has the guns and easy zoning.)
Aroma:
• Her dash is very fast
• Can be done in the air.
• 6 frame startup, Since she takes off like a rocket. (This is to prevent spamming it.)
• Only one with braking animation. Some characters don't move fast enough to merit it but I do like the look of it.
Jiggly:
• Her run is a little faster now
• Has an new alternate Hard Kick when she long jumps. This is meant to break armor so if it needs more hits it will get it.
Katrina:
• Has a fair run speed, you'd probably think those boobs of her would slow her down but they don't.
Lardo:
• Has a fast dash
• Lardo's belly bump now can negate projectiles. Try this as an approach option.
Zafta:
• Has a fast dash due to her long stride.
• 6 frame start up on her run.
And thats the last one. After I edit the effects and coding I'll let you all try these out. Makuyama will probably be pretty slow since bears run at 30mph and panda less than that. Also big booty panda has a lot of damage so probably shouldn't have great mobility.
I am gonna finish this up later on. His run is the last one to get done. Makuyama may get speed and 1 hit of armor but if that's too good. I'll just choose one.
While I do agree that Zafta doesn't need a run cycle due to how tall she is and how large her stride would be. I don't like haven't an incomplete set.
Zafta's run will be very fast since Giraffes are actually quick and her stride would be very long. However Zafta is a zoning character so I'm curious about how this may affect her options.
I changed the timing on his arms and legs. I didn't want them to be moving in the same way since it didn't feel like a natural feral run. This desync fixes the issue enough for me to be content. Zafta and Makuyama are the only ones left.
2 More left! Lardo is pretty swift with his run cycle. I may have to edit this tho since the arms and legs are in sync and that shouldn't be the case.
Trying to knock all of these out. Only Zafta and Makuyama are due after this one. Lardo's run will be fast and a feral dash. The idea was considered for Makuyama but since touching the ground with anything but your feet in sumo makes him lose it was scrapped.
Enorma can now run as well. Her run will be jokingly bad since she is a great zoner so she won't need a great approach option in run.
Katrina's run is straight forward, ha pun. But I mean its just a run cycle. She doesn't get any armor properties or fancy stuff. She just runs way faster than you probably expect by looking at her. Like an actual crocodile. Due to her having this I slowed down her walk speed a tad.
Katrina's run will just be a standard run. Nothing fancy here just gotta do those manual boob physics.
Now Jumbo can run too! His armor is pretty much unlimited, but it eats meter and is not...at all fast.
• Jiggly's Localcoord has its value changed. Which pretty much affect her movement, size and velocity overall. This change was done to make her on the same scale as the other characters and was something I needed to do and put off for a long time.
• Jiggly's icon and portrait had to be altered to fit the new dimensions required.
• Jiggly should feel the same but if something is off that i missed let me know.
• *NEW* Aroma now has a run animation. She can propel herself at great speed like a gas rocket.
• This can be done in the air as well but only twice. I do not plan on giving her an air back dash.
• Poison Damage reduced, it still stacks. But now it doesn't melt foes like it used to.
• I also made the poison last one second longer (5 -> 6 seconds)
• Somersault Seat has been sped up. It should be combo viable now.
• *NEW* Bertha now has a run animation. She's not fast but she is determined to get to her location and few things will stop her.
• Running with Bertha drains meter. Because Cardio isn't her strong suit.
• The values for her meter generation and run depletion need to be adjusted it.
• Thunder Thigh Trap has its damage buffed slightly L:180 -> 190, H: 220-230
• Armor was unintentionally broken on recent versions so I spent a day trying to fix it. The armor should delay animation now like it should.
• Damaged toned down slightly on his Hard Palm Thrust (200 -> 170 total)
• Banzai drop has a bit more range
• Super Banzai Drop plays its animation faster on the butt drop portion. I didn't like the excessive hang time he got.
• Bear Hug will now try to grab instantly and on charge. To fix the feeling that he was lacking a proper command grab.
• Launcher limiter now works properly. If there was an infinite with this before there isn't now.
• Bear Hug attempts are grab immune. To terrify pretty much everyone. This is done since the bear hug animation is far slower of a grab.
I hope you like these changes. The patch notes will follow but its pretty much just updates to Jiggly, Aroma, Bertha and Makuyama. I'll also include this handy alternate link which is just the character files to save time.
Just Characters:
http://www.mediafire.com/file/l7yahklba1g417e/Kazes_characters.zip/file
This run can't won't be denied so easily. When she does this she has armor so have fun with this anti frustration tool. But she still takes damage from everything.
Bullet points are needed, Asterisk are wanted. Comments/ideas are in parenthesis
Jumbo:
• Run Cycle
* Mobster Intro animation (Jumbo in a suit)
Jiggly:
* Taunt animation (slaps her butt at you.)
Bertha:
• Intro animation
*Taunt animation (her push block as her taunt works for now)
Katrina:
• Run cycle
• Intro Animation
*Taunt animation (her push block looks like a great taunt too.)
• Victory Animation (Rachelle)
• Victory Animation (Katrina celebrating Rachelle)
Enorma:
• Run cycle
• Intro Animation
• Taunt (Twirl Gun, regardless of its size)
Aroma:
• Intro Animation
• Taunt (Her victory animation could double as this. Fans butt in forward direction.)
Lardo:
• Run cycle
• Intro Animation
• Taunt (His Victory animation could do double duty as this.)
Zafta:
• Run cycle
• Intro Animation
• Taunt (Touches her toes with back to opponent, optional joke hit)
Makuyama:
• Run cycle
• Intro Animation
• Taunt (Sumo stomp, try to include fan service)
• KO Jiggle frames (Not everyone has them but they fit him.)
*Fine tune the victory animation (I'm lazy but the 1 frame he has is simple enough to work.)
That's a lot of animations!! I wanna get this done in a month but its understandable if it takes longer.
Rough pass at how her legs look only. Gotta make sure I'm happy with this before doing the body.
Gameplay:
Bertha's run isn't gonna be fast as you can probably see from how it looks. But in motion her mass should be unstoppable so it will have armor and it will eat at her meter to do this.
I want to polish everyone before Makuyama is released. So that means everyone is getting what they were missing. (I.E. Run animation, intro animation and taunts.) The additional supers will have to get done after Makuyama is released to keep those who can't wait a chance to play him.
Gonna try to give everyone one now. Aroma's was the easiest so I did it first.
I've updated the files to include this handy image done by Ritsu Kaxan. Makuyama is gameplay complete which is a nice milestone meaning everything in terms of Gameplay is good to go. He still needs more animations but they all do and now they all will get them. The focus now shifts to polishing animations so I hope that doesn't bore y'all. Have fun with Makuyama and thanks for all the support.
This is the most recent and gameplay complete version of Makuyama.
Makuyama:
• Anti Air Command Grab has been added. Command is QCF+K, a simple command grab if that makes it overpowered let me know.
• His damage is pretty much finalized. If you think he should be stronger or weaker let me know.
• Banzai drop has armor but not if you get on the wall as someone is laying down. 1 hit only.
• Win Pose is 1 sprite so far, I plan on animating it when I can.
Zafta:
• Reduced Recovery on a lot of the normals.
• Light Windwill has been sped up.
Aroma:
• A lot of her normals have been Speed Up and have reduced recovery.
• Aroma Spray has changed timing, and the poison effect damage has been reduced.
Jumbo:
• Command grab damage for the SSS has been reduced slightly L,H,EX (200, 250, 300)
• EX Tremendous Trunk Throwdown has recovery since I don't like its original aspect of just allowing a custom follow up.
Bertha:
• Armor on her butt attacks has just been made more practical numbers. So it could be stopped but isn't likely by most tactics. Armor 5 -> 3 hits
I hope you all enjoy this. There are tweaks to a few more characters than just Makuyama. Please enjoy all these characters and Geese will be the boss. He should be a challenge for any character.
These are just frames, not really an animation. It will make more sense when its complete trust me.
More Progress on this sumo panda. Hopefully he's entertaining to play as. also I went ahead and did another upload to his file. As of now there is another update for that and its mainly for balance.
Previous Link:
I fixed a lot of things about his AI, his controls and some bugs from last night. Please just unzip and replace the folder with the one in the "chars" folder.
Note: Make sure you use the folder in a folder since zipping does do that. He'll have the new get up animation to let you know.
More frames and layer sprite FX done to it. I'll make a link to update the file shortly.
This isn't done yet but its clearly just fanservice to point out how long of a recovery he has on this. I will add more frame to it with time.
Makuyama Progress!!!
If you have your own mugen download the whole thing and just put the characters in yours.
I don't mean to bore you with this stuff so if you don't care just be informed that Makuyama is getting more progress.
General:
Butt Drop Damages will have 2 values for non combo and combo variants. This is so the damage won't get ridiculous, if you wanna see what I mean do Butt drops with Jumbo, Bertha or Makuyama and see what values you get for higher risk jumps(I.E. Height)
Makuyama:
New Animations/New Attacks
• Butt Drop - Down + HK in air, does more damage if done from super Jump but that excludes the super jump from a launcher.
• Banzai Drop - Has a variable damage system that is based on the height of the wall you jump off of. Maneuverability has been increased.
• Palm Thrust -> Sweep - QCF+P, K - has new animation. It hits low and will not hit air born opponents.
• Palm Thrust -> Overhead - QCF+P, P - now can not be blocked in the air. This change is to go with the other one to make both more valuable.
• Armor in General: Makuyama's armor is to help him plow through things horizontally in front of him. If you feel its too strong let me know.
• Butt drop recovery hasn't been added yet. So he uses a place holder to help not make those over powered. A missed Butt drop is like negative 2 minutes. The placeholder state has invulnerability this will not be true when it actually gets done.
Bertha:
• Butt Bump - QCF+K - Armor has been increased once she is in the air. Goal is that it shouldn't be stopped in motion unless its something like a super or really excessive hits. So practically unstoppable. You can interrupt the hell out of her though since this only activates once she leaps.
• Butt Drop - Down+HK - damage has a alternate value for comboing into it. This is to coincide with the point above.
• Jumping Hard Punch now spikes to place the opponent under her, because obviously sit on them.
Jumbo:
• Wall Bounce sends further back in. To keep em close, no combo should be harmed.
This is the low follow up after hand slap/palm thrust. I didn't wanna keep the crouching roundhouse for this purpose since it was just a place holder. I'll update the files today so you can try him out.
This is a staple for all my characters in one fashion or another. Makuyama version will be similar to Jumbo's. Down and Hard Kick in the air and it will crush anyone under it. This is blockable and his recovery is really bad. I hope it looks good though.
Mainly focusing on Makuyama. But i did somethings to others as well.
Makuyama:
• EX Bearhug has been added
• Bearhug Damage has been lowered slightly: L: 220 -> 200 H: 260 -> 240 EX: 300 -> 280
Zafta:
• Zafta's S. Jab, C. short, C.jab and S.Short have been sped up.
• Super damaged tone down slightly. 600 -> 550
Aroma:
• Fixed some AI Patterns
• Reduced recovery of Skunk Trap
Makuyama has his EX bear hug, Aroma got buffs and Zafta got buffs. Let me know what you all think of Makuyama.
This is the attack added to the end of EX Bear Hug. A lot of frames get added to fat furs because of Jiggle effects. But this is going live so try out the new EX Bear Hug. I'm gonna give y'all a Butt drop next I think.
On EX Bear Hug Makuyama will do this as an additional attack. In terms of design I made the bear hug a lunge grab instead of an instantaneous one. Which is a lot of fun honestly. I'm working on more frames for this so I'll keep y'all posted.
More updates for Makuyama He has a command grab now but its a leaping one. I think I've done that too many times already (Katrina, Zafta) so I'm gonna do something else with that. Also all super damage has been boosted so that comes along with this.
In the mean time you can try out what I've done so far. Let me know what you like and don't like.
If you don't feel like downloading everything well you may have to. I had to edit all the other characters AI to try to avoid the command grab that Makuyama has. So its a bundle this time. I removed Onslaught though to keep the focus on the original characters.
I hope Makuyama is fun so far.
Sorry for now showing the gif. But the Bear hug animation is finished. Its just its harder to show gif's of grabs so the demonstration will have to be gameplay. I'll update the files today so you all can try him out. The EX bear hug will have a belly flop animation. The light and heavy will just change the duration of the move and duration of recovery on whiff.
I was watching a friend of mine do some mugen play through and I wanted to up my damage output for the SUPERS I have so far. Eventually I'm gonna down play EX moves and add other supers but for now they are all level 3's so i want their damage to feel it. If you feel like the damage is excessive/not enough just let me know since its all variable.
All Super Damage Values:
Jumbo:
600 -> 700
Jiggly:
470 -> 520
Bertha:
560 -> 640
Katrina:
440 -> 600
Aroma:
440 -> 480
(Before Poison Damage)
Enorma:
510 -> 536
Lardo:
430 -> 450
Healing Value
250 -> 366(Third of his health)
Zafta:
460 -> 600
This will be the 2nd part of his Reka, the move knocks down currently in game but when I get the third portion done damage and knockdown will be adjusted.
Makuyama's new move has been added.
All:
i figured out why they were bugging out before. And fixed it. So now all normal grabs can be directed now.
Makuyama:
Sumo Palms have been added, QCF+P Try em out.
Onslaught is being used as a boss, i did a set on Youtube showing that I could beat them. You don't have to but its a challenge if you wanna do it.
Got this Animated now so I'm gonna start coding it and implement it. Download may come later tonight.
Its still not done but I got 4 out of 8 frames done for it. maku is a big body so his walk should have more frames than this, but this is primarally an attack so I don't wanna slow it down with too many frames. So in then end I'll probably apply a smear for a lot of these frames.
This will be an armored reka string. Maku will just plow over whats in front of him for 2 or 4 hits, which will link into a later part then the final part.
When Maku sits on people now this sprite effect can happen. Bertha/Jumbo/Zafta all have variations of it so it makes sense Makuyama gets it too.
There is no individual link for Makuyama at this time since I had to tweek Jumbo and Bertha's grab immunity to include Makuyama as one of the exceptions.
Jumbo and Bertha being extreme heavy weights have a distinct advantage that only other extremely strong characters can lift them.
Makuyama doesn't have that much add this pass but its still a update from his previous version. Feedback is always welcome!
Makuyama is coming along nicely. He still doesn't have any special moves, except one but what he does have is polished a bit.
Makuyama:
• Grab animation and throw animation has been added, His throw damage is 120.
• Banzai drop animation has been tweeked, Banzai drop damage has been increased 280->300
• Has sumo palms, Standing Jab x4
• He will be a hard hitting character but some values are set really high due to him not having much to work with. Specials should be coming soon since he has all his bare necessities (not pun).
Lardo:
• Lardo's AI doesn't do pocket cheese if he's facing the wrong way anymore.
Zafta:
• Zafta's butt drop latches on to enemies to prevent her from getting punished on a clean hit.
Jumbo/Bertha:
• Can now be grabbed by Makuyama.
Aroma:
• Slight speed increase
Jiggly:
• Walking backward speed decreased
Katrina/Enorma:
• Are already perfect and I am quite content with how they play already.
Here's his grab completed. I'll update the files after I get some more done.
His grab will pretty much throw them down in front of him. Sorry for the delay but I didn't know how to approach his grab and I'm still worried about it. However I'll will go through with this since I just wanna move on.
I've done a bit of polish to his code but nothing significant to warrant posting another update file. I hope to complete this soon then start working on specials.
I'm not sure which type of grab he'll have but I do know he'll have several.
This is Maku's push block, not sure how it will be balanced. It may function like Jumbo's if I think he needs that.
Sweet! This is all of his normals! Standing, Jumping and crouching is all complete!! Next is push block and throw as well as special moves.
Added and tweaked some frames. I like this a lot more now.
I don't wanna talk about how Patreon dropped the ball on payments today since so many others have already. Instead lets just cover what I wanna do in August for Maku.
Early in this month I really wanna get a lot of stuff done for Maku, all of his normals are nearly done and I need to work on specials next. Some normals like the one above need more work since I don't like how they look in game. J. Roundhouse should be done soon then we'll work on his specials.
I still don't consider him playable but he's coming along nicely. He has all his standing & crouching normals and a few air normals too. If the bulk upload above is too much you can simply replace the Makuyama folder since everyone else is fine and hasn't been touched.
Full Batch (232 MB):
http://www.mediafire.com/file/z7dtu346tk1tot9/OC%20Test%207-26.zip
Makuyama Only (2 MB):
http://www.mediafire.com/file/bbfmqeu7m6qa4rf/Makuyama.zip
Makuyama has a lot more animation now. I just recently got his Crouching normals done as well as some of his Jumping normals. I didn't do GIF's of these since I don't think they look impressive as standalone GIFs. They just add to the overall feel of a character that Makuyama is.
You can download the bundle which is just everything or just replace the Makuyama folder, in Chars.
Makuyama is playable in this but I must warn you he's far from complete and barely has anything to him. But he does have a butt drop so that's something.
Long time since the last update I know. Here's whats different.
General:
• Adjusted Y acceleration on a few characters. This effects how fast they fall and such. This was done to make it easier to perform air combos.
Jumbo:
• Y Acceleration decreased, which makes him have a more floaty state in the air.
• Pachyderm Press is way faster than it used to be. Now this should feel like a viable projectile counter or just surprise attack.
• Jumbo's y acceleration is higher when he's in hitstun in air. To make him feel heavy. He shouldn't fall out of many combos but it could happen.
Jiggly:
• Y Acceleration decreased greatly, Jiggly's was super fast which was intentional for mobility but it becomes a pain when tweaking her air normals for combos to work. So she's floaty now but air combos are far easier to perform. Tweaks have been made so that she feels the same, just let me know if I missed anything.
Aroma:
• Y acceleration decreased slightly, Aroma was already floaty. This change is for the same reason as Jiggly but Aroma didn't have a problem with her air combos and now she has even less of an issue doing them.
• "Aroma Mark" is now slightly faster
• Her defensive option no longer gives the gas FX on the opponent, which makes sense since this move doesn't poison and that was just misleading.
• EX Fan Attack only has projectile invulnerability instead of full invincibility. Aroma simply doesn't deserve a good get off me move. If you feel the need for one use her super or just her defensive option.
Bertha:
• Y acceleration has been adjusted greatly, Bertha had this to make her seem super heavy. But I realized I don't need it so she's been adjusted to feel slightly more floaty as well.
• Bertha's Y acceleration in hit stun is higher than normal. Not to what it was mind you but she should just feel heavier when air comboing her. She shouldn't fall out of many combos.
All:
• No one else's Y acceleration was altered, since it just doesn't need to be changed on others.
Makuyama:
• Has all his standing normals but is missing pretty much everything else.
• Has his hit and block sprites for nearly everything.
• His Banzai drop move is the only special he has and is unblockable. That's why the range is so terrible. But his ass is a huge hitbox so I'm sure it will still work when he has more tools.
• His Y acceleration is similar to Bertha's so when he's getting hit he'll feel heavier too.
Zafta:
• Now has a Kubwa pallet :D
• Zafta's Windmill is more negative than it used to by 6 frames all variations.
Katrina:
• Katrina's Bust Rush has more frames of recovery now.
• Helper HUD is now static and doesn't move all over the place.
Lardo:
• EX Tail Grab is no longer blockable. I don't think he needed this weakness so its gone.
• Pocket Cheese is not safe on block but it is invulnerable until a certain part. Press K when getting up from a knock down to do this.
Enorma:
• Ammo HUD doesn't move around.
• Scissor Bomb can be done in air now.
This is now completed and implemented in the game. Now he needs get up animation but I'm gonna move on to his jumping normals next.
This is the part where he jumps off the wall. The landing will have to come tomorrow.
You've probably noticed that Jiggly and Lardo have a wall Jump that gives em a really long jump off the wall. Makuyama will do the opposite, when you jump onto a wall Makuyama will latch on to it, and if you choose to jump off. He'll do a banzai drop that will do immense damage and will be unblockable. The mobility of this move is more vertical than horiztonal so its the opposite of a wall jump. In terms of distance consider it half the horizontal range of a jump, but double the height. So you can't hit anyone full screen away from you.
But in a corner combo this could be very destructive. And that's the intent.
This will be fun to program once I have all the frames for it.
Just showing via Video what he has so far. I got a lot of minor things done while out of town so that was a nice unexpected bonus.
I realized I can do minor animations while away from home so I may do that over the weekend.
This is the last of his standing normals so far.
There ya go 2 hit Panda Bear. Jumbo and Bertha's armor be damned.
The concept is that its a bear slashing twice. Its gonna be a nice tool to break armor and give him heavy damage easily. This needs more recovery frames but I'll do that later or I'll just get lazy and hold longer on the last frame. But I think this fits him.
It may take a while to get this finished since its around 8 frames.
Another Basic normal. Maybe I can make up for lost time and get all of em done this week. I doubt it cuz I know I'm going out of town this weekend. So I don't even have the luxury of a Monday thru Friday. I'll just see what I can get done.
I'm sorry for the week of no updates. I got hooked on my MMO again. This week gonna be working on standing normals.
I tried implementing the tag mod by Shiyo Kakuge and just wanted to demonstrate it. Thanks to Carrotear for getting me interested and also showing the tag feature with my characters.
To do tag battle go to "Team Arcade" and choose "Simul". I have assigned assist to all the characters.
Assist command is light kick+hard punch.
Tag command is forward/backward & light kick+hard punch.
Try this out and see if you like.
Also
Enorma:
• Enorma can do Scissor bomb in the air now.
Makuyama:
• Is not playable!(meaning that he doesn't have anything to do yet)
• Added Walk and Jump animations.
I'll make a video soon to sh ow what this is. The Tag mod was done by Shiyo Kakuge and can be found on Mugen Fighters Guild:
http://mugenguild.com/forum/topics/add004basic-160242.0.html
All:
• Characters no longer have pre-jump invulnerability to grabs.
• Hitting with a super now gives one bar of meter to the opponent.
• Vdisco has started working on a new HUD for the game and that is in this batch as well. I'm fond of it so far!
Jumbo:
• Fixed his sprite positioning on his Standing HK so that when he's hit he doesn't pop a good distance away.
• Fixed a bug with the AI's command grab attempts. AI was told if you're under a certain distance away to go for it. Didn't consider being behind was just a negative and lower number so AI was trying to grab while facing wrong direction.
• Standing HK won't go through opponents if they are close, this was a bug based on the fact the move moves forward durring its animation.
• His Earthquake, Down+HK, is now treated as a projectile in terms of design. So the recovery is longer. However it is unblockable now.
Jiggly:
• Jiggly now has a new command normal for launching enemies further into the air. Down + HP, in air to do this.
• Combo scaling on Jiggly's air combos isn't the same as on the ground. She could be far more dangerous in the air.
• She was considered weaker so the speed buff she has been given is to return her to the threatening form that she had earlier on when there were only 2 characters.
• She feels hard to react to in time but that's the point of being fast right.
Bertha:
• Same fix for Jumbo's command grab AI patterns applies to Bertha.
Katrina:
• New Rachelle HUD has been added. Letting players know when Rachelle can be summoned and how much health she has.
• Rachelle's HP is now half of Katrina's(550 HP). If Rachelle is KO'ed Katrina can't summon her for assist but she can still do her super.
• Rachelle's health is set that way to not make her look weak. Also she doesn't get combo reduction like main characters do.
• She is supposed to be neutral after a bust rush hits. But she feels like she keeps her turn. I may tweak this in the future.
Enorma:
• New Ammo HUD has been added. Now you always know how much ammo she has left in every gun. Reload using HP+HK.
Aroma:
• Tone down her speed, as she was over performing. Considered lowering her health even further but that may make her too frail for what she is. So she took a speed decrease instead.
• The Poison mechanic on a combo is OP as fuck! But this is due to what it is and not really much I wanna change about it. If she poisons you be more on the defensive to not let her start a combo. If you're playing as her poison the fuck out of your enemies and combo them to melt their health.
• Added more recovery to her skunk spray. C. LK can't buffer into anything if its blocked. This poke was too good.
Lardo:
• New "Pocket Cheese" attack has been added. It works like Cody's Bad Spray. Press any kick when knocked down. The spray stuns opponents and will give Lardo a combo opportunity, but going for it removes a safe get up since it can be interrupted.
Zafta:
• Fixed recovery frames and block stuns on many of her pokes. To make sure she's fun to play against by being challenging. So you get your turn faster after a poke hits you.
• The over all fix of removed Pre-jump grab invulnerability is so that her super can work more often. The super can be comboed into and doesn't check to see if enemy is in hitstun before connecting like other grabs.
This video is to show case the edits I made with the latest bundle. I'm gonna make the patch notes public. Redownload and try this out.
This week I've been working on quality of life issues for the characters. I just wanted to make sure they were hard but not annoying to fight against. For the point of testing this I've included Falchion22's Ryu and Ken for testing purposes. If its too much to read I'll summarize and say that they are all pretty much QOL changes.
All:
• Characters no longer have pre-jump invulnerability to grabs.
• Hitting with a super now gives one bar of meter to the opponent.
• Vdisco has started working on a new HUD for the game and that is in this batch as well. I'm fond of it so far!
Jumbo:
• Fixed his sprite positioning on his Standing HK so that when he's hit he doesn't pop a good distance away.
• Fixed a bug with the AI's command grab attempts. AI was told if you're under a certain distance away to go for it. Didn't consider being behind was just a negative and lower number so AI was trying to grab while facing wrong direction.
• Standing HK won't go through opponents if they are close, this was a bug based on the fact the move moves forward durring its animation.
• His Earthquake, Down+HK, is now treated as a projectile in terms of design. So the recovery is longer. However it is unblockable now.
Jiggly:
• Jiggly now has a new command normal for launching enemies further into the air. Down + HP, in air to do this.
• Combo scaling on Jiggly's air combos isn't the same as on the ground. She could be far more dangerous in the air.
Bertha:
• Same fix for Jumbo's command grab AI patterns applies to Bertha.
Katrina:
• New Rachelle HUD has been added. Letting players know when Rachelle can be summoned and how much health she has.
• Rachelle's HP is now half of Katrina's(550 HP). If Rachelle is KO'ed Katrina can't summon her for assist but she can still do her super.
• Rachelle's health is set that way to not make her look weak. Also she doesn't get combo reduction like main characters do.
Enorma:
• New Ammo HUD has been added. Now you always know how much ammo she has left in every gun. Reload using HP+HK.
Aroma:
• Tone down her speed, as she was over performing. Considered lowering her health even further but that may make her too frail for what she is. So she took a speed decrease instead.
• The Poison mechanic on a combo is OP as fuck! But this is due to what it is and not really much I wanna change about it. If she poisons you be more on the defensive to not let her start a combo. If you're playing as her poison the fuck out of your enemies and combo them to melt their health.
• Added more recovery to her skunk spray. C. LK can't buffer into anything if its blocked. This poke was too good.
Lardo:
• New "Pocket Cheese" attack has been added. It works like Cody's Bad Spray. Press any kick when knocked down. The spray stuns opponents and will give Lardo a combo opportunity, but going for it removes a safe get up since it can be interrupted.
Zafta:
• Fixed recovery frames and block stuns on many of her pokes. To make sure she's fun to play against by being challenging. So you get your turn faster after a poke hits you.
• The over all fix of removed Pre-jump grab invulnerability is so that her super can work more often. The super can be comboed into and doesn't check to see if enemy is in hitstun before connecting like other grabs.
Purpose of this update was to make sure the characters aren't annoying to play against. If this made any character significantly weaker let me know so that I may try to rebuff them. But the main goal is really that they are all a pleasure to fight against and with.
Also most of these changes are live for everyone as well, as in posted on other sites like Fur Affinity and Youtube. But from this point I'll hold off on making more updates to those versions to keep everything from getting too confusing with to many updates. So that stuff will be exclusively here.
I'm doing tweaks to all characters to make them more fun to fight against. So one of them is that Lardo can simply do bad spray when he's laying down in the default laying down state.
Press any kick when down. Its punishable, but if it connects you get a free combo.
Enorma now has a hud that tells you how much ammo Enorma has at all times. So I'm happy those are the two HUD interfaces I wanted to get covered done.
Instead of diving imediately into Makuyama I wanna fix a few things then move on.
Katrina now has a hud that shows Rachelle's HP and when she's ready to assist. Rachelle also comes out faster and leaves faster.
Aroma's version of it. Not a lot of frames but a quite a useful function.
Down+HP, in air.
Its not a lot of frames but its a fantastic function. Try it out now on the recent update.
Down+HP, in air.
All:
• All characters no longer have grab immunity on prej-ump frames. This is so Zafta's super is easier to connect on human opponents. This may buff Jumbo and Bertha a great deal so let me know if they are frustrating this time.
Jiggly:
• Jiggly has a new normal, Air Launcher, Press Down+HP in air to launch further up for more air combo. It chains off most of her air moves too. Experiment and see if she's overpowered. Her damage output definitely gets an boost from this.
• Jiggly maintains her momentum when wall jumping and air jumping. Try it out to cover a lot of distance.
Aroma:
• Aroma has a new normal, Air Launcher, Press Down+HP in air to launch further up for more air combo. It chains off most of her air moves too. Aroma shifted from being a Zone character to either zone or rush down. I just want you to have fun with the character so Zoning shouldn't be just lame spam if you don't want it to be.
Well now that Zafta is done we're gonna work on Makuyama. He may be an easier character since powerhouses' are straight forward.
Video for previous post.
Thanks for contributing feedback and support. I'm gonna try to monitor her reaction on social media and such and I'll add more things to her over time. If she doesn't have something that you wanted her to have I'm sorry but I'm still hopeful that she'll be enjoyed.
Download:
http://www.mediafire.com/file/2jkujwrag99v83j/OC%20Mugen%206-11.zip
I've updated the batch files to the last update. Same Link
EDIT: 2nd Update made at 3:40 AM 6-8-2018
Jumbo:
Made sure that during the pre-jump frames of his jump a command grab can come out. Before the update the game was not letting you do it in pre jump frames.
Bertha:
Reverted the old facesit victim animation. Don't even know why I changed it.
Jiggly:
Jump Height reduced a little bit, to allow her new extended air combos to stay on screen.
Aroma:
Jump Height reduced since she's not gonna be better than Jiggly at it.
Zafta:
Turn sprites added...Very minor since most can't even jump over her to make her use them.
Zafta's super is now like all the rest in that it gives a bar of super meter when it connects on its opponent.
Katrina:
Took what I learned about Jumbo and applied it to Katrina. Even if you find it hard to do charge moves I think it will be very easy to do hers.
A lot of under the hood changes this time around. Most of you may not notice or care but I like these changes.
All:
I made Dcat's shredder a boss on this batch to show everyone's cursed form.
Jumbo:
Can now do his Super via just a 360 motion. This will feel more natural if you play a lot of grapplers. I'm working on making that motion very accepting so if you have a hard time doing it let me know.
Jiggly:
Jiggly can now air jump out of her air normals. This can be used for escape or combo extension.
Jiggly has 3 air jumps now, I'm not sure if I made a typo somewhere down the line but this was always the intent. I think on some builds she only has 2.
Damage on the flip kick has been increased.
The combo damage inhibitor has been calmed down on her air combos.
Aroma:
Aroma can also jump out of her air normals. For Evasion or combo extension.
Lardo:
Lardo's air combo damage inhibitor has been calmed down as well.
Katrina:
the time for you to do Katrina's super has been cut in half. It was extremely lenient before. You should still be able to do it super easy and it shouldn't come out on accident as much.
Zafta:
Has all her sprites and animations complete only thing missing that is due before release is the Turn sprites.
Damage increased a bit and walk speed decreased a bit.
The Windmill has more hitstun so enemies don't get out of it as easy. But its meant to be chaotic so its not supposed to be guaranteed unless you start it super close.
Even with the missing sprites she should never disappear at this point. I've given her all the frames she needs for getting hit.
Because Zafta is so tall she has two sets of get hit high sprites. I've implemented the sprites and coded it to check height of the opponent.
Also her cursed sprites are done so she can be transformed by shredder and the such.
Currently I'm adding the missing MISC. sprites now then she will need intro animation and run animation. Which basically means shes complete, since most of my girls can't run. But the thing is I wanna change that and actually give them all running animation.
Ok, in this Zafta has a her Windmill and her CURSED form. Jiggly and Aroma both got speed buffs. Also whenever they lunge they should move far forward now. Try em out and see if I need to tweak more things.
Zafta:
Commands have been swapped around due to her now having windmill. I don't think they will be hard to find.
Windmill added, its great block pressure and damage but a little chaotic.
Jiggly:
Her speed has been increased. Her range on any lunge normal S. HP, has been increase. Examples: S.HP, S.HK, C.HK
(I'm attempting to buff her, suggestions welcome.)
Aroma:
Her speed has been increased greatly. To show more of a relationship with Jiggly.
Lunging attacks has been given more distance. Examples: C.LK, C. HK
I got the animation done. In case you're curious the animation flips for the other half of the rotation.
I didn't get the Breakdance animation finished so that's not in this. I did the hit stun timing on Zafta's attacks and she has AI now.
All:
I'm not sure if I should make some anti air attacks unblockable so I won't. but most anti air options doe triple chip damage if they are blocked in air.
Characters that don't have enough normal moves to do a full chain of air combos can mash light punch to extend their combos indefinitely. Also this means all Jumping light punches that can do this have poor damage to help not make this a problem.
Zafta:
Hit stun timing has been worked on.
Rising Knee has removed.
Zafta has a move list image now, and the art was provided by CarlosSaiyan. However its already outdated since as stated above, Rising Knee has been removed.
Her AI has been added.
Her defensive option has been turned into a push block only. The knock down was annoying since she already has great range.
Some characters cam crouch under her medium kick and roundhouse. this makes sense so I may not change it. Her Hard Punch knocks further away then her Hard Kick, but you may not be able to combo off the hard punch.
Jumbo:
Damage brought down a little, his command grab does 180 HP for Light version and 240 for hard. He has the most damaging command grabs so far.
now has the option to do his super by doing a 360 motion. Still working on making sure it accepts most 360's.
Command grabs now can be done during the post jump lag. The heavier characters have a lot more stun to themselves on jumps, around 6-8 ticks of no control. This change is so they could empty jump command grab.
Jumbo's Super does 600 hp of damage now. Which is bringing it down.
Aroma:
Super Damage increased a little, it does around 420 - 440 hp now before poison.
Jiggly:
Super damage decreased a little, It now does 460 instead of 470. Purely because I don't like non even numbers. (10 hp) Her Light punch damage has been reduced.
Katrina:
Death Roll Suplex hard version does less damage. 180 for light and 200 for hard.
Bertha:
Thunder Thigh Trap does less damage: 180 for Light and 220 for hard, it was 225 before.
The Gigaton facesit was brought down a bit too.
Can also command grab out of jump recovery frames.
Enorma:
start up on her revolver has been sped up
Rocket Rump only has invulnerability to airborne attacks now. Not full invincibility. This is due to her being so good at zoning slower characters that she doesn't deserve a "get off me" move.
Lardo:
Has invulnerability to air attacks during his hard kick tail whip.
Bounce butt now does bonus damage only on the initial drop, the 2 other bounces both do 60 hp.
Let me know if Zafta's AI is good.
After a certain point you can just flip the sprites and play in reverse order and it still looks right. Believe me this will be used for this animation since that makes it way more doable now.
I removed Zafta's Rising Knee anti air move since I didn't feel like I wanted her to have and such long range. The animation for that rising knee was added to the heel kick, which now doesn't combo as easily as it used to. So this move will be something for her to combo into. It will have great reach because its Zafta, but terrible recovery. It should take a while to animate.
BN: I decided to cancel the Nidoqueen planned project. I kept putting it off and thats dickish of me since it was gonna be a collab.
GN: I'll replace the time of that slot with Violet Bunny. Who is one of my bottom heavy bunnies if you remember. The Sprite above was just a concept. It won't be her final design.
I know someone wanted something like twerking or something but I rather keep the win pose simple. At the end of the project the tolerance for drawing the character is pretty dead. So its hard to get motivated for something that will need that many frames.
Zafta is pretty much gameplay complete now since she has all the specials and super. But I'm gonna delay the public release even still since I just wanna polish.
Zafta has had a problem with poking airborn oppontents a good distance away but now she can kick foes out of the skies.
Just a youtube vid that shows off what her super does.
Just a screen cap of it. It works so far but input is always appreciated to help fine tune it.
Zafta now has her super. See if its easy to do, see if you can combo into it. And check if its fun to watch. Then give me feed back to what you think needs changing.
Zafta's super is gonna be the thigh grab that goes into this. So a long range lunging command grab. 2nd Part should be added pretty soon.
Zafta is coming close to completion. In terms of Gameplay she's getting 2 more moves and a super. In this build Zafta has her heel kick added to her moves it is QCF + k, and her knee has been changed to DP+k.
There have been other tweaks too but nothing major.
I drew her in her original outfit for the super and by doing so I wish I stuck with the original outfit. I have an idea for how I'll do the super so don't you worry but It may take a while to animate it.
Another new move. Also to be honest the animation for the rising knee and heel kick was one fluid motion at one point. I just broke em up to get two moves out of it.
If you recognize this animation good. I re-purposed this portion for an anti air type move. The rest of the heel kick animation will take a while. This has been implemented to Zafta as of now. So next update she'll have this.
i said yesterday I wanted to add a lot of frames and I got that done. So This batch is pretty much a straight replacement to yesterday.
All:
characters now have reducing hitstun on their jumping hard attacks when used repeatedly. To prevent infinites.
Zafta:
Had a frames of animation added to most of her stuff to keep her looking lively.
Standing Hard Kick got a new frame
Standing Hard Punch got 2 new frames
Crouching Hard Kick got more frames
Throw got more frames
Push Block got more frames.
Jumbo:
EX Butt in now has more damage.
Misc: All the changes of yesterday also apply.
Zafta is coming along nicely, I'm gonna tweak some animations again today.
Zafta:
Has a medium kick now, press light kick twice or just forward and light kick.
Has an anti air jab now, press back and light punch to stop aerial attacks.
Butt drop has been added, more animation needs to be done to it but dodge then let go of one of the kicks to butt drop.
Jumbo:
HP Air grab damage improved
Air grab gives immunity to air attacks for a short duration.
Lardo:
Tail grab anti air has immunity to air attacks
I'm gonna work on more animations today so I may be lucky enough to reupdate these files and give Zafta new stuff or more polished stuff.
Finished the butt drop frames. I'm gonna work on frames that just need tweaking soon. Hopefully after that I can do the frames of her impacting the ground.
Zafta feels like a character that should have a lot of command normals since she needs to use her long body to control space. So she will have a better anti air option and a faster poke option.
Updated files again!
Zafta's coming along and sorry for teasing Maku and not getting much. All I did for him is gave him an icon sprite and a portrait.
Zafta:
Zafta now has her push block and throw. I think they are both fun.
Aroma:
Aroma had a infinite discovered by Nekocrispy, it has been address and the way to do it has not been removed. But we got an inhibitor on it
Lardo:
Lardo couldn't do belly bump into super for some reason. Its been fixed so now he can.
Jiggly:
Jiggly got damage on her ex butt bumps again.
Jumbo:
Jumbo's vicious butt stomps got their damage again probably too much.
This one functions like Jumbo's it eats more meter but knocks down and sends away. Also the recovery frames are lacking but I'm just trying to get stuff done now. I gotta go back and add more frames in a lot of places.
the hip check should of been hers. It would of fit more. However Enorma did that so Zafta has to butt check now. Which is already done by Bertha but I figured if she uses her body like a bow it can be done in her own style.
After she grabs you she places your face under her crotch and then claps with thighs. I got the grab implemented in the game and I'm gonna try to get more things for her to update for later on this week.
Zafta's grab attempt. Despite her height the range will be terrible to keep her in line with the others. Unless she ends up being weak, then she can just have it.
I over exaggerate hip rotation in my walk cycles. But I feel I do that just to show the butt cause I just wanna see it.
Its pretty much good news and bad news. The issue with Zafta isn't the ideas, its the implementation of them and my own satisfaction with them that's the issue. Instead of struggling on her I may as well work on the basic assets for Makuyama since its just eating time at this point.
Zafta isn't done nor is she being canceled, I'm just shelving and doing Makuyama till her fight design feels more defined for me.
I'm so sorry for the slowed progress. I did a bunch of sketches for ideas but still I am no sure about how I animate her attacks which hurts how they look. Since Zafta is slowing down really badly maybe I should work on someone else till I get more ideas for her. I hope that idea doesn't frustrate y'all.
ALL:
This current batch adjust the pushback on hits a bit. Also it gives Bertha and Lardo an overhead. Which is done with Down-Forward+HK, its very low block stun on block so its not good for pressure but its good for getting in for Bertha since its a nice change to grab and for Lardo since its an overhead that has range. AI has been adjusted to use the overheads too.
Adjusted invulnerability on all DP's, so now they all have invuerability, the light versions only last long enough to leave the ground, and the hard versions for a while going up. But none last all the way up.
This move has stupidly high range. As fitting since its a Giraffe doing the splits.
All Characters and Stages as of this date.
All:
Super combo scaling has a minimum of %70 efficiency now so long combos into them are still worth it. This mainly benefits Jiggly and Lardo.
Jumbo:
Has been given a fantastic new stage thanks to Vdisco
Bertha:
I've tried to remove armor from recovery frames of attacks. So you can better punish. Her Clotheslines recovery animation no longer has armor. Its still there but as soon as the attack is no longer active its gone.
Enorma:
Has had some of her lag on her grenade launcher removed by 4 frames
Aroma:
Also has her end lag on both gas attacks reduced, and she teleports way faster now.
Zafta:
Has all her standing normals, 3 of her air normals, and 3 of her Crouching normals
Has a Dodge move that evades projectiles and throws. It also removes a hurt box on her leg but only temporally it can dodge short characters well. This is performed by hitting 2 kick buttons simultaneously.
Scissor Grab command grab has been added and its HCB+k, Its a command grab that only hits High. Not Air or crouching.
Lardo:
Fixed a bug where if the tail grab hits someone facing the opposite direction they don't get pulled.
You can try em all out of course but since Zafta's the one in development let me know how she is so far. I really appreciate you guys supporting this patreon since it enables me to do this. Thank you so much!!
Alright I have implimented this move and if y'all could tell me what you think of it.
Its a Command grab done by doing HCB + K, and it only hits High, so jumping or ducking will dodge it. This is so her command grab isn't as fearsome as the others.
In other news I think I have a idea for how I want her pushblock, throw and C. roundhouse to look. so I may get those done this week or at least started on some of them.
I got a special move done. Although I hate it now that its in. I didn't update the files on Thursday but now that this is in the game I'm gonna polish it a bit more with some more frames and effects. Then update the files so you can try it out.
This is a lunging hit grab, should be an easy option to combo into and its something that uses her thighs.
The recent download has these changes. Let me know if they are comfortable.
Zafta has a lot more normals than she did last time. She's just missing her C. Roundhouse and J. Roundhouse. Also she'll have command normals too to help control space. Zafta has no special moves and the damage inhibitor has been added so please give me feed back on to if you think she does too much or too little.
None of the special moves have been implemented but i do like the feedback I have been given. A side note on that though is that some suggestions or just stuff that you want to see with no suggestion on how to implement it. For future reference giving both is more helpful than just one. For example, if I wanted a thigh smothering attack please also suggest if you would want that as a command grab or an anti air. Stuff like that.
Bertha:
Bertha has an issue where due to the general changes her damage output has skyrocketed. I'm gonna do something about that butt drop to fix this but I'm not sure what to do with it yet.
General:
All Launchers now go super jump height now. This is a cosmetic feature only and I like it since the Versus series had a huge influence on me when I was younger. Also character that don't have a lot of air normals now can just mash Jab in the air for a combo. The combo damage inhibitor works so I'm not worried about this in the least and neither should you.
A nice volleyball spike. I may have done too many frames considering how fast I want this to look.
Now she has her launcher and her C. Jab and C. Short, but those aren't that many frames so I didn't wanna post em.
You guys can just play her now but she is bare bones. More is coming as I animate it.
To help y'all decide what she needs I'll let you play what I have so far about her. But I must warn you she's obviously incomplete!! She has no throw, no crouching normals, no aerial normals, win poses, taunts, crouching get hit animations, special moves are anything. If you try to play the game with her you'll be limited to just footsies. Which she should excel at with that range but still.
Don't get mad at this current version, more is obviously coming. Please just use this to help with ideas for things she needs for the previous post suggestions.
Please do not distribute this!
This isn't a poll, nothing is set in stone. But if you have an idea for an attack you think Zafta should have please let me know here.
Edit: Thank you for all the suggestions so far, keep using this post to give more ideas when you get them. To make concepting attacks she'll need I think it will be more effective if I let you all play her as is so you can think about stuff she'll need. So I'll try to make a playable version of her soon for y'all.
Thats all non command normals for standing position. I've been testing her by trying to beat all the rest with just her normals and thats quite difficult.
I'm super happy to get work on her done at this pace.
Second normal. Now I gotta do her standing Fierce and roundhouse and the command normals.
FINALLY we're on to attacks!! Her Jab is a simple 4 frame animation and will have 6 frames of start up, quite hefty. But she so long range that it makes sense. Once you're on her you know her jabs are slower than yours. She's bare bones but I'll update the files on the server if you all wanna try em out.
she'll need more frames for this. But I really wanna get started on actual attacks so I just got this done so I could do that. She has all the required animations (kinda, no not really.) Well she's missing crouching get hit, and block but I'll do those later, I wanna animate some attacks for her soon.
the basic set is complete, she can get hit high and low, but for her thats just getting hit in that calves or getting hit in the thigh.
I feel like I gotta explain this one. Because Zafta is so tall she's gonna sell getting hit differently than everyone else. Due to the standard strike zones a standard punch would likely hit her in the thigh or crotch. So she sells "high" hits as getting hit in the mid section, and she sells "low" attacks as getting hit in her calves. She will have a 3rd set of animations for selling getting hit in the chest/neck/face if you hit her while super jumping. As long as that doesn't break mugen.
Also in terms of Makuyama and Nidoqueen, I just wanna get to a good stopping point before working on them again. So probably do all of Zafta's default animations. Then go back and do the others or just work on who ever is fun.
This is the posture that she may have more often, in this pose she fits on screen and can actually fight on ground level with her arms.
Oh damn. This took too long and has issues with it, but god damn!! I have to move on. So I'm gonna put this in so she can walk forward and back and then do the crouch animation later on.
Its gonna take a while to get all of this done. But here is what I got so far.
I don't consider this a major update, it just contains some fixes to make the characters easier to fight.
Like for example I fixed armor on Jumbo and Bertha, in that the armor stops after the attack is past its active frames. AI was using this to absorb a punish then command grab, which is not what I wanted.
Jumbo:
Armor actually wears off
Jiggly:
no change
Bertha:
Armor wears off
Katrina:
Light Bust Push push back increased, this is supposed to be a frame trap so don't hit a button immediately after you block it from her.
Jab is 1 frame slower
Aroma:
no change
Enorma:
No change
Lardo:
No change
I get input every now and then that my characters are hard. Which is good that's what I want, but I don't want them to be hard in the wrong way. So I'm gonna do some tweaks to keep the QOL while playing them up. I don't wanna nerf damage numbers and such I just wanna make things make sense so the game isn't frustrating.
So to test I used a default character to see if that could beat them and took notes at things that were irritating.
I know I released it yesterday, but Vdisco had some nice suggestions that I implimented to make it look a bit better. Download link is the same and Its public to all so feel free to try it out.
Download:
Zafta has such long legs that they have to move slower than normal. Thus a ton of frames. This is gonna take a while to get done.
Thanks all for volunteering for the spots. The download is available already.
Jumbo:
EX Command Grab WAY more damage.
Jiggly:
damage reduction on butt drop
Aroma:
Limited to one horizontal projectile on screen
Smoke escape now hits opponents. This allows combos off of it and into it.
My intention is for her to be able to apply pressure and zone, and I feel she can do that better now.
Lardo:
Air Grab had a error that has been fixed.
Butt drop damage bumped up.
Vore life steal damage has been increased a tad.
belly bump damage toned down.
Bertha:
Bertha's super now can be aimed. Has a cursor to let you know where she is. This super can not be air blocked and does a ton of chip damage.
Enorma:
Enorma's scissor bomb, bombing butt damage has been toned down.
Grenade Launcher is limited to one grenade on screen at a time.
EX grenade shoots two grenades faster now.
Katrina:
Katrina is strong but I don't know what about her is unfair. So no changes.
Previous Post has the link.
I'm tired of working on this. I wanna go back to character animation. So I updated the batch with some balance changes and the TAW Ring added.
Ok, I'm gonna wrap this stage up. Thanks everyone for participating. Just gotta add a few more faces then I'll just use silhouettes to fill the bulk of the crowd.
He helped me out tremendously in February and was nice to meet at Furry Fiesta. Here is the sprite.
A few Patreons have been added. Its not a first come first serve thing, I'm going in order from what I wrote down. Hopefully its looking like a actually crowded audience.
This batch has the stages I've been working on and a few changes.
All:
Throw damage has been toned down except command grabs.
Lardo:
Walk speed increased
Heavy Tail Grab is not longer blockable.
Bertha:
damage adjusted
super animation changed
Enorma:
Bullet sprite added. So now you can actually tell where they are going.
Aroma:
hitbox on her gas projectile shrunk since it was excessively big.
TAW Ring:
Has first wave of characters added to it. Still needs tons of work.
Try it if you like.
Alright for the first day of me doing sprites of y'all's character. I was only able to get Big Z and Vebli done. However I did Vebli second and I'm not happy with it, probably gonna try something again tomorrow if time permits. However you can play it and see for yourself. I'm gonna work on this and commissions all week.
Next to be worked on:
Trinityfate (edit/redo)
Panzu
Jack Marz
Reagan
SquishyChegg
Thanks for the support on this project. Doing crowd sprites is fun so far. Better get all I need before I get bored or frustrated doing this.
After this stage back to the character animations.
I don't know how I'm gonna choose but just know the idea is in my head. I will try to select patreon supporters to fill the crowd first. If you mind this or don't mind this please let me know.
This will be for Bertha's stage.
Requirements: Image link of the character, character size has to be small enough to be in the audience. Nothing adult, any species is fine.
Please note this isn't a commission. If I have to I'll just choose best fitting characters for this.
Gustine is © Vdisco. I want her to be the center piece for the stage since she's attention grabbing. She has the most frames in the audience. Check out the video to see how she's implemented and I gotta do more characters to fill out that crowd.
I need to fill that crowd. So the past few days I've been doing simple 2 frame animations of random characters for the background. As I progress I hope to get a more natural looking crowd.
Vdisco did most of the stages but I wanna do Bertha's The concept will just be characters cheering to feel the crowd. I hoping I can do something interactive with Patreon to make choosing who I use faster.
I was going for breathing not boob physics but yeah, Nidoqueen, Zafta Giraffe and Makuyama are all coming. The progress will just be slow since its three characters.
Her upper body isn't static anymore since that could of been distracting.
I noticed a problem with Maku and Zafta already, and that is I didn't assign colors to their inner mouths and potential props. So its nice that I know this early on.
To keep with the almost macro feel. Zafta's inclusion is also gonna cause zooms to be implimented on all of Disco's stages. This is a buff for all the zoning characters and addresses the complain peeps had about Jumbo. Now the camera will just zoom out as you get far from each other. However Zafta and Jumbo will still obscure themselves when zoomed in.
So just to not misinform the engine zooms out to view everything when fighters are at a distance. Not because of size of fighter. But I do love seeing that size contrast.
Here's how they look in the engine. I actually slimed Zafta down a bit since she's not gonna be a bulky body compared to the rest. But yeah she's way taller than the screen so she'll need to be on stages that zoom.
I like this one a lot more. Let me know if this works for you guys.
I brought back the bandages he used to wear around his knees which will enable me to give some of his colors shorts if need be. Still not liking this. I think his body is too short. Which is kinda annoying since he has to be slightly shorter than Bertha to keep consistent. I'll try more attempts later on.
I tried for short legs on him since most ursines have short legs in animation. but without a longer body its not working for me. Not using this.
Makuyama would be a fun character since I just love drawing him. I have no sprite for him yet. But he would be a power house similar to Jumbo. Game play wise I figured I give him a Banzai drop off a wall bounce since that fits with him being a Panda since he would have climbing ability and it shows off some agility.
Also my roster is very stacked with ladies right now and after Lardo giving Makuyama would be a nice contrast for male fanservice. If Lardo is the slobish one, Makuyama could be the opposite and focus on just being a handsome bara character.
These are the three options I had thought about let me know what you think since I'll probably start development in March.
Zafta is another choice I had in mind. She wouldn't play the powerhouse role despite her height. She would be similar to Dhalsim in that she could Zone with just her limbs. She'd also be great at volley ball so trying to jump over her would be a terrible idea since she have a way to spike you back into the ground.
The concept feels fun, having a character taller than most screens sounds goofy but I wanna see if I can design a legit character that does that. Even if I fail It would provide a lot of potentially entertaining animations and since its just mugen I really don't have to worry about balance even though I aim for it with everyone.
I have three characters in mind for who to do next. One of them is to do a thick Nidoqueen. That will give me a chance to try an already existing character and try to tackle faithfully bringing that character to mugen with creativity and accuracy.
I feel like this would be fun and I can do a lot of fan service type attacks with her.
The public now has access to the character as well as you guys do. but I'm not gonna stop working on characters. In fact I'll show you who potentially is next.
Bertha: Pique spin is press A+B (or C)
Hold kicks to keep spinning, A+B (or C)
Hold any Punch to do clothesline X or Y
Hold any one Kick to do split Leg Drop A or B
Enorma: Grenade Launcher is quarter-circle back and punch
EX shoots 2 grenades
Ammo capcity for this is 4 and reload reloads all guns HP+HK (Y +B)
Enorma gets yet another gun. Shoot all the enemies. The grenade Launcher is intended to be an anti air options that's ranged. Characters like Jumbo and Bertha may be too tall and thus get shot in the face. But characters like Jiggly will probably get to run at you for free with this.
I'm not sure how I'll code it yet but if the grenades miss they may tumble for a while and then have a Cyrax like effect to pop you up when they do explode. And she won't be immune to the explosions from these unlike Rocket Launcher.
This is a new attack that comes from Bertha's Pique technique. When Bertha spins she is immune to projectiles to allow her to approach. And from that spin she can either do a clothesline or this new move. The leg drop does static damage and is an overhead. While the clothesline is High only and gains damage the more you spin. So it gives you a mix up.
I'll update the batch files today since Enorma is also getting an update.
Aroma has a few new moves. Try em out and have a good time I hope.
A demonstration to show off the new stage by VDisco as well at the changes to Lardo.
No this isn't an old post, after finishing Lardo I went ahead and made tweaks to Aroma that she needed. Changes are:
Aroma:
1 new Normal; Back+Hard Punch
2 new special moves;
Skunk Trap / Gassy Escape
Down, Down + kick / Hard Punch + Hard Kick
These tools are to help her against everyone that was a pain before and to make her more entertaining to play. Try em out and see what you like.
Also Vdisco did another bad ass background for Enorma. Which is also included in this update. I plan on updating everyone till Friday which is when I wanna release Lardo as well.
Added some effects to Lardo's Voring abilities. Vdisco came through with another bad ass stage for this project. So now Enorma has a really cool stage. Try it out and let me know if anything is buggy,
Lardo's moveset is done. Only thing I plan on refining now are cosmetic elements. So download the files I made available and try em out to see how you like him.
I don't think he needs anything else or it will just be cluttered. So the remaining things to do for him are. The turn sprites; one standing, one crouching. A some more vore fanservice effects like adding bulges to the belly. And probably a better win pose for the vore effect since the first one was limited animation and not so pleasing.
New Move for Lardo is his tail grab. QCB+k, and it has low, high and ex versions done. Play around with it let me know if its broken and have fun.
Instructions: Just take all the character folders and replace them with the version you have already. Just drag and drop.
I've done a lot of "under the hood" changes that you guys may not visually notice. I'm working on a 4th move for Lardo since I just want him to have a tail type attack and I have adjusted speed values for everyone since I felt this was a way I could nerf Jumbo a little bit without taking away his damage.
Jumbo:
(Jumbo is intended to be a mighty glacier and he's suppose to invoke some dread or fear when he's close to you, but his speed is supposed to be a joke.)
- Overall Speed down
- Command Grab Lunging has been removed. (He doesn't move on his command grab attempts, except for the one that lunges forward.)
+ Normal grab does slightly more damage.
+ New command for Vicious Butt Bounces D,D+k
Jiggly:
+ walking Speed Up
Katrina:
no change
Bertha:
+ Standing Hard Punch now ground bounces airborn opponents
Aroma:
+ walking speed up
+ Adding some More FX on gassing
+ Aroma can now Normal grab the big bodies (I did this as a way to show weight, but since Aroma's grab doesn't involve lifting. I made it so it works on Bertha and Jumbo.)
Enorma:
- walking speed down (due to AI not being competent at handling projectiles, Enorma seems like best character. Slowing her down is meant to curb that a little.)
Lardo:
+ walking speed up
new move: Tail grab - QCB + lk
New Effects on gassing
Fixed spit out animation for vore attacks
Lardo has more Pallets, try all buttons and then try all buttons with the start button held.
Try it out and let me know if you like. This is a change for everyone except Katrina and Bertha.
Lardo's tail grab will grab foes out of the air and grab them by the legs. It will function like Scorpion's spear and provide a free hit. it Will also be blockable and the tail will be immune to getting hit, until blocked or just go through projectiles.
I've been doing a lot of stuff to Lardo after the con but its mostly just under the hood stuff. I added effects to his grabs and fix the spit out animation for his vore attacks. Added some sound FX and decided to give him a tail grab, the low kick version will hit low and the high kick version will be anti air. He won't have a good option for horizontal unless you EX it.
"I WON! SUCK MAH DICK!!!"
He'll also try to move to the head location of his opponent when he does this.
I edited all the characters guard distance values so this is a change to all but it may not even be noticeable. Except for how the AI reacts to things. Lardo's belly bump no longer works like a focus attack and its own thing. QCB + kick is how you do it now. Lardo should be combo friendly so try stuff out.
After Lardo I plan on doing the short break then starting production on Zafta or Makuyama with something else.
I did the coding to ensure that when Lardo eats his opponents for the finish he won't spit them back out. And now I've animated this for his win pose with extremely limited animation. I have to do his default win pose and hopefully a air grab before the con, Texas Furry Fiesta. Which I hope to demonstrate it there.
I did a lot of tweaks to the coding too but that's not as easy to show. I pretty much edited all the guard distance values so that AI should be more competent at knowing when to block. Still doesn't feel like it worked for projectiles but I'm gonna give y'all a download today to see what I mean.
Just a bunch of battles of my characters vs Shredder to show off the curse forms.
This update has all the cursed forms completed and Lardo's super is added! I don't think anyone cares about the cursed forms but I think they are cool. So i've included two characters as bosses to take advantages of the fact everyone can be transformed now. Dcat's Shredder and TeamZ2's Babidi. They are only there so you can see the transformations on my characters. So try em out and have fun. Let me know if anything needs tweaking and what not.
She was a big ass hippo, if you transform her in game she'll still be a big ass hippo. Since she's such a big target she gets a defense buff for this too.
Her bunny form is a tiny target. Which is a saving grace for her since she can't attack.
If transformed Jumbo gets a defense buff but still can't attack. He's still huge.
I'm currently trying to get the sprites for the whole set working. This is pretty much just a novelty but I think it makes em feel more complete if there are sprites like this for compatibility.
The cursed transformation started from Team Z2's Babidi and Dcat's Shredder also use it. When I get the full set I'll upload a batch with them just for demonstration.
Trying to get his super done before I update the files.
Lardo should have all his normals, a throw, a pushblock and 3 special moves now.
His latest one being a gassy burp that helps him deal with other projectiles.
Other characters have been tweaked too and I'm trying to return Jiggly to being a serious threat. Sorry for missing my usual Thursday schedule.
This attack is a projectile to help him get around others projectiles. Not for pressure. So it doesn't go that far infront of him but it does block other projectiles from coming through.
Just a demonstration of what I have so far.
This beautiful stage is done for Lardo by Vdisco. I love it so much, and it makes everything feel so legit.
And this is his Jumping Medium Kick. Now that this is all of his Jumping Normals. Meaning he is complete on the normals.
• All characters can tech throws now, not command throws. press light punch +light kick or forward/backward + hard punch/hard kick
• Lardo now has all crouching normals, a grab, air normals
• Tweaks have been done to Jiggly to try to return her to her previous agressive AI
This move has a unique dynamic in that the tail only function as a hit if you do em back to back. Which you should naturally do sine the animation of both attacks flow into each other. J. HP -> J. HK is gonna be 3 hits. But either one of them by themselves is only 1.
I havent' been motivated to animate like usual around these holidays. But with his C. Roundhouse that concludes his Crouching normals. So now I just gotta get his aerials done and his super.
Lardo should be updated to now have a throw and push block. If you wanna save time you can just download Lardo by himself and replace his folder.
Have fun doing this to get peeps off of you. Now that lardo is released for Patreon you can expect updates on Thursdays till he's completed. Thanks for the support you make doing this viable and I can still make rent.
I hope you all have some fun with the Lardo demo. Happy Holidays!!
Try Lardo out and see if he's overpowered,underpowered, fun etc. I'm gonna keep working on him since he's not complete but he does have a lot of tools already.
Just to help you get started with him. He's incomplete but a testable version of him is going live today.
Finally I got this animated. I'll code this when I get more energy and then put this out for you all to try.
What I have so far.
Concept Wise, Lardo is meant to be an annoying hp wall.
He has very high health, low damage output and pretty good mobility for his size.
damage *
mobility **
hp ****
His vore based attacks will be nibble, bite, vore and consumption. The first two are just bites that give Lardo small bits of health. The vore will be an ex version of that. and consumption will be the super when I get to it. The damage output will be intentionally lower than what you expect since he has life steal on all of them to add to his hp sponge feel. Updates coming soon and playable demo for patreon crowd coming this weekend, just gotta get some frames done.
This will be one of his special attacks. I'll need to add more animation for it but this should lead to eating or biting his opponent.
I'll try to make him playable, BUT not complete, this week, even though he's far from complete. Sorry for the slow progress.
I did something similar for Aroma and Enorma since I just want an air attack to make him more playable early in.
I wanted to give Lardo something simple to combo into. Gameplay wise it will have a charge mechanic, so it goes up in rank of power if you hold it. And to make this visually obvious I'll add more frames to the front and back end of this move.
I wanted to include a tongue attacks since that's nice foreshadowing to vore. Plus its something that's unique to him.
Basic limited animation, I consider this the boring stuff to work on on.
Nothing special just showing progress. Gotta get the required stuff done so everything else the character is playable earlier.
This may become intimidating when you realize I actually plan on giving him a nice vertical leap.
Sorry for the wait, Walk cycles for me are tedious. And honestly I'm not happy with the jittery style Lardo's sprites have so far. I considered redoing the stance but since it takes so long I may just come back to these after most of the project is done.
Walk cycle usually have the most frames. So it will take a while to get this done. But hopefully his walk should feel menacing and looming.
Please let me know what you think, I'm not gonna animate something I'm not that confident about. Idle stances are the first thing players see so if its not strong I'll just do something else.
I've been working on these for months and I'm gonna release them to the general public. However I want you guys to get them first due to all the support and critique you gave me. I love working on stuff like this so the support is really appreciated.
Now I really wish you all have a fun time with these characters. They should be competent enough to handle most unbroken opponents. Now character #7 will be Lardo Rat. So please stay subscribed for updates on him as it progresses.
Download:
https://www.dropbox.com/s/zl9fp1uw2onmlfl/MUGEN%20KazeOC.zip?dl=0
Why Jump in yourself and risk that HP? Now Rachelle can do this for you.
Bertha didn't really have a reliable anti air special move. So I was wanting to give her one. however i couldn't think of any ideas for an air grab. So I decided to go with another bump technique, which makes sense for me since she is the one who taught Jiggly how to do these techniques.
Guys I don't wanna leave you hanging. Right now I'm currently trying to wrap up all my characters and just release em to the public. Because of that the stuff I'm working on isn't really animation. Just sprites of whatever is necessary. So I haven't shown you guys much. But all characters have turn sprites now, hitsparks have been fixed and characters are getting sprites of things I always wanted them to have.
And now Jiggly can wall Jump, it doesn't function like chunli's wall jump instead it works as a long jump. A way of surprising your opponent by jumping into their face after they throw a fireball from fullscreen. I'm aiming to get these final changes done by next week. Just because I'm ready to move on.
Play with em and see if you have any issues.
AI has been tweaked
Balanced has been done
Please do not distribute. I'm gonna polish a few more sprites as well but I just know these are already playable. So have fun with them.
Download:
https://www.mediafire.com/file/oneklx3z7lo5zbe/OC%20Beta.zip
or
https://www.dropbox.com/s/ppt8lpd00k6eaq0/OC%20Beta.zip?dl=0
Even though she's a skunk when she wins your technique will be the thing that stinks. So here is being over confident and showing distaste for the smell that she made and put on her opponent.
I've just removed all the other win poses to the other characters as well except for the good ones. So yeah, time constraints and all. I really wanna just release these characters to the public to get an opinion on em. Wooo! The final tweaks are getting done. Gonna animate Aroma's as well tonight.
For time I may have to dial it back on the win poses. Everyone just gets one. Which means I'll retro actively remove the weaker ones from Bertha, Katrina, and Jumbo.
Also I won't be updating the files anymore till they are done since the win poses are the last thing I needed to do.
Ha, this is the first thing I should of animated and its getting done nearly last.
Aroma: Aroma's butt drop now ends with a fart to poison enemies/ base damage is less than Jiggly's
https://www.dropbox.com/s/xn9utnl87mdhi22/Aroma.zip?dl=0
Jiggly: Jiggly's butt drop damage is now speed up, and bounces higher (more punish time and less start up).
This gives Aroma yet another way to apply Gas to her enemy. And its something that can be aimed after. I added a additional ability to gas enemies after sitting on them. It happens automatically if a butt drop connects.
Also this concludes animating all of Aroma's and Enorma's moves. I did have more moves planned but I feel like they work with what they have now. So I'll be animating the cosmetic things to finalize these characters: win poses, taunts and intros. Thank you for supporting and the files will be live soon.
If the batch file is too much you can get the way smaller character files below: Everyone got tweaks since I'm working on AI now. So not everything is gonna be an obvious update with new frames or what not.
Characters:
https://www.dropbox.com/s/xn9utnl87mdhi22/Aroma.zip?dl=0
https://www.dropbox.com/s/mifcsj66wjic0vs/Bertha.zip?dl=0
https://www.dropbox.com/s/pnqorith70qq9xv/Enorma.zip?dl=0
https://www.dropbox.com/s/55lezfmb2161hbn/Jiggly.zip?dl=0
This is a move Enorma can use to punish projectiles. After you do Rocket rump you can change direction to plow her butt directly on top of anyone. This update is live and I'm gonna update all the files if you wanna try it out.
Be warned I gave everyone AI now so if they are hard that's good. I just don't want them to feel cheap. So give feed back when you can.
All characters have AI and the recent two Enorma and Aroma feel complete with the exceptions of their missing win poses and intros. They are all completely playable. Try em out and tell me what you think.
All characters have AI now and their frames of animation should be complete. I wanna do 2 win poses per characters but all of em are playable. So this update is batch only because I like the whole package of it. Give it a download and tell me what you think.
If you noticed by gameplay Enorma's walking sprite made her look smaller (in terms of depth) during her walk cycle. So I went ahead and altered it by giving her far more booty. it was a simple edit as thats all I intended it to be.
Title is all. If you download after this point they'll have A.I., and A.I. is always a work in progress so let me know if it gets too cheap.
Yeah I just wanted to add some butt animations. After Enorma sits on someone this animation is what she uses to get off them.
She's had the animation to lead to this already but now she can actually land and squash her opponents. It has the same height based damage that Jiggly gets for doing this. So its a nice spike damage option that makes sense for her but its high risk like it should be.
Sorry for getting this up late today. But if you wanna try her out give her a whirl. Aroma now has air combos and feels pretty complete. She needs the cosmetic touches of win poses and stuff like that and I could consider her done.
I wanted to show you guys some of Aroma's air combo potential and it would be too complicated to do with a gif.
Aroma now has Jumping mediums, which enables her to do air combos.
Here is my glAss canon Skunk in action. Thank you for the support everyone and have fun trying her out.
That's a big download that may feel tedious if you ever downloaded the bundle before. But if you're new you get everything current with that link. Or you can get the much smaller individual downloads for all my characters below:
Aroma Skunk:
https://www.dropbox.com/s/xn9utnl87mdhi22/Aroma.zip?dl=0
Enorma Pig:
https://www.dropbox.com/s/pnqorith70qq9xv/Enorma.zip?dl=0
Please them out and let me know what you think.
If you get the bundle to play sor just go to team arcade and set your opponent to "Simul".
Is implimented into the game and I'm gonna update the files later on today so y'all can try it. I'll include two downloads, one for just the update and a new batch so you can play SOR2 with her while testing/playing.
This is Aroma's defensive option. She poots a gas cloud that will knock her enemy back while she also jumps back. Still tweaking it for balance. The gas does no damage.
The Aroma file has been updated just now. I figured out how to make her poison state effect all gas attacks and not just the projectiles. So now her Throw and somersault seat will start a state of poison. This is a huge buff for her and was hard to figure out how to do. The values of poison damage are still being worked on.
If you haven't been trying her now you can just simply view her to see the progress.
Aroma now has all her normals, and values adjusted for how I want. so that means she has all her air, standing and crouching attacks. She has 3 special moves now; Aroma Scent, Somersault Seat and Fan Attacks with 2 more being planned. She has a normal throw now which is pictured above. And her defensive option and super are next in the pipeline. Let me know what you think of her so far.
Aroma is really close to complete in gameplay. She is just missing her super and a defensive option. If you like her try her out. I re-purposed the "somersault seat" to be its own move. Now its more of a projectile dodging type move.
This concludes all of her normals. Next is the defensive option, throw and super as well as other moves.
She now has a clubbing spike. This may make her feel odd since I don't wanna give her rush down tools, but I don't mind giving her tools that allow her to combo well.
Thank you all for supporting this Patreon! I was able to buy a new tablet to replace my dying one finally. I got an Intuos Pro Medium which is pretty much just modern version of the tablet I already had. So far I love it since it only felt odd for 5 mins then I started drawing and it felt natural. I'm gonna use this motivation I have from this new tablet to try to get a lot of animation for Aroma done soon.
Aroma's Crouching Hard Kick. I wanted her to gas propel herself forward and I may still add a slight effect of that. I'm motivated to get all her normals done soon.
All characters up to date. So this includes the recent Aroma and Enorma updates as well as Jumbo, Jiggly, Bertha and Katrina.
Please do not distribute. Some characters aren't complete.
Enorma has this as her anti air option. Since the animation for this is so slow the HK version of it can not be blocked while air born. The speed in which this move comes out also makes it harder to combo into. On whiff she is entirely vulnerable since she can't move till a few ticks after she lands.
This attack combos out of her fan sequence. Aroma does a flip that has her landing on her opponents face. She can then blast them directly for some non DOT damage. This gives more damage but your enemy will be right next to you when they recover.
Just replace the folder with the one you have already in the "chars" folder.
Enorma got a new move and Aroma got a new option on her fan attack. I'm gonna upload the files today so you guys can try em out. I didn't make gif's of these since they require compositing (I.E. They have stacked animations) But you can just see them in game. If anything feels off let me know.
Rump Rocket is Enorma's new anti air option. Its F, D, DF + k
Flip Sit is Aroma's 3rd option on the fan sequence she has. Just hit K instead of punch to get it after the fan attack.
Rent is paid so I was finally able to get back to work on sprites. Here we have Aroma's Flip into sit attack. It comes off the fan attack when you hit kicks and goes into a hit grab. I'm still trying to figure out what trait to give this to not make the fan worthless. Right now the attack saps their meter and does minor damage but its not final, probably will change it.
The concept of this is that Enorma will ride a rocket propelling her ass into the air to stop any jump in. If its hit it may just explode and damage both or it will have a lot of knock back. I think this fits the munitions theme I have going for her as well as a attack that uses that rump that she has a copious amount of.
Changes to Aroma, Enorma and adding Luna as a pallet swap character for now. If I do animate Luna thats really far in the future since I already have others planned before her so please accept the P. swap as a placeholder.
Aroma has a Reka-like move and Enorma just got some tweaks.
I wish I did more. But I like to keep y'all current. So the changes only effect Aroma and Enorma basically.
Aroma has jumping normals now, she is still missing a few but she can do air combos now. Her launcher works properly now and you can combo into it. She has gained a new melee attack with fans. It works like a "reka" move except you only have to do the QCF motion for the first one. I'll add more options to this later.
Enorma has pretty much only got tweaked. there are no new assets for her but she pretty much has everything she needs.
Luna is a knock off Jiggly that I did as a placeholder. I did it as a joke during the stream to try to cater to those interested in Luna instead of Jiggly but I went ahead and altered how'd she play too.
If I tweaked other characters I may have forgotten and it may just be minor. If the bundle download is too much I'll just provide individual links below.
Aroma:
https://www.dropbox.com/s/xn9utnl87mdhi22/Aroma.zip?dl=0
Bertha:
https://www.dropbox.com/s/mifcsj66wjic0vs/Bertha.zip?dl=0
Enorma:
https://www.dropbox.com/s/pnqorith70qq9xv/Enorma.zip?dl=0
Jiggly:
https://www.dropbox.com/s/55lezfmb2161hbn/Jiggly.zip?dl=0
Jumbo:
https://www.dropbox.com/s/1ycn0xqkzizohod/Jumbo.zip?dl=0
Katrina:
https://www.dropbox.com/s/trvxh8699azisny/Katrina.zip?dl=0
Luna:
https://www.dropbox.com/s/8dil5qnemcvp16x/Luna.zip?dl=0
Sorry for the lack of updates, I'm just crunching on commissions to get rent taken care of. I plan on updating Aroma tomorrow for you guys though and I'll generate more animation for her after I'm confident rent is handled. The fan attack has been implemented but its not really impressive right now.
I managed to get this done even while I'm not at home. This attack is gonna be Aroma's melee option and it will interact with her gas attacks.
`I'm gonna be out of town this weekend I'll take some files with me but I'll doubt I'll be able to get a lot of stuff done. However if you're not aware the previous download link is available now.
Enorma is pretty much complete and I can focus on Aroma again. So give it a download and tell me what you think.
Ooohh hoo ho! :) For something so minor this fixes a lot of unpolished issues. I took a few hours to evaluate and redo all of the block stun for all my characters. So that things feel more balanced and less cheap, like Jiggly's pressure. So now the game feels more up in the air for everyone. if you please download and try em out. All 6 characters had their block stun looked at. If you find something that feels dirty let me know. The squash program I made may have unintentionally gave a few characters infinites. So I'm gonna weed those out as I find them.
Sorry for the lack of gif updates here. But some things were hard to turn into Gifs since they use layer animation (I.E. her Minigun). You can download this version of Enorma right now but I'm gonna continue working on her and I'll update it on Thursdays. Also if your Hyped for Aroma she will be getting worked on soon since Enorma is quite far along now.
Aroma hasn't had much changed to her but this is the current build of her. Also I've updated Enorma a bunch today so if you get it again it should be current.
This version adds her super and a lot of other tweaks. Just replace this folder with the one from the earlier bundle in the "Chars" folder.
Here is Enorma's super portrait that shows when doing her super. I love the sketch images I saw durring Marvel vs Capcom 2 super animations.
There is what I have so far for the minigun. If you can't tell I can't really draw guns that well. I plan on going back to refine it once playing with it is fun enough to motivate me to do so. So I put her minigun in the game and I'm trying it out to see if it feels right. I'll let y'all try it out as well later today.
Sorry for the lack of delays, I've been working on Enorma constantly but I don't have animations to really show for it. Here is the concept for her super. The butt bump portion will knock back and stun and the gun should shoot a ton of bullets for great chip or damage. I'll try to get this completed soon.
Enorma update for this week. I actually forgot of specific things but a lot of frames added.
Guns can now just fire twice and have an obvious them of Shotgun being spread, fast, and lower damage. But having huge recovery.
Revolver is slow draw but fast recovery and linear.
Sparta kick is done by holding back and hitting HK
I know I did more but I don't remember, either way this is the current build for her.
This moves purposes is to push people away whether they block or not. Right now its just a command normal of holding back and hitting hard kick. Still needs tweaking.
I love Ganondorf's F.Air so I wanted to give it to Enorma. Its slow on startup but its a hell of a haymaker. I'll make this wall bounce to give it combo potential. Start up means not everything will combo in to it. I'll update the files on Thursday to include this.
I loved the idea of Katrina's push block that incorporated the same idea on Bertha. I'll probably continue this trend of making all big characters use their mass to push on block if that fits their style. So Enorma gets a simple hip check as her push block and its currently in the build that you guys can test.
Also I should have fixed the issue with her doing rocket launchers from the air. Its planed for her to be able to do that but not with the same animation.
I spent all Saturday tweaking her coding on her special moves. So now most of em work as intended:
QCF + x
Shotgun actually shoots scattered bullets. Which gives great damage if done at close range, is hard to jump over or crouch under. But at full screen the pellets don't even get that far.
QCF + y
Revolver now can hit multiple targets, and the startup delay on it is heavy to represent aiming.
QCF + z
Rocket Launcher is her EX move and it shoots a rocket that will explode on collision. So that could beat other fireballs just by getting it close to your opponent.
HP + HK
Reloading does nothing except refills your guns but now you can backdash out of it to save yourself if needed.
QCB+k
Scissor bomb actually feels more fluid now and will sit on your opponents face if it connects. The move also dodges projectiles on start up while her back is turned.
Crouching Heavy Punch uses her butt as an anti air and right now its really good.
This download is tiny, so just replace the "Enorma" Folder you already have in the "Chars" folder and you'll be good.
Enorma sweep animation. I got this done today and I'll add it to the active batch.
These characters are by no means ready. But I felt like I've taken too long to show you what they are so far. Feel free to experiment with what is here; tell me what you don't like, what you want so I can work on it. Somethings I already know you all want and I'll work on em. Other things I may not know about.
Enorma only has 3 moves working so far: Gun Fire, reload, and scissor bomb.
Aroma only has her gas projectile.
Have fun and leave feedback. You could do streets of rage if you just wanna test the characters out by doing team arcade vs a simultaneous team.
This took way too long. I think to speed things up I'm just gonna do a lot of one then do the other, instead of trying to keep both girls at the same spot.
This will be her Ex version of her projectile. Gotta do more frames for it today.
Basic attack for now. It functions as a Hard Kick until the rest of her air moves are done.
I did this over the weekend. Not a lot to show just frames.
I've done a few miscellaneous frames for Aroma and Enorma. But I haven't made gif's since they aren't really animations. I'll try to show something soon. Hopefully I'll do another special moves for both of them.
Her gas works way differently now.
More development on this heavy skunk. Coding for the poison effect was provided by Ralord. To which I'm very grateful for showing me how to do Damage-over-time.
• Aroma's gas can now Poison and is just a gas. Not an energy projectile.
• It intentionally can't go full screen and has weight to it so it just falls to the ground.
• It leaves poison spots on the ground that will poison a target if they touch them without blocking. So they are blockable. The hit stun from grounded clouds is very small.
• Poison traps last 5 seconds, poison effect last 5 seconds.
• Poison damage can stack, but it doesn't reset the duration of poison. This should make Aroma a real threat to anyone.
• Poison does percentage based damage so it will wreck big bodies as well.
• Aroma's butt bump will knock down to prevent comboing into poison. The poison is supposed to be like a trap or applied by projectile. Not combos.
• Still trying to find a fair value for how much damage it should do, for Aroma to be fun and not feel OP.
Doing her Hard Punch this way gives her a ton more range than y'all would of guessed. She'll need it to keep peeps out.
I sped up the animation by dropping the frames animating her turning around. Instead the move is done by doing quarter circle back. Which will make you enter the walk back animation which already turns her back to her opponent. Which kinda feels accurate for a skunk. They fire from their rear so a down forward motion may not make as much sense for it.
Now I don't like the effects so far for Aroma's gasing and that really slows down her progress. So I gotta research how I want this gassy girls projectiles to look so I can proceed.
Also minor note her underwear is fishnet in design since she obviously needs to let air get past that.
With this that is all of her standing normals. I think she needs and anti air options as well as a melee attack that is fun to do.
Another one of the normals done. This move is a powerful punch that doesn't really have heavy cooldown. So its low risk and low reward. To compliment her zoning design.
Just showing what I have so far.
• Animation for aroma's skirt recoiling from blast need to be added
• Design for projectile needs to be done since what I have now is a placeholder.
• Sound effects and fight mechanics need to be decided for the gassing attack (will it poison, will it add up, stack, stun, etc?)
I want aroma's blast to be energy and gas based, maybe plasma appearing with purple gas coming off of it.
Next is her projectile, which I still don't have a clear idea how to do.
Projectile incorporation really slowed me down. I've never did anything with them before so I don't know how to approach it. The video should show everything but I'll also list what I want from this.
• The shotgun is supposed to be a spread shot that dissipates and does crap damage at long range, falling off from its base damage to 0.
• The Revolver is supposed to just be a linear piercing projectile. It won't be annoying hopefully since you can just duck it and it has heavy startup.
• The timing so far feels slow for both which is fine since she it makes her feel like a heavier character
• You should be able to combo into both shots, and the revolver is gonna wall bounce for combos.
Let me know what you think.
Both guns, (Shotgun and Revolver) work, but they don't feel engaging to me at all. I'll working on some soundwork tomorrow and maybe at smoke, and recoil animation.
I also got her short kick done as well but its only 2 frames and I've started on Aroma's Jab.
I did the hit animations already so now I need to work on the actual attacks. So stay tuned for that.
I didn't get much done just 3 frames of her getting hit in the face. Another step toward being playable.
With Aroma who may be a fetish character I have a few ideas in mind for things that I need her to do. But if she is one that tickles your fancy please let me know of anything you like her to do as well incase I didn't consider it.
One of the basic actions completed. Tomorrow something else will have to get done.
This was animated faster but it will play slow in game since shes not gonna have a fast gait.
Outta nowhere!! I really have a thirst for some bbw pigs. So i wanna work on Enorma along with Aroma. I hope this doesn't upset anyone but honestly it will slow down production or Aroma. But I hope it doesn't bring it to a full stop. I gotta run with motivation when it arrives.
This is now in game, gotta work on getting hit, blocking and jumping next for esential animations.
The confidence in her stride to turn her back to her opponent fully when backing away. Then again her butt is a canon so this makes sense practically as well as personality wise.
This took a LOT of time and its not even polished. Its a 15 frame loop for her idle stance. Next is walking.
The first animations are gonna be slower since those usually have to be more refined. They are the first piece of animation you see for the character so I gotta lock this down with the quality. I tend to get lazier further into the project but that's fine with me since they are usually playable around that time.
Also I have to go back and add frames to all my previous characters for that polish. If you're fans of Aroma or even if you aren't let me know how things are going. I wanna get this finished but I gotta do commissions to make that rent money.
Aroma's very early stance animation. Inspired by B. Jenet. Not gonna work too hard on this during Evo, but yeah, now you know Aroma is coming.
I added these frames just to keep her size consistent. After facesitting these are the frames she uses to get up.
All files that I posted recently have been updated to have this.
This is the animation for when Bertha sits on you and gets back up. Its already included in the previous post bundle.
Play my characters. Play against my characters. Use my characters Against Renamon or Lucario. Do whatever but have fun and don't distribute.
Then please give me some feed back, if anything doesn't work I can fix it but only if I know about it.
Link:
https://www.dropbox.com/s/kvshn3w570jzl3t/OC%20Test.rar?dl=0
I went full circle, I should of gotten this done first but i put it off since I didn't wanna do it. Now I'm near the end of the project so I had to go back and get this done.
I'm gonna do the petty things and see if I can get them released in a week. All of them are playable and the more I just sit on these files the more I'm gonna wanna add. So I think I should just release soon.
To Celebrate Evo weekend coming I'm gonna let everyone try out my characters pretty soon. I just want a day or two to polish them. Bertha and Katrina are completely playable. and are only missing a few frames of hit animation and win poses and taunts. I'll make the download link obvious when ready.
I'm back from my parents and Bertha's super has animation to it now. Updated the files and did some tweaking as well.
Katrina's super is back to being a charge motion, and I reduced the time it takes to charge her attacks.
Same links
This move works exactly like Hulk's Gamma Crush. It needs way more frames of animation and polish but I'm gonna be out of town this weekend and I wanted to get this up so you guys could try it today. The previous links have been updated so if you don't wanna re-download the batch you can just re-download Bertha to check. Consider the current frames placeholders until I get this complete.
For peeps that just wanna add characters to their own batch. Much smaller download.
Updated 7/2/2017
Bertha:
https://www.dropbox.com/s/mifcsj66wjic0vs/Bertha.zip?dl=0
Jiggly:
https://www.dropbox.com/s/55lezfmb2161hbn/Jiggly.zip?dl=0
Jumbo:
https://www.dropbox.com/s/1ycn0xqkzizohod/Jumbo.zip?dl=0
Katrina:
https://www.dropbox.com/s/trvxh8699azisny/Katrina.zip?dl=0
I spent a good amount of time on Bertha and Katrina's AI this weekend. Its not perfect or even good. But its a start. Also I've added a few more frames for Bertha but not a full animation to post to show you. New frames are on her C. Roundhouse and her butt bump.
If the AI is a dick let me know since I just want them to be competent. The files have been updated and everyone was changed or tweeked.
TLDR: Minor updates to all, AI has been added to Katrina & Bertha, same link as before.
Going with the trend that Katrina set, I wanted Bertha to use her butt to save herself. I'm gonna try to make them work very different to each other but I already have issues with the move not pushing 100% of the time. So I'm gonna look into that. But in the mean time the batch files have been updated again. Redownload if you like to test out.
Current zip file is current if you wanna try out Bertha's new command grab.
Includes:
* Up to date Bertha, including command grab, clothesline, and all normals she has so far
*Tweaks to Jiggly's super so heavy characters like Jumbo and Bertha don't fall out of it.
*Katrina's bust rush attack can't be grabbed because AI was exploiting that and its not something I expect a human player to go for.
*Jumbo's super leaves opponents flattened a little longer since some were waking up and punishing Jumbo for getting his super off.
Includes:
* Up to date Bertha, including command grab, clothesline, and all normals she has so far
*Tweaks to Jiggly's super so heavy characters like Jumbo and Bertha don't fall out of it.
*Katrina's bust rush attack can't be grabbed because AI was exploiting that and its not something I expect a human player to go for.
*Jumbo's super leaves opponents flattened a little longer since some were waking up and punishing Jumbo for getting his super off.
6/29 4:42 PM Edit:
https://www.dropbox.com/s/pzehfw5y52ykuh7/Bertha.zip?dl=0
Bertha had a infinite in the corner that has been removed. The timing has been changed to give more options instead of a loop.
Let me know what you think.
Bertha's clothesline isn't really a combo friendly move. The move comes out of the Pique spin, which dodges projectiles, while it isn't projectile immune. I want the move to be decent not overpowered so when you try it you'll find that its not necessarily a solution to projectiles but just an option.
I'll add this to the OC test file if you want to check it.
With this that is all of Bertha's normals.
What she needs now:
- Intro animation
- Lariat after Pique
- Command Grab
- Anti Air special move
- Taunt
- Super
- all round Polish
I updated the batch file from yesterday if you wanna try her out again.
I've updated the files to include a lot of new normal attacks to Bertha. Included most importantly her butt drop. As well as 2 new stages done by Vicious Disco. Down load and give feed back over the weekend, I hope you are enjoying this project.
???????:
-Bertha has a lot more normals, All standing and crouching normals, missing Jumping Fierce.
-Bertha Pique has more frames of animation
-Bertha Butt Bumps have been tweaked, she no longer has infinite armor on ex version
-Bertha got her command normal of her ???? ???? :D. Just ???? + ?? in air. Crushes foes and gains damage via height and enemy status.
-Katrina has the ride down mechanic on moonsault
-Bertha has the ride down mechanic on Butt Drop
-Jumbo has the butt down mechanic on various attacks of his.
-Two brand new stages done by Vdisco.
Most of the updates went to Bertha this week.
-Bertha has a lot more normals
-Bertha Pique has more frames of animation
-Bertha Butt Bumps have been tweaked, she no longer has infinite armor on ex version
-Bertha got her command normal of her BUTT drop :D. Just down and HK in air. Crushes foes and gains damage via height and enemy status.
-Katrina has the ride down mechanic on moonsault
-Bertha has the ride down mechanic on Butt Drop
-Jumbo has the butt down mechanic on various attacks of his.
Gonna refine this tomorrow. But I want all normals done this week.
I'm not satisfied with it but I may as well explain why I'm not. First of all the grab animation uses a lot of frames for little payoff, since I don't like its motion. Secondly, I don't think this takes advantage of Bertha's figure like it should. She's extremely bottom heavy and I want her to take advantage of that with everything she does. Third, its already 8 frames and needs more to look more fluid. But I don't wanna bother since its not even a good motion to me.
I would hate to scrap these frames so maybe I'll make it a air grab or something or maybe they wont' be used at all. If you would like to you can suggest stuff for me since I'm gonna think it over and try to come up with something that I'll definitely like.
I probably put too much effort into her regular grab, since I didn't have a good idea for her command grab. But I do like it and I think it fits.
I did some work on Bertha, and I've started Aroma this weekend. Aroma isn't playable in the least ̶b̶u̶t̶ ̶I̶'̶v̶e̶ ̶i̶n̶c̶l̶u̶d̶e̶d̶ ̶h̶e̶r̶ ̶s̶o̶ ̶y̶o̶u̶ ̶c̶a̶n̶ ̶j̶u̶s̶t̶ ̶s̶e̶e̶ ̶h̶e̶r̶ ̶i̶f̶ ̶y̶o̶u̶ ̶w̶o̶u̶l̶d̶ ̶l̶i̶k̶e̶ ̶t̶o̶.̶
What is really hype to me is the stage that Vdisco provided. I've never put together a stage before it looks absolutely gorgeous! We plan on breaking it down to give it more parallax effect eventually. So yeah, you the download link for OC test from earlier and check it out if you like.
This is Bertha technique to bypass projectiles. There are gonna be more added to this later. But for now its a nice little tool to have for all those zoning characters.
If any opponent is air borne, you can now ride them into the ground with a butt drop. This is done for style and to prevent opponents from recovering before he does. Files will be updated if y'all wanna try em out.
Jumbo's new Jumping Fierce Attack. This wall bounces and is good for poking people out of the air to get em back to ground level.
Ha ha! Thank to a great tester, Trinitystrike. I have noticed infinites for all characters having crushing attacks and have removed them just now. This makes Jumbo not so cheap.
The OC test file has been updated to give Bertha more sound fx's, her fierce punch, and remove the squash infinites.
Thank you all for your support! <3
Yay! That's all her standing normals. Since she's a power character she won't have any buttons doing double duty like Jiggly and Katrina. This will ground bounce only if your opponent is airborne. I'm considering updating the file I uploaded earlier but this is so minor I'll probably just hold off till later.
I uploaded a test batch if anyone wants to see what I got going so far. This is current so all the move concepts I've shown are in and you can test to see if you think they are fair or not. Thanks for all your support on these projects.
New Moves:
Jumbo:
Belly Bump/Wall Press
HCB + K
Jiggly:
Gattling Bunn (twerk)
K rapidly
Katrina:
Deathroll Suplex
HCB + P
Bertha:
Butt Bump
QCF+K
Please download and give me feed back on everyone so far.
If you have any questions please just ask or comment.
This batch only contains my characters and a few stages. If you actually wanna play with I suggest moving them to your own mugen. Also please don't distribute, they aren't done and I don't wanna incomplete copies getting spread.
This will be a moving forward grab, that will push the enemy forward unless they are cornered. In which case it will crush them for more damage.
This is her attack! Jiggly and Jumbo just copied it. So as of this point all future builds of Jumbo won't have this and Bertha will. I don't really have more ideas on how to make it stand out but I will let you know the ass does have victim eating abilities due to me using layers with the sprites.
This is her technique so gameplay wise I wanna make it very efficient.
Don't let Jumbo corner you or he'll have even more options to crush you. I'm gonna let this animation sit for a while to see if I still like it. Then I'll clean it and put it in game.
I'm not really that happy with the animation for this one so I may redo it. But concept wise its on point. Originally Bertha had a belly bump as her hard kick, but a hip check is far more fitting.
I did the jab and the short in the same day, So in hindsight I shouldn't do that. Katrina is nearly complete btw, just needs the extra animations (taunt, winpose, and such).
I'm not done animating this yet. She's also gonna do a slamming portion of it. But I don't wanna burn myself out on so many frames at once.
I'm finally getting this part done. Katrina doesn't really have anything she can do if someone crouch blocks her so here you see the start of her command grab.
This bundle is my current up to date versions of my characters. Mainly focusing on Katrina.
Katrina now has a super which is: charge back, forward, back, forward + punch. Or you can just press C+Z at the same time.
She can now summon Rachelle with H. punch + H. kick
And her Bite grabs will no longer infinite. If you don't wanna download the massive bundle. I'll link a copy of all my characters just by themselves as well.
Katrina:
https://www.dropbox.com/s/01ez7tp0d2o08ic/Katrina.zip?dl=0
Jiggly:
https://www.dropbox.com/s/usb7gbfmi1ka7bm/Jiggly.zip?dl=0
Jumbo:
https://www.dropbox.com/s/2bwvaekaxorwl64/Jumbo.zip?dl=0
This gif is a representation of the super art. I coded it tonight and its kinda shoddy so I am gonna try to refine it tomorrow and let y'all try it out. Katrina is nearly done!!!
I'm getting lazier on animation. I blame other issues I'm having but I can add more to this later.
I tweaked how she is in the game now. Now she does have a get hit state, next I'll program the health portion of it and give this more frames.
Her bite grab is performed by pressing Hard Punch again after any bite connects. Her air bite doesn't have it yet but try it out and see if you like this gameplay mechanic.
https://www.dropbox.com/s/1kroo1503qaterh/Kat-Test%20Mugen.zip?dl=0
Here is her walk cycle. Feel free to critique it and I look forward to getting her playable along with Katrina.
Katrina is pretty far along. So I kinda wanna start on Bertha to prevent myself from feeling bored by Kat.
Katrina is a crocodile so to play to her obvious strength. All bite attacks can be turned into a hit-grab, that launches her opponent. To do this you just press the same button twice. However the window will be small so you have to know it will connect otherwise attempting to do the hit-grab will have noticeable recovery. A lovely risk-reward mechanic I hope. Animation for it will hopefully be finished soon.
Trying to spice up the Super combos they have. So I'm going for Marvel vs Capcom 2 style portraits. However I am having a harder time programming them in but I'll get it.
I've tweaked Jumbo and Jiggly very slightly. Nothing really noticable, but I tweaked Katrina a bit to where she seems viable even incomplete.
Katrina:
• Katrina's normals all come out faster and some do more damage and have more stun.
• Katrina's moonsault is now a command move from the air only. QCF+k
• Rachelle's Bust Rush now wall bounces.
• She doesn't have her jumping jab or launcher yet but she can now do aerial combos.
• Her sweep is slow but has ridiculous range, cannot be comboed out of.
Jiggly:
• Damage buff a bit on her butt bump attacks
• Reduced damage from her super
Jumbo:
• Doesn't bounce off the ground as high on butt drops. (Done to not ruin the illusion of his great weight)
If you try out Katrina let me know what you think.
Done today in stream. Also i made a lot of tweaks to her gameplay. So that now even unfinished she's pretty viable. I'll update the files and upload tomorrow for you guys to try out. I think she's pretty fun.
This sweep has a ton of range. Also it means all her crouching attacks are complete.
This is an anti Air Bite that will hit twice. She also never leaves the ground so it can combo into her boob anti air. The first hit pops you into the air and the bite is where the damage is.
I'm gonna be out of town for the weekend so I wanted to just put a current version of the bundle online. If anyone wants to try what I've done to Katrina so far.
However I don't wanna upload a playable version of Katrina because it still needs polish. For example the assist works fine but it doesn't react well to being hit since I haven't animated that yet. But the great news is that since it works I can just expand on it. So you'll be seeing me do that in the next few updates.
Thanks for all the support guys, I hope that she'll be fun for you all to enjoy.
Now that this is fully animated, I'm gonna start on my attempt to program it in. Hopefully I can get this working and give y'all a demo soon.
Here is the animation for Rachelle's version of this attack. I'll complete it later on but not every frame is the same way as Katrina, its minor but i hope that helps the animation not feel stale.
Katrina's tag team partner, Rachelle, Created by Vdisco. She will be Katrina's assist to help deal with Jumbo's armor and excessive damage and Jiggly's annoying speed.
Concept: The idea is Rachelle should be able to be summoned as long as she still has HP, but she won't be playable. Kinda like an in between of MVC1 and mvc2 & 3.
I'll have to learn how to program this so I'm not sure when this will be implemented.
Same bundle as last time however everyone has been updated. My characters should work on which ever version of Mugen you use. Feel free to leave me any opinions on Katrina so far.
Finally I gave her a 2nd special move. With with this move Katrina's moves are now charge based for diversity. Her "Boob-ryu-ken" is now charge down, up and punch and this new attack is charge back forward and punch.
The post following this will have a ready to go mugen so you can sample her out as she is now.
I did a limited animation version in my Friday stream but I was very dissatisfied with it. So here is a better version that's already in game.
I just wanna gauge if there is interest for my fat ass skunk.
Gameplay Summary:
*Charge-based
+Range and control
+Projectile based
-Terrible melee
-Lower Health
*Same size as Jiggly
A traditional body slam for my wrestler Katrina. This is her normal grab animation, I've tried to implement it to the game but i'm not satisfied with how its working so far in game.
Katrina has a few changes applied to her in the demo I released a few post ago.
-Moonsault (Jumping Heavy Punch) animation placed closer to her axis so connecting with it is easier.
-The two animations Moonsault and Heavy Kick have been updated to what you saw from the gifs.
-animation timing on her light attacks has been tweaked, it wont' be noticeable since its just 1 frame. Allowing her to punish things easier.
-Jump arc has been changed so now she jumps farther as a norm.
-Moonsault is projectile immune.
-Damage scaling has been implemented, but not refined. Doing combos will reduce all subsequent attack damage just for the combo. I want a "vs." series mentality on combos where you can do whatever you discover.
This weekend I'm gonna try to get her crouching normals done and implemented. So I'll keep ya posted.
Same roundhouse but I added a few more frames so it feels like it actually resets back to her ready stance.
Maybe I should of made this a special attack. But its just her jumping heavy punch. Like the others this is her squashing attack, every character has one and they all work a bit differently.
Also demo is up. It was the last post if you wanna try her out.
I've made a short arcade mode with mugen for y'all to test out Katrina. I'm a masochist so I actually do enjoy hard matches. However since Katrina isn't finished she's missing a lot of tools and some characters will feel like absolute BS. If it gets too much you can bypass a match by using F1 to kill opponent and move on.
This goes without saying but I'll say it anyway, Please do not distribute these files.
Notes:
Katrina - Is new so input is welcome on shaping her. I want her to be a brawler though so she has some good chains that give her great damage.
Jiggly - Has a new move that you all have seen. She is a speedy character with low health and damage but great mobility.
Jumbo - Has been tweaked to make him not feel so broken. He has no speed and is an all high damage grappler.
I've set it up so you have to fight Mario/Sonic, the Ninja Turtles and then magic Geese. Which should be an adequate challenge for all. I hope you have fun with my 3 characters. If you have any questions please leave em here or on my twitter.
I'm gonna release a small mugen bundle with all my characters so far so you guys can give me some input. I'll try to fine tune before I release.
This one is more complex, I need to add more frames for the step into the spin later on. This completes all her standing normals! So now I can either work on that grab or the jumping or crouching animations.
A Joke move is now animated. But I'm gonna put it in the game to see if this is actually useful.
A very rapid fire butt thrust that should galvanize anything in her way. or just give her a simple option to chip with.
I needed an aerial for her so I went straight to Jumping Roundhouse just to make her more playable.
This is pretty much done. I'm gonna add more polish to it tomorrow when I have energy.
Katrina was eventually gonna use that chest for something and this animation is the concept for how it will play out.
This will be her anti air and combo ender as well as obvious fan service type attack. I wanna make sure I animate this right since its one of the special moves. Which also may mean I could reuse some frames for the super. I hope you enjoy her progress so far.
These are Katrina's basic standing attacks off a jab. She'll be 4 button like the others so for combos medium punches/kicks are accessed by pressing the lights twice in a combo.
The Jab is lazily animated since its just a poke, also from a design stand point she can't jab with her screen-right arm due to her breast being so big they would obscure that. Or at least some of the animation for it.
That is the last of the required sprites for now and by that I mean that these frames are necessary to prevent her from disappearing during game play from basic actions.
So I can get a few attacks on her in the next few days and she should be playable even though it will be far from complete.
No Jiggle physics since I rather just get it done and go back to add stuff like that. Another set of necessary sprites complete.
Frames for Katrina getting hit in the face. Standing and the knock back versions.
This isn't an animation. Its just frames that are used for her high block. As you could assume she has no way of covering her entire chest so she doesn't even bother. She protects her head like the smart croc she is.
Also a late lesson I got from Jiggly is that character should show more emotions even though its a fight. So Katrina shows some vulnerability in her face on defense.
Honestly I'm disappointed with my speed so far, Katrina is more detailed than Jiggly or Jumbo and is more of a chore to draw. I don't mind her design once the sprites are done since I think they are worth it. But she is challenging so i'm sorry for the delays and slow updates.
With that being said the hit animations and blocking aren't complicated animations so hopefully I can get those done in a fast manner then move on to ground normals.
I've implemented this just now and it looks pretty good in game. Walking and standing animation is the first thing seen so I wanted to make sure that the animation was on point. Other animations will hopefully use less frames to speed things up.
My animating speed is ass! I should have this completed soon. I just need to rework the size of the spiked bra.
Another of the basic actions completed. After this she needs: walk-back, jump, block, and the various get hits.
Still not done. But here is the progress for today. Hopefully I can clean this up tomorrow and get it in game soon.
My MMO doesn't have anything going on so progress may speed up. Wooo! So please enjoy the rough pass of Katrina's walk cycle while I work on finishing it.
A few size comparison shots for you guys to see how she is. Her size can be adjusted but I think this fits what most would expect from her. But I could go larger if needed.
https://dl.dropboxusercontent.com/u/1541355/Patreon/Images/Jiggly.png
https://dl.dropboxusercontent.com/u/1541355/Patreon/Images/Bertha.png
https://dl.dropboxusercontent.com/u/1541355/Patreon/Images/Jumbo.png
This the animation that she'll have in the game. These frames took way longer than Jiggly or Jumbo ever did to get done. So this project may take months. I still want a playable build in a month just to feel her in action. Especially with Texas Furry Fiesta this month.
My definition of playable, purly means that she can be put into the game and has enough assets to play with her. I don't mean complete by that.
Also I'm sorry for the sparadic updates guys but I do really appreciate the support that you guys have given me. She may take long but I hope the quality looks increased.
Shades coming soon. Been distracted lately by good games.
Still working on it, I didn't touch it this past weekend. But I worked on it today and feel close to getting it done.
...And so it begins. This is the concept for Katrina's stance for Mugen. I plan on doing more work on this pretty soon, but I stopped to eat.
And with that guys you all here will be kept up on the progress for Katrina and Lardo. Production on them will start in March so I hope you're looking forward to it. If you haven't seen the files yet I put them everywhere publicly and I'll do so here as well.
Easy Bundle (Jiggly+Jumbo & and Mugen):
https://www.dropbox.com/s/cuf06sgr1ymakqp/Mugen%20Jiggly.zip?dl=0
Jumbo:
https://www.dropbox.com/s/2bwvaekaxorwl64/Jumbo.zip?dl=0
Jiggly:
https://www.dropbox.com/s/usb7gbfmi1ka7bm/Jiggly.zip?dl=0
I've been talking with a few friend about some ideas I have for Katrina Crocodile. Since Jiggly is pretty much finished I wanna start development of her in march or whenever rent is covered.
I'm new to this whole Patreon thing so lets get this established. These are the current build for these characters. I was working on Jiggly's AI and some tweaking for Jumbo in this one.
https://dl.dropboxusercontent.com/u/1541355/Patreon/Jiggly02222017.zip
https://dl.dropboxusercontent.com/u/1541355/Patreon/Jumbo02222017.zip