Kazecat

Jumbo jumping light kick

Fri Oct 23 22:50:47 2020

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.

Jumbo-J-Short.gif

Jumbo Jumping Jab

Fri Oct 23 17:52:57 2020

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.

Jumbo-J-Jab.gif

Jumbo Get up

Mon Oct 19 05:51:09 2020

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.

Jumbo-Get-Up.gif

Jumbo Butt in

Sat Oct 17 18:48:23 2020

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.

Jumbo-Butt-in3.gif

Jumbo Butt in WIP

Fri Oct 16 04:45:17 2020

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.

Jumbo-Butt-in.gif

AA Trunk Throw down

Thu Oct 15 06:59:45 2020

This is the move when it hits. I'm gonna have to apply the layering stuff tomorrow and fine tune the timing.

AA-throw-down.gif

Jumbo AA Throw Attempt

Mon Oct 12 08:18:21 2020

This part is now done. The next part will be when Jumbo successfully connects.

Jumbo AA Throw (more progress)

Sun Oct 11 03:24:44 2020

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 anti Air Grab

Wed Oct 7 04:12:13 2020

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.

Jumbo-AA-Throw.gif

Jumbo C. Fierce

Mon Oct 5 05:22:59 2020

Now he has his launcher, but he'll need actual Aerials to do anything with.

Jumbo-C-Fierce.gif

Jiggly: Eat Cake and Bwooomp!

Sun Oct 4 23:06:25 2020

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.

Jiggly-WG-Cake.gif

Just Characters 10-04-2020

Sun Oct 4 23:03:57 2020

This link is just the characters if you just wanna update your builds.

https_static.mediafire.com_images_filetype_download_zip.jpg

Batch 10-04-2020

Sun Oct 4 22:57:09 2020

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.

https_static.mediafire.com_images_filetype_download_zip.jpg

Jumbo Crouching Light Kick

Wed Sep 30 06:02:32 2020

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.

Jumbo_C_short.gif Jumbo-C-short.gif Jumbo-C-short.gif

Jiggly additional Super animation WIP2

Mon Sep 28 04:35:07 2020

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.

Jiggly_WG_Cake.gif Jiggly_bigger_Super_Bump.png

Pastilla - New move and win poses complete

Mon Sep 28 04:30:06 2020

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.

https_static.mediafire.com_images_filetype_download_zip.jpg

Jiggly: Weight Gain Cake + Sweet Bunns concept

Sat Sep 26 07:53:58 2020

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.

Jiggly_WG_Cake.gif

Pastilla Aborption Win Pose WIP flats

Fri Sep 25 05:20:49 2020

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.

AE_Win_Pose_Default.gif AE_Win_Pose_Small.gif AE_Win_Pose_Medium.gif AE_Win_Pose_Large.gif AE_Win_Pose_Xlarge.gif

Rainbow Butt - Pastilla absorption win pose WIP

Wed Sep 23 04:34:34 2020

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.

Ass_expansion_Win_Pose.gif

Absorption Win pose WIP

Mon Sep 21 22:53:23 2020

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.

Pastilla-Ass-expansion-Win-Pose.gif

Batch 9-20-2020

Mon Sep 21 04:39:44 2020

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

Thicker Thighed Rapid

Sun Sep 20 19:47:49 2020

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.

Rapid-test-sprite3.png

Pastilla Absorption Stages

Sun Sep 20 07:07:05 2020

The size she gets for the absorption will be based on the character she absorbs. Here they are for you to preview.

Ass-expansion3.gif Ass-expansion3.gif

Absorption Super WIP Assets

Sat Sep 19 21:17:51 2020

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.

Pastilla-Ass-expansion.gif

Pastilla Ass Vaccum

Sat Sep 19 21:02:42 2020

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.

Pastilla-Ass-Vaccume.gif

Pastilla Ass Vaccum WIP

Wed Sep 16 21:56:31 2020

The first letters of this attack will probably imply what its gonna be used for. Gonna finish this animation soon and get it implimented.

Pastilla-Ass-Vaccume.gif

Jumbo: Win Pose Wedge

Tue Sep 15 06:19:00 2020

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.

Jumbo-Win-Pose-Wedge.gif

Jumbo Normal Throw

Mon Sep 14 00:47:43 2020

Normal grab is now done. He can now throw his opponents down.

Jumbo-Normal-Throw.gif

9-13-2020 Batch update

Mon Sep 14 00:44:12 2020

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.

https_static.mediafire.com_images_filetype_download_zip.jpg

Patch Notes: 9-13-2020

Mon Sep 14 00:42:23 2020

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.


Jumbo Spinning Seated Senton complete

Tue Sep 8 23:57:36 2020

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.

SPD-4.gif

Jumbo Command Grab shaded

Tue Sep 8 16:12:40 2020

Now I gotta get the landing animation for this done.

Jumbo-SPD3.gif

Jumbo's command grab

Tue Sep 8 05:33:07 2020

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.

Jumbo-SPD.gif

More Jumbo assets

Sat Sep 5 21:44:17 2020

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.

Jumbo-Buttdrop.gif Jumbo-Grab-Attempt.gif

Jumbo Standing Fierce

Fri Aug 28 22:40:23 2020

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-S-Fierce3.gif

Standing Fierce WIP

Thu Aug 27 16:42:27 2020

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.

Jumbo-S-Fierce.gif

Jumbo Headbutt

Wed Aug 26 16:16:46 2020

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.

Jumbo-Headbutt.gif

Jumbo Standing Roundhouse

Wed Aug 26 16:07:27 2020

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.

Jumbo-S-Roundhouse.gif

Jumbo S Roundhouse

Mon Aug 24 02:32:39 2020

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.

Jumbo-S-Roundhouse.gif

Jumbo Standing Light Kick

Wed Aug 19 14:34:40 2020

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.

Jumbo-S-Short.gif Jumbo-S-Short.gif

Jumbo Stand Jab

Tue Aug 18 18:23:22 2020

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.

Jumbo-S-Jab01.gif

Jumbo Portrait

Tue Aug 18 18:20:28 2020

He's got a new portrait now. :D

Portrait.png

Jumbo Jump

Mon Aug 10 04:04:18 2020

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.

Jumbo-Jump.gif

Jumbo Walk

Fri Aug 7 22:14:41 2020

Got this bit of animation done. Next few animations should be way easier.

Jumbo2020-Walk3.gif

Jumbo('20) Walk WIP

Tue Aug 4 03:20:05 2020

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.

Jumbo2020-Walk.gif

Jumbo Stance

Mon Aug 3 03:17:49 2020

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.

Jumbo-Stance2.gif

Sarjiri Fire Breath

Tue Jul 21 21:45:13 2020

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.

Sarjiri-Fire-Breath.gif

Fire Breath WIP

Sat Jul 18 17:38:55 2020

I want her to have a fire breath projectile. I may scrap the lighting once this is complete. Or repurpose it.

Fire-Breath.gif

Sarjiri in action so far

Tue Jul 14 17:56:29 2020

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.

maxresdefault.jpg https_i.ytimg.com_vi_16hgsVwBg34_maxresdefault.jpg

Mugen Build 7-14 Sarjiri WIP

Tue Jul 14 17:20:29 2020

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.

https_static.mediafire.com_images_filetype_download_zip.jpg

Sarjiri Walk Forward

Mon Jul 13 19:15:43 2020

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.

Walk-Forward01.gif

Sarjiri Walk redo WIP inks

Mon Jul 13 03:36:28 2020

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.

Walk2-forward.gif

Sarjiri Walk forward redo WIP

Sun Jul 12 14:14:40 2020

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.

Walk2-forward.gif

Sarjiri lighter low attack

Tue Jul 7 08:52:00 2020

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.

Sarjiri-S-Light-Punch3.gif

Sarjiri Standing Light punch WIP

Thu Jul 2 06:22:08 2020

I think this could be used as a jumping light punch too. But we'll see when we get to that.

Sarjiji-S-Light-Punch-alt.gif

Sarjiri Light(HA!) kick

Thu Jul 2 06:05:51 2020

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.

Sarjiri-S-Light-Kick01.gif

Sarjiri Butt Drop

Tue Jun 30 07:23:50 2020

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.

Sarjiri-Butt-Drop01.gif Sarjiri-Butt-Drop-Land01.gif

Hip Check (additional frames)

Tue Jun 30 07:12:31 2020

Added more to this one.

Sarjiri-S-Hipcheck01.gif

Sarjiri Fireball Throw

Tue Jun 30 07:04:27 2020

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.

Sarjiri-S-Light-Punch.gif

Sarjiri Portrait

Tue Jun 30 06:56:09 2020

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.

Portrait.png

Sarjiri Hip Check

Fri Jun 26 15:48:05 2020

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.

S-Hipcheck01.gif

Sarjiri Hip Check (rough)

Tue Jun 23 15:58:01 2020

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.

S-Hipcheck.gif

Sarjiri Stomps

Mon Jun 22 21:43:01 2020

Now she has an attack. I can work on putting that in the game.

S-Stomps01.gif

Sarjiri Stomp Inks

Mon Jun 22 05:51:13 2020

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.

Sarjiri-Stomps1.gif

Sarjiri Get hit sprites

Sun Jun 14 16:51:41 2020

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.

Sarjiri-Gethit01.gif Sarjir-Gethitdown.gif

Sarjiri Jump

Wed Jun 10 07:20:45 2020

Jump!

Sarjiri-Jump2.gif

Sarjiri Jump WIP

Tue Jun 9 06:04:54 2020

Its gonna take a lot of effort to move that much bulk. So I want her jump to be slow and ponderous.

Sarjiri-Jump.gif

Sarjiri interest sheet

Mon Jun 8 06:56:44 2020

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.


Sarjiri-concepts-ideas.png

Sarjiri comparison to Jiggly

Thu Jun 4 06:42:49 2020

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.

mugen729.png

Sarjiri another pose

Thu Jun 4 06:40:54 2020

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.

Sarjiri_Stance4.png

Sarjiri Size Contrast

Wed Jun 3 05:58:38 2020

I'm gonna make you fight her! She's gonna be fun to design!! ^_^ I'm gonna take a break then start.

mugen727.png

#16 BOSS Sarjiri S. Dragon

Wed Jun 3 05:55:57 2020

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.

Sarjiri-Stance-concept.gif

Older Character Change notes

Mon Jun 1 18:37:20 2020

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.



Julian Hippo Release!!!

Mon Jun 1 18:12:59 2020

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-Moveset.png

Completion!!

Mon Jun 1 08:51:14 2020

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.

Jen Eric Catwalk (Julian Stage)

Tue May 26 03:11:44 2020

I hope this looks visually interesting so far. I plan on adding more to it.

Jen_Eric_Catwalk_02_WIP.png

Gassing Audio adjustment again

Mon May 25 07:55:46 2020

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.

maxresdefault.jpg https_i.ytimg.com_vi_9pn9jRRzROM_maxresdefault.jpg

Cursed! Julian

Thu May 21 08:10:38 2020

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.

Julian_CURSED3.gif

Cursed State Julian WIP

Thu May 21 05:38:38 2020

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.

Julian_CURSED.gif

Julian current specials

Sun May 17 06:14:20 2020

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.

maxresdefault.jpg https_i.ytimg.com_vi_b4U8wJrb080_maxresdefault.jpg

05-16-2020 Mugen Build

Sat May 16 22:45:06 2020

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.

https_static.mediafire.com_images_filetype_download_zip.jpg

Julian Win Pose (Julian Only)

Sat May 16 22:07:49 2020

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.

Win-Pose-Julian-only.gif

Julian Win Pose

Fri May 15 04:53:26 2020

Its quite a few frames. I'm hoping this will look good when its complete. Afterward another Demo will be coming.


Win-Pose-Julian-YP.gif Win-Pose-Julian-YP.gif Win-Pose-Julian.gif Win-Pose-Julian.gif

Commission: Grotlover2

Mon May 11 06:16:57 2020

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.

Grotlover2-wg-final.gif

Super: Taste the rainbow WIP 2

Sat May 2 20:39:29 2020

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.

maxresdefault.jpg https_i.ytimg.com_vi_pUK2dtKe_Uc_maxresdefault.jpg

Power Bottom into Regular Bottom video

Wed Apr 29 08:09:20 2020

The image version of it was well recieved I wanted y'all to see how it functions in terms of game.

maxresdefault.jpg https_i.ytimg.com_vi__SC39ZbKXGQ_maxresdefault.jpg

Julian Super 1st part WIP

Wed Apr 29 07:55:27 2020

Julian's super which will need a lot more effects and polish. But I think it is hilarious and I really wanna polish this.

maxresdefault.jpg https_i.ytimg.com_vi_dA5Z1FC_Ehc_maxresdefault.jpg

Julian Stage Concept

Mon Apr 27 16:54:45 2020

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.

Jen_Eric_Catwalk.png

Super: Julian oil trap WIP

Mon Apr 27 16:47:41 2020

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.


Super-oiled-lay-.gif

Power Bottom → Regular Bottom

Wed Apr 22 03:36:20 2020

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.

mugen692.png mugen693.png mugen695.png mugen689.png

Update to Julian

Wed Apr 22 03:29:55 2020

Includes his run now and the Regular bottom state.

http_static.mediafire.com_images_filetype_download_zip.jpg

Julian Skip

Tue Apr 21 04:34:35 2020

Its a decent run speed for him. Also it has a single hit of armor. But he has to commit to the skip.

Julian-Skip3.gif

Julian Run

Mon Apr 20 04:53:29 2020

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.

Julian-Skipattempt1.gif

Julian Build 04-19-2020

Sun Apr 19 18:28:44 2020

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.

mugen001.png

Julian Progress: Batch 04-19-2020

Sun Apr 19 18:23:39 2020

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 Dizzy

Sun Apr 19 07:09:32 2020

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.

Julian-DizzyTired.gif Julian-DizzyTired.gif

Julian's Super: Power Bottom

Sat Apr 18 05:59:07 2020

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.

maxresdefault.jpg https_i.ytimg.com_vi_7wnccbsukc8_maxresdefault.jpg

Julian: Super Portrait

Sat Apr 18 05:34:26 2020

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.

Julian-Super-Portrait.png

Super: Power bottom 2nd part

Fri Apr 17 07:09:18 2020

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.

Julian-Pelvic-Press.gif

Julian Sexy Slide

Wed Apr 15 07:31:35 2020

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.

Julian-Sexy-Slide.gif

So guys...about Akai

Tue Apr 14 03:23:47 2020

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.

Julian Command Grab Demonstration 2

Sat Apr 11 17:38:13 2020

Its a WIP but hopefully this is more satisfying.

maxresdefault.jpg https_i.ytimg.com_vi_bRMKRuaojew_maxresdefault.jpg

Julian early playable build released

Wed Apr 8 20:22:47 2020

Its available now to try him out. I would love to get feed back on what he needs.

mugen672.png mugen672.png mugen670.png mugen678.png

Julian early build 04-08-2020

Wed Apr 8 20:15:58 2020

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.

Julian C. Roundhouse

Wed Apr 8 04:35:07 2020

That's all of Julian's normals!! Only thing left now are specials, cosmetics and supers. :D

Julian-C-Roundhouse3.gif

Jumping Fierce

Mon Apr 6 06:48:07 2020

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.

Julian-J-Fierce.gif

Julian J. Roundhouse

Sat Apr 4 05:15:26 2020

Now he has 3 aerials and 3 crouching normals. Only need 2 more normals and a push block.

Julian-J-Roundhouse2.gif Julian-J-Roundhouse2.gif

Julian Squash Demonstration

Fri Apr 3 17:13:05 2020

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.

maxresdefault.jpg https_i.ytimg.com_vi_1-F1uv0zPjQ_maxresdefault.jpg

Julian C. Fierce

Fri Apr 3 04:19:38 2020

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.

Julian-C-Fierce01.gif

Julian Canonball

Fri Apr 3 04:17:57 2020

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-Canonball3.gif

Julian Early Demonstration

Tue Mar 31 20:39:24 2020

Julian has 3 special moves so far, a grab and basic AI. if you have any feed back please let me know.

maxresdefault.jpg https_i.ytimg.com_vi_HPphfrfEEmY_maxresdefault.jpg

Julian kinks?

Mon Mar 30 07:20:32 2020

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.


Would you want to have Akai R. Panda with Julian right now. Or as his own character?

Mon Mar 30 07:18:34 2020

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.

Julian Grab Attempt

Mon Mar 30 06:59:15 2020

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.

Julian-Grab.gif

Julian Dodge with pose

Sun Mar 29 16:24:56 2020

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.

Julian-Dodge-Pose3.gif

Julian Dodge

Sat Mar 28 06:46:57 2020

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.

Julian-Dodge-Pose2.gif

Butter Salt / Butt Up

Thu Mar 26 04:43:29 2020

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.

Julian-ButtUp.gif

Julian Butt Bump

Wed Mar 25 06:13:10 2020

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.

Julian-Butt-Bump.gif

Crouching Light attacks

Mon Mar 23 17:13:40 2020

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.

Julian-C-Jab.gif Julian-C-Short.gif

Julian Crouch set

Sun Mar 22 02:56:49 2020

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.

Julian-Crouch.gif Julian-Crouch-gethit.gif Julian-Crouch-Block.gif

Julian Crouch

Sat Mar 21 05:09:37 2020

Attack me like your French Girls. Julian and his flamboyant crouch.

Julian-Crouch.gif

Julian standing hard kick (recovery frames)

Fri Mar 20 18:56:55 2020

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.

Julian-Stand-Roundhouse4.gif

Julian Standing Roundhouse rough

Thu Mar 19 06:31:17 2020

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.

Julian-Stand-Roundhouse.gif

Violet Bunny Demonstration

Thu Mar 19 06:25:43 2020

Try her out today!

maxresdefault.jpg https_i.ytimg.com_vi_XseQDv353Q8_maxresdefault.jpg

Violet Bunny Release!!!

Thu Mar 19 06:22:02 2020

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

Violet-Moveset.png

Julian Standing Fierce

Wed Mar 18 17:40:48 2020

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.

Julian-S-Fierce3.gif

Julian Standing Fierce Rough

Wed Mar 18 05:08:29 2020

This attack will lead into his Standing Roundhouse. Also it moves him forward which is gonna be useful for command grabs.

Julian-S-Fierce.gif

Julian Standing Short

Tue Mar 17 19:49:01 2020

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.

Julian-S-Short3.gif

Julian Standing Short early

Tue Mar 17 05:48:44 2020

I don't like this kick as much. I think it should be similar to this but his balance looks weak during this .

Julian-S-Short.gif

Julian Standing Jab

Tue Mar 17 05:45:37 2020

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.

Julian-S-Jab.gif

Julian Knocked down

Mon Mar 16 05:34:03 2020

So now Julian can be knocked on his ass. With this i'll get started on his standing normals next.

Julian-Gethit-Down.gif

Ra Unibeam/Chestclops

Mon Mar 16 05:32:52 2020

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.

Ra-Unibeam3.gif

Julian Gethit

Wed Mar 11 05:44:13 2020

You may feel bad for hitting him. But you can make up for that by letting him sit on you.

Julian-Gethit.gif

Julian Standing Block

Tue Mar 10 16:00:24 2020

I figured no one really expects him to be a fighter, so his block pose would sell how unsure he is in combat.

Julian-S-Block.gif

Julian Jump

Tue Mar 10 15:51:14 2020

I love how he pulls his ass up in the air for his jump.

Julian-Jump.gif

Julian Walk Back

Sun Mar 8 18:07:44 2020

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.

Julian-Walk-Back.gif

Julian Portrait

Fri Mar 6 06:23:05 2020

Got this out of the way too.

Portrait.png

Julian Walk Cycle

Fri Mar 6 06:20:17 2020

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-Walk.gif

Julian Hippo Stance

Thu Mar 5 17:12:44 2020

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-Stance.gif

Character # 15: Julian Hippo

Thu Mar 5 00:36:10 2020

Julian will be the next MUGEN character I work on. Stay tuned as we start on his basic stuff pretty soon.

Julian-Stance.gif

Jiggly Gattling Bunn redo

Tue Feb 25 07:10:00 2020

Redid this sprite since the past version had a funny face.

Jiggly-TwerkAlt.gif

Violet Win Pose

Mon Feb 24 08:35:38 2020

She knows shes thick.

She knows you're looking.

She's proud of it.


Violet-Win-Pose.gif

Pre TFF Build released

Sat Feb 22 07:12:22 2020

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)




mugen000.png

Batch 02-22-2020 Pre TFF

Sat Feb 22 07:06:22 2020

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.

Violet Figure Four Thigh hold

Wed Feb 19 06:43:38 2020

This follows the Thunder Thigh clap, squeeze their head between her massive thighs.

Violet-Figure-Four-hold.gif

Violet Thunder Thigh Clap

Wed Feb 19 06:00:07 2020

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)

Violet-Thunder-Thigh-Clap.gif

Ra Launcher

Mon Feb 17 08:13:48 2020

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.

Ra-Launcher.gif

Violet Early demonstration

Sat Feb 15 07:13:39 2020

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.

1.jpg https_i.ytimg.com_vi_B1zjiI-9TfM_maxresdefault.jpg

Jiggly Dive Butt

Thu Feb 13 17:53:50 2020

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.

Jiggly-Dive-Butt.gif

Panacea Cow resize

Wed Feb 12 08:02:47 2020

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.

Panacea-concept2.png

Updated 02-08-2020 files

Tue Feb 11 18:30:59 2020

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.

Rotating Bunn Paws

Mon Feb 10 04:45:28 2020

Which is a nice homage to Chun-Li's Tenshokyaku. Violet now has anti air special move.

Violet-Spinning-Bird-Kick-AA.gif

02/08/2020 Batch

Sat Feb 8 21:27:45 2020

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 Patreon Test

Sat Feb 8 21:05:49 2020

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!

Kunai/Needle Throw

Thu Feb 6 07:24:08 2020

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.

Violet-Needle-Throw.gif

Kunai/Needle throw concept

Wed Feb 5 09:09:56 2020

an air projectile that she'll be able to throw downward to supplement her approach.

Violet-Needle-Throw.gif

Violet Crouching Roundhouse

Tue Feb 4 07:36:34 2020

That is ALL of her normals. Now on to the special moves and/or throws.

Violet-C-Roundhouse2.gif

Ra Crouching Light Kick

Mon Feb 3 08:20:27 2020

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.

Ra-C-Light-Kick.gif

Violet Jumping Fierce Punch

Sun Feb 2 08:48:33 2020

and now she has all her air normals. That's two sets done. She'll need her grab soon and push block option.

Violet-J-Fierce.gif

Violet Jumping punches early

Fri Jan 31 22:24:27 2020

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.

Jumping-Punches.gif

Dive Butt

Fri Jan 31 08:17:26 2020

She now has a dive butt attack, This attack doesn't squash but another one may. Its a fantastic tool

Violet-Dive-Butt.gif

Jumbo Stance ver 2.

Wed Jan 29 08:58:31 2020

Jumbo will only be a side project. Not a major focus. But I hope this looks better for y'all.

Jumbo2_Stance.gif

Violet Sommersault seat landing frames

Tue Jan 28 20:34:36 2020

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.

mugen645.png

Jumbo v.2 Comparison shots

Tue Jan 28 17:21:16 2020

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.

mugen642.png mugen644.png mugen643.png

Jumbo V.2 Stance concept

Tue Jan 28 09:06:39 2020

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.


Jumbo-v2-Stance-concept.png

Violet's Somersault Seat

Sun Jan 26 20:53:59 2020

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.

mugen636.png mugen637.png mugen638.png mugen639.png mugen640.png

Violet Sommersault Seat

Sun Jan 26 08:07:54 2020

Violet will somersault and land ass first on your face. This is a command grab.

Violet-Cartwheel-Seat.gif

Violet Jumping Medium Kick

Wed Jan 22 19:42:40 2020

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

Jumping-Kicks.gif

Violet Crouching Light punch & Kick redo

Mon Jan 20 05:27:14 2020

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.

Crouch-Jab-Short01.gif

Violet Run Cycle

Sun Jan 19 07:21:08 2020

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.

Violet-Run.gif

Violet Crouching Fierce

Fri Jan 17 10:03:45 2020

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.

Violet-C-Fierce.gif

Nessisary Crouching sprites

Tue Jan 14 09:31:20 2020

Nothing fancy here, but everything that was needed got covered today. Now I can just work on attack animations.

Crouch-Block-Hit.gif

Violet S Med Kick

Mon Jan 13 07:26:42 2020

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-S-Forward.gif

Violet standing Roundhouse

Wed Jan 8 09:00:08 2020

That kick looks like it can take a head off.

Violet-S-Roundhouse3.gif

Violet S Roundhouse concept

Mon Jan 6 09:44:20 2020

Violet uses the mass of those thighs to her advantage and swings in a downward angle. Recovery on this may not be that bad.

Violet-S-Roundhouse.gif

Violet Standing Fierce

Mon Jan 6 04:49:55 2020

This move has a great deal of range. But it doesn't do that much damage.

Violet-S-Fierce2.gif

Violet Standing Fierce concept

Sun Jan 5 06:26:21 2020

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.

Violet_S_Fierce.gif

Violet Standing Light attacks

Sat Jan 4 20:28:33 2020

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.

Violet-S-Lights.gif

Happy New Year!!!

Wed Jan 1 09:49:36 2020

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.

Violet gethit back

Sun Dec 29 08:01:27 2019

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.

Violet-GEthitdown1.gif

Violet Get Hit

Sat Dec 28 08:25:42 2019

High and low versions of pain. Getting those basics done.

Violet_gethit.gif

Violet Jump

Tue Dec 24 06:09:13 2019

Now she can hop, I wanna do something more fancy for the forward and back jumps but here is her neutral jump.

Violet_Jump.gif

Violet Walk fixed version

Mon Dec 23 07:54:14 2019

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.

Violet-Walk-Forward3.gif

Violet Forward Walk

Sun Dec 22 06:28:25 2019

I'll probably have to come back to this for a few edits but I like it.

Violet-Walk-Forward.gif

Ra Somersault

Fri Dec 20 08:00:47 2019

Another special move, also Ra feels like he's shaping up wonderfully.

Ra-Flash-Tail3.gif

Violet Bunny Stance

Wed Dec 18 08:00:30 2019

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.

Violet-Stance5.gif

Violet Bunny size contrast

Wed Dec 18 07:58:04 2019

This is an early example of her size contrast with the other characters.

mugen626.png mugen628.png mugen627.png mugen629.png

Violet Bunny Stance Concept

Mon Dec 16 23:36:34 2019

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.

Violet-Stance3.gif

Batch 12-14-2019

Sun Dec 15 03:40:41 2019

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

http_www.mediafire.com_images_logos_mf_logo250x250.png

Ra Grab & Throw

Sat Dec 14 17:40:08 2019

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.

Ra-Grab-Attempt.gif Ra-Sleeper.gif

Ra Light Kick

Tue Dec 3 23:45:00 2019

He got some nice range on that.

Ra-S-Short3.gif

Ra Jumping Hard Kick

Tue Nov 26 17:09:35 2019

An aerial jumping spike. Looks good moving on to next move.

Ra-Jump-Hard-Kick.gif

Ra Jumping Jab and Short

Mon Nov 25 19:13:14 2019

Two more basic attacks handled quickly.

Ra-Jump-jab-short.gif

Ra Snap Strike Low and High

Thu Nov 21 06:47:44 2019

Added more frames for the high version. This should be a fantastic poke.

Ra-Snap-Attack-4-pub.gif

Ra Snap Strike

Wed Nov 20 07:38:33 2019

One of the special moves Ra will have be this fantastic poke.

Ra-Snap-Attack3-pub.gif

Slight Update notes

Sun Nov 17 20:01:45 2019

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.

Slight updates

Sun Nov 17 04:50:34 2019

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".

http_static.mediafire.com_images_filetype_download_zip.jpg

Ra Crouching Gethit

Thu Nov 14 08:38:15 2019

More basic stuff getting done.

Ra-C-gethit.gif

Svetlana Rhino

Wed Nov 13 23:50:16 2019

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.


Svetlana-sprite2.png

Violet Bunny - 14th

Wed Nov 13 23:42:41 2019

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.

Violet-sprite2.png Violet-outfit.png

Percilla Cat

Wed Nov 13 21:17:10 2019

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.

Percilla-sprite.png

Ra Crouch Block

Wed Nov 13 21:15:12 2019

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.

Ra-C-Block3.gif

Twiggi Jumping Med Kick

Sat Nov 9 09:14:59 2019

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.

Twiggi-J-Forward.gif

Twiggi Jumping Med Punch

Wed Nov 6 21:35:44 2019

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.

Twiggi-J-Strong3.gif

Twiggi Release!!

Thu Oct 31 21:55:55 2019

Video Post! Please support me here on Patreon if you like seeing these types of characters.

1.jpg https_i.ytimg.com_vi_AmY6UhWQsNo_maxresdefault.jpg

Twiggi Release - Happy Halloween

Thu Oct 31 19:12:51 2019

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


Twiggi-Moveset.png

Win Pose Twiggi and Eliza

Wed Oct 30 06:52:53 2019

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.

Win-Eliza-Twiggi2.gif

Twiggi Lipmancy SUPER

Sat Oct 26 06:48:51 2019

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-Lipomancy-5.gif

Twiggi SUPER: Lipomancy Leech

Fri Oct 25 06:12:00 2019

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.

Twiggi-Lipomancy-3.gif

Character updates

Mon Oct 21 02:48:30 2019

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.

Dark Void Summon

Sat Oct 19 08:14:48 2019

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.

Twiggi-Black-Hold-Summon-b1.gif Black-Hole-Projectile.gif

Darkness Void summon WIP

Fri Oct 18 07:20:32 2019

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.

mugen621.png

10-17-2019 Build

Thu Oct 17 08:27:44 2019

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.

http_static.mediafire.com_images_filetype_download_zip.jpg

Twiggi AI demonstration

Wed Oct 16 00:10:12 2019

A few updates after the bundle that went up last time. Y'all should see some improvements here. She's coming along nicely IMO.

1.jpg https_i.ytimg.com_vi_at6nSnCsyMs_maxresdefault.jpg

Eliza Butt Drop: Heavy Summon lv 3

Tue Oct 15 08:59:25 2019

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.

Eliza-Butt-Drop.gif

Eliza Gethit Front

Mon Oct 14 08:59:18 2019

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-gethitFront3.gif

Eliza get hit back

Sat Oct 12 03:50:43 2019

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.

Eliza-Gethitback.gif

Eliza get hit in back

Fri Oct 11 19:48:07 2019

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.

Eliza-Gethitback.gif

Eliza First Aid

Fri Oct 11 06:22:42 2019

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.

Eliza-Butt-Bump-3.gif Eliza-first-aid-spray.gif

Eliza Butt Bump

Thu Oct 10 09:08:43 2019

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.

Eliza-Butt-Bump.gif

Twiggi Arcade Run WIP

Thu Oct 10 05:15:56 2019

Check out how Twiggi plays and give her a shot today.

1.jpg https_i.ytimg.com_vi_cRg33gFx-Tk_maxresdefault.jpg

Notes 10-09-2018

Wed Oct 9 22:42:14 2019

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.

Batch 10-09-2019 Twiggi Patreon Test

Wed Oct 9 22:00:31 2019

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.

http_static.mediafire.com_images_filetype_download_zip.jpg

Twiggi Jumping Fierce

Wed Oct 9 05:07:41 2019

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.

Twiggi-J-Fierce.gif

Twiggi Crouching Roundhouse

Tue Oct 8 05:08:32 2019

I got Twiggi's sweep done. She just needs her Jumping hard punch now.

Twiggi-C-Roundhouse.gif

Twiggi Crouching Roundhouse concept

Mon Oct 7 18:14:28 2019

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-C-Roundhouse.gif

Twiggi Throw

Fri Oct 4 16:13:46 2019

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.

Twiggi-Throw3.gif

Twiggi Throw concept

Wed Oct 2 19:06:34 2019

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.

Twiggi-Throw.gif

Twiggi Crouching Fierce

Sun Sep 29 21:31:25 2019

This will be a her launcher as well as an anti air. Two normals remaining: C. Roundhouse and J. Fierce.

Twiggi-C-Fierce3.gif

Twiggi C. Fierce

Sun Sep 29 06:10:26 2019

Getting her normals done feeling good about it since they are coming along nicely.

Twiggi-C-Fierce.gif

Twiggi Jumping Roundhouse

Sat Sep 28 05:16:13 2019

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.

Twiggi-J-Roundhouse.gif

Eliza Heavy Drop Exit

Fri Sep 27 05:51:09 2019

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.

Eliza-Roll-Off.gif

Twiggi/Eliza Heavy Drop 1

Thu Sep 26 05:52:26 2019

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.

Eliza-Drop-1.gif

Twiggi Jumping Jab and Short

Wed Sep 25 07:55:46 2019

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.



Twiggi-J-Lights.gif

Eliza Body Block

Fri Sep 20 05:20:05 2019

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

Eliza-Bodyblock3a.gif

Eliza Body Block concept

Tue Sep 17 05:14:41 2019

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.

Eliza-Bodyblock1.gif

Twiggi Spellcast WIP

Sat Sep 14 23:58:02 2019

Animation for a projectile for Twiggi. Even thought I'm not sure how the effect should look.

Twiggi-Spellcast.gif

Ra Crouching heavy attack

Sat Sep 14 23:56:35 2019

This animation took me too long to get done.

Ra-C-Roundhouse-3.gif

Twiggi Crouching Light attacks

Sat Sep 7 05:17:38 2019

Two more basic attacks down. Looking forward to getting all of these done.

Twiggi-C-Lights.gif

Twiggi Standing Roundhouse

Mon Sep 2 05:35:37 2019

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-Roundhouse.gif

Twiggi Standing Fierce

Sat Aug 31 22:12:04 2019

Whip arms gives her such range.

Twiggi-S-Fierce-3.gif

Twiggi Standing Fierce

Sat Aug 31 05:44:42 2019

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.

Twiggi-S-Fierce.gif

Twiggi Standing Lights

Thu Aug 29 09:02:32 2019

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.

Twiggi-S-Jab.gif Twiggi-S-short.gif

Twiggi hit Back & Block sprites

Sun Aug 25 06:31:46 2019

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.

Twiggi-Hitdown.gif Twiggi-Block.gif

Twiggi Get Hit Frames

Wed Aug 21 06:31:38 2019

High and low attacks covered. Knock back and down should be coming soon.

Twiggi-HitBody.gif

Twiggi Hit High

Tue Aug 20 06:06:32 2019

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.

Twiggi-Hitface.gif

Size comparison

Mon Aug 19 05:35:41 2019

I love that difference in mass.

mugen606.png

Twiggi Jump

Mon Aug 19 05:33:29 2019

Jumping frames for Twiggi.

Twiggi-Jump.gif

Twiggi walk back

Sun Aug 18 05:02:08 2019

Finally got Twiggi able to walk backward. Gonna do her Jumping or getting hit next. Gotta get her basics done.

Twiggi-Walk-Back.gif

Ra Crouching Medium Attack

Fri Aug 16 05:17:33 2019

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.

Ra-Crouch-Med.gif

Character updates

Fri Aug 9 21:16:56 2019

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.

http_static.mediafire.com_images_filetype_download_zip.jpg http_static.mediafire.com_images_filetype_download_zip.jpg

Ra Crouching Jab

Tue Aug 6 04:34:43 2019

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.

Ra-Crouch-Jab.gif

Twiggi Walk fwd

Sat Aug 3 23:50:19 2019

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.

Twiggi-Walk-Fwd.gif

Twiggi Stance

Thu Aug 1 06:26:16 2019

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-Stance.gif

Ra Heavy attack

Mon Jul 29 17:55:04 2019

He'll only have 3 buttons so this is the heavy attack.

Ra-Heavy.gif

Twiggi Bunny Test Sprite

Sat Jul 27 07:02:20 2019

Twiggi will fight with Eliza as her support. You'd assume Eliza would be the point character but she doesn't like fighting.

Twiggi-Test-Sprite.png

Sarjiri Test Sprite

Fri Jul 26 06:31:47 2019

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.

Sarjiri-Test-Sprite.png

Batch 7-24-2019

Wed Jul 24 21:07:22 2019

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

Ra Walk back

Tue Jul 23 09:12:34 2019

I may have to come back to this one. But either way I'm glad to have it done.

Ra-Walk-Back.gif

Akai R. Panda Test sprite

Tue Jul 23 06:49:40 2019

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.

Akai-test-sprite.png

Rapid Bunny Test Sprite

Sat Jul 20 03:57:13 2019

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.

Rapid-test-sprite.png

Julian Hippo Test sprite

Fri Jul 19 07:36:02 2019

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.

Julian-Test-sprite.png

Ra Medium Attack

Sun Jul 14 07:42:54 2019

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.

Ra-S-Hard3.gif

12

Sun Jul 14 07:40:44 2019

...



I'm gonna finish Ra's animation first though.

Violet-outfit.png

Jumba Elephant Release!!!

Wed Jul 10 20:04:58 2019

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

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Jumba Win Pose

Sun Jul 7 22:17:30 2019

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


Jumba-Win-Pose.gif

Jumba Dizzy animation

Sat Jul 6 06:35:42 2019

She just needs.

• Win Pose

• Turn sprites

• Cursed form

Jumba-Dizzy.gif

Jumbo intro

Fri Jul 5 07:09:17 2019

How's this for her intro?

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Change Notes 7-4-2019

Thu Jul 4 18:23:38 2019

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)

mugen590.png

Batch 7-4-2019

Thu Jul 4 08:38:16 2019

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.

Jumba Moveset

Thu Jul 4 06:23:02 2019

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.

Jumba-Moveset.png

Jumba Get up Back facing

Wed Jul 3 04:53:09 2019

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.

Jumba-Getup-assdrop.gif

Jumba Butt Drop Recovery

Tue Jul 2 07:26:04 2019

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.

Jumba-Getup-Buttdrop.gif

Jumba Moonsault

Fri Jun 28 06:49:19 2019

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.

Jumba-Moonsault-Anti-Air-3.gif

Jumba Moonsault Concept

Thu Jun 27 00:43:07 2019

This is how the move looks so far. Jiggle frames are gonna be added after completion.

Jumba-Moonsault-Anti-Air.gif

Butt facing screen Grind

Wed Jun 26 01:17:11 2019

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.

Jumba-Back-Grind.gif

Move Idea: Jumba's Moonsault

Tue Jun 25 20:36:17 2019

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.

Jumba-move-concept.jpg

Jumba's Super

Mon Jun 24 18:56:17 2019

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.


1.jpg

Jumba Super Portrait

Mon Jun 24 03:03:11 2019

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.

Jumba-Super-Portrait.png

Jumba Butt Grind

Sat Jun 22 17:03:33 2019

Now I gotta code this in.

Jumba-Grinding-Buttdrop1.gif

Jumba Grind add on

Sat Jun 22 02:43:51 2019

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.


Jumba-Buttdrop-Grind1.gif

Jumba Crushing Stomp/Overhead

Fri Jun 21 05:05:57 2019

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.

Jumba-Overhead-Kick.gif

Jumba High Kick

Wed Jun 19 21:09:40 2019

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.

Jumba-HighKick.gif

Batch 6-16-2019

Mon Jun 17 00:43:18 2019

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.

Jumba Jumping Fierce

Sun Jun 16 21:27:04 2019

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-J-Fierce-ver2-c.gif

Izuna Drop Demonstration

Fri Jun 14 17:17:54 2019

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.

1.jpg

Air Grab Attempt

Thu Jun 13 08:52:03 2019

I gotta do the grab portion tomorrow.

Jumba-Air-Grab.gif

Aroma and Pastilla audio

Wed Jun 12 23:11:34 2019

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.

Jumba Alternate Crouching Fierce

Wed Jun 12 16:59:24 2019

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.

Jumba-C-FierceAlt3.gif

Jumba Crouching Fierce version 2

Wed Jun 12 08:33:43 2019

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.

Jumba-C-Fierce-Ver2.gif

Back from being out of town

Tue Jun 11 22:55:50 2019

And I hope to get some more updates for ya shortly.

Jumba Crouching Fierce

Fri Jun 7 07:39:58 2019

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.

Jumba-C-Fierce.gif

Jumba Video Demonstration

Thu Jun 6 21:22:13 2019

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.

1.jpg

Batch 6-6-2019 (Characters Only)

Thu Jun 6 07:43:12 2019

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.

Batch 6-6-2019 (Bundle)

Thu Jun 6 07:41:18 2019

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.

Facesit Grab

Tue Jun 4 09:24:07 2019

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.

Jumba-Facesit-Press-3.gif

How often do you want MUGEN updates on Jumba?

Mon Jun 3 22:40:13 2019

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

Flying Facesit Press

Mon Jun 3 22:29:35 2019

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.

Jumba-Facesit.gif

Jumba Hip Check version 2 complete

Sat Jun 1 08:42:39 2019

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.

Jumba-Butt-Bump-v2-c.gif

Jumba Hip Check version 2

Thu May 30 18:50:58 2019

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-Butt-Bump-v2-1.gif

Jumba Hip Check

Thu May 30 09:07:34 2019

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.

Jumba-Butt-Bump.gif

Jumba Elephant - Arcade Run

Thu May 30 01:34:26 2019

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.

1.jpg

Patreon - Jumba test

Thu May 30 00:02:41 2019

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.


Jumba Stomp WIP2

Wed May 29 09:25:16 2019

I didn't finish before my eyes got heavy. I'll get this done tomorrow.

Jumba-Stomp2.gif

Jumba Rush - Double foot stomp

Wed May 29 06:24:00 2019

She has her slide already and this will be her over head.

Jumba-Stomp1.gif

Jumba Run cycle

Mon May 27 08:43:21 2019

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.

Jumba-Run3.gif

Jumba Ninja Vanish

Sat May 25 23:36:34 2019

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.

Jumba-Teleport.gif

Jumba Throw

Fri May 24 07:58:49 2019

She has that Ibuki throw. One hell of a hip toss.

Jumba-Throw3.gif

Jumba Throw (Gigantic Hip Toss)

Fri May 24 02:40:09 2019

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.

Jumba-Throw.gif

Jumba Butt Drop

Thu May 23 06:32:43 2019

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.

Jumba-Butt-Drop.gif

Jumba Crouching Light attacks

Tue May 21 09:28:16 2019

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.

Jumba-Crouching-lights.gif

Jumba Jumping Roundhouse

Thu May 16 09:40:03 2019

That's one hell of a hitbox to abuse for her jumping roundhouse.

Jumba-Jump-Roundhouse.gif

Jumping Light Punch and Kick

Wed May 15 08:39:02 2019

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.

Jumba-Jumping-Lights3.gif

Jumba Alt Roundhouse

Tue May 14 09:02:35 2019

She can now do her combo. More moves are coming.

Jumba-Stand-alt-Roundhouse-3.gif

Jumba Alt Roundhouse

Mon May 13 18:20:29 2019

Gonna get this one finished hopefully soon, that will be all of the base attacks for her standing position.

Jumba-Stand-alt-Roundhouse-1.gif

Jumba Alt Fierce

Sun May 12 09:51:42 2019

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.

Jumba-S-Alt-Fierce3.gif

Jumba Standing Lights

Fri May 10 03:55:56 2019

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.

Jumba-S-Lights.gif

Jumba Gethit Back/Down

Thu May 9 06:04:09 2019

She needs a get hit for when she's on the ground still but these sprites mean I could start on attacks soon. Woo.

Jumba-GetHit-BackDown.gif

Rapid Stance alternate

Tue May 7 09:19:50 2019

I didn't like the first one. I like this one more but I'm not sold on it entirely.

Rapid-Stance3.gif

Jumba hit low edit

Tue May 7 09:11:13 2019

I made her lower body slightly bigger since I didn't like that she felt like she shrank on hit.

Jumba-Gethit-Low-3b.gif

Jumba get hit low

Tue May 7 08:26:48 2019

Another necessary animation down. Getting her done.

Jumbo-Gethit-Low.gif

Jiggly decks Jumba

Sat May 4 04:56:34 2019

and the frames work. I just love how Jumba sells a face hit even from someone so much smaller than her.

mugen583.png

Jumba get hit face

Sat May 4 04:54:12 2019

Ah yeah, more progress! Another animation that you can't do much with but makes her more playable.

Jumba-GetHit-high.gif

Andy and Panacea

Fri May 3 23:47:48 2019

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.

Andy-Panacea.png

Andy Armadillo Stance

Fri May 3 23:45:53 2019

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.

Andy-Stance.gif

Jumba Block

Fri May 3 23:43:58 2019

Basic action, I chose the simpliest one after getting the jump done.

Jumba-Block.gif

Jumba Jump

Wed May 1 08:54:37 2019

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.

Jumba-Jump-3.gif

Jumba Jump WIP

Tue Apr 30 06:25:30 2019

Just like Strider except several tons heavier.

Jumba-Jump-1a.gif

Jumba Walk

Mon Apr 29 18:11:01 2019

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.

Jumba-Walk-3.gif

Jumba Walk WIP

Mon Apr 29 08:51:31 2019

On her way to make a seat out of someones face/chest/body.

Jumba-Walk-2a.gif

Size Contrast: Jumba

Sun Apr 28 18:48:00 2019

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.

Size-contrast-Jumba.png

Jumba Stance

Sun Apr 28 18:37:24 2019

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.

Jumba-Stance-3-alt.gif

Jumba New Stance WIP

Sun Apr 28 09:04:29 2019

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.

Jumba-Stance-Attempt-2b.gif

Jumba Stance Concept

Thu Apr 25 05:42:01 2019

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.

Jumba-Stance-attempt.gif

Mugen 1.0 incompatibility no more

Mon Apr 22 22:53:49 2019

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.

Minor, but updated

Fri Apr 19 20:08:26 2019

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 Release!!!

Thu Apr 18 21:16:56 2019

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.

Pastilla-Moveset.png

Patch 4-17-2019 Screens

Wed Apr 17 20:17:06 2019

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.

Mugen-caps01.jpg

Batch 4-17-2019

Wed Apr 17 19:10:21 2019

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.



Pastilla Dizzy

Tue Apr 16 07:45:12 2019

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.

Pastilla-Dizzy.gif

Zafta Dizzy

Tue Apr 16 07:42:49 2019

Poor tall girl not even enough energy to stand for the free hit she's about to take.

Zafta-Dizzy.gif

Makuyama Dizzy

Mon Apr 15 06:54:58 2019

Poor Panda man looks exhausted. When you play as him don't let this happen to him.

Makuyama-Dizzy.gif

Lardo Dizzy

Mon Apr 15 03:26:18 2019

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.

Lardo-Dizzy.gif

Enorma Dizzy

Mon Apr 15 02:32:53 2019

She has a somewhat smile even when exhausted.

Enorma-Dizzy.gif

Aroma Dizzy

Mon Apr 15 01:12:40 2019

She's gotta shake it off quick or more damage is coming.

Aroma-Dizzy.gif

Katrina Dizzy

Sun Apr 14 15:00:02 2019

She's totally out of it! Also I know breathing shouldn't cause B.E. but eh, whatever.

Katrina-Dizzy.gif

Bertha Dizzy

Sun Apr 14 15:00:02 2019

Time out! time out time out!

Poor Bertha, I'm pretty sure her threat level goes way down when she's exhausted.

Bertha-Dizzy.gif

Jiggly Dizzy

Sat Apr 13 06:26:27 2019

Two of the ten down in one day. As you can see they aren't a lot of drawings. But convey the stun status.

Jiggly-Dizzy.gif

Jumbo Dizzy

Sat Apr 13 06:24:23 2019

Jumbo stun animation

I wanna do this for the whole roster.

Jumbo-Dizzy.gif

Pastilla fights

Sat Apr 13 00:27:34 2019

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.

1.jpg

Pastilla victory 2

Fri Apr 12 07:58:30 2019

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.

Pastilla-Victory-Pose2.gif

Pastilla Complete - Batch 4-11-2019

Fri Apr 12 04:43:44 2019

Try her out, tell me what you think. Movesets are in the moveset folder to help out.


Update to fix the link.

https_c10.patreonusercontent.com_3_eyJ3Ijo2MjB9_patreon-media_p_post_26050540_6454013995984da7bb7e09472ec4ed71_1.pngtoken-time1556236800token-hashjHsJkS8szq87HMxuxcmpshQ4xbGpkIui5CQ0xsYrFrg3D (d)

Pastilla Sprite work done!!!

Fri Apr 12 04:42:10 2019

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 CURSED frames

Thu Apr 11 05:40:17 2019

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.

Pastilla-Cursed.gif

Pastilla victory pose

Wed Apr 10 05:30:30 2019

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.

Pastilla-Victory-Pose.gif

Pastilla Run

Tue Apr 9 06:29:44 2019

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.

Pastilla-Run.gif

Patch notes 4-8-2019

Mon Apr 8 14:55:01 2019

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 Playable/ Batch 4-8-2019

Mon Apr 8 15:01:00 2019

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.

Pastilla Moveset

Mon Apr 8 08:51:55 2019

Please check out this moveset, since she's gonna be play able to Patreons real soon to give me some input on her testing.

Pastilla-Moveset.png

Jumba Walk concept

Wed Apr 3 23:50:05 2019

Big girl is gonna be looming and moving.

Jumba-Walk01.gif

Rapid Stance

Tue Apr 2 08:51:09 2019

Tiny speed boy has an idle.

Rapid-stance.gif

So...I heard you like size contrast.

Mon Apr 1 09:01:18 2019

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.

mugen562.png

Teleport panties

Mon Mar 25 07:28:30 2019

Intro still doesnt' make sense, but the assets are made for it.

Pastilla-Intro-panties3.gif

Pastilla Intro - teleport off panties

Sat Mar 23 02:42:45 2019

Taurs don't need to wear outfits. However I thought it was a cute idea.

Pastilla-Intro-panties.gif

Belly flop Complete...maybe

Fri Mar 22 07:17:49 2019

I got these frames done, but I wasn't satisfied. Probably gonna go back and add some wob to them.

Pastilla-Belly-flop4.gif

Super Portrait: Pastilla

Fri Mar 22 07:16:22 2019

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.

Pastilla-SuperPortrait.png

Pastilla Belly Flop

Thu Mar 21 07:20:22 2019

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.

Pastilla-Belly-flop.gif

Pastilla Totem

Thu Mar 21 07:18:41 2019

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.

Totem-idle3.gif

Jumba Portrait

Wed Mar 20 07:50:02 2019

for the character select screen. She isn't in development, I just wanted to work on her because I wanted to.

Jumba-Portrait.png

Jumba Idle Stance

Wed Mar 20 07:48:35 2019

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.

Jumba-Stance-3.gif

Totem Idle

Tue Mar 19 08:16:54 2019

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.

Totem-idle.gif

Pastilla Vacuum effect

Mon Mar 18 08:10:05 2019

I hope y'all have fun with this. I think its hilarious.

1.jpg

Cannon Gas FX

Sat Mar 16 18:20:29 2019

Ok, now that this is done I can put it in.

Pastilla-Cannon-Gas-3.gif

Pastilla Skunk Cannon

Sat Mar 16 06:53:56 2019

This attack is finished. Now I gotta animate the gas for it, that will probably come tomorrow. she's 3 special moves in now.

Pastilla-Gas-Canon-3.gif

Pastilla Skunk Cannon Early

Sat Mar 16 01:51:48 2019

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.

Pastilla-Gas-Canon.gif

Pastilla Sweep

Fri Mar 15 07:34:31 2019

That is all of her normals!!!!

Next is just specials and supers. I'm so happy that

Pastilla-C-Roundhouse.gif

Pastilla Jumping Roundhouse

Wed Mar 13 07:56:16 2019

This new animation will replace her current Jumping Roundhouse. The old one will be converted to a push block.

Pastilla-Jumping-Roundhouse-alt3.gif

Pastilla New Jumping Roundhouse early

Tue Mar 12 00:26:01 2019

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.

Pastilla-Jumping-Roundhouse-alt.gif

Pastilla early Demonstration

Mon Mar 11 05:38:13 2019

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.

1.jpg

Jumping Fierce: Butt Spike

Thu Mar 7 19:52:28 2019

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.

Pastilla-J-Fierce3.gif

Jumping Fierce

Wed Mar 6 06:48:22 2019

Pastilla will spin rapidly and smack downward with her ass.

Pastilla-J-Fierce.gif

Pastilla Crouch Fierce version 2

Wed Mar 6 06:35:27 2019

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.

Pastilla-C-AltFierce.gif

Pastilla Crouching Hard Punch alt

Tue Mar 5 20:03:58 2019

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.

Pastilla-C-alt-Fierce.gif

Jumba Elephant - concept

Tue Mar 5 07:31:11 2019

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.

mugen561.png

Grab: Facesit (really just overall crush)

Mon Mar 4 10:22:16 2019

Finally got all of it animated. Gotta program this now.

Pastilla-facesit-3.gif

Grab: Facesit (really entire body crush)

Mon Mar 4 07:02:41 2019

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.

Pastilla-facesit.gif

Grab: Shrink spell

Mon Mar 4 07:00:22 2019

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.

Pastilla-Shrink-attack-3.gif

Grab Initiate and Miss

Mon Mar 4 06:59:00 2019

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.

Pastilla-Grab-Attempt-3.gif

Poll: What should Pastilla do for her grab?

Fri Mar 1 23:16:32 2019

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.

Crouching Fierce

Wed Feb 27 07:56:48 2019

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-C-Fierce3.gif

Butt Hammer

Sun Feb 24 10:06:36 2019

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.



Pastilla-Butt-Hammer3.gif

Butt Hammer Early

Fri Feb 22 08:27:05 2019

I want this to be another special move. So this should one of the ways to crush your enemy.

Pastilla-Butt-Hammer.gif

The Geyser itself

Tue Feb 19 06:41:10 2019

I had fun figuring out how to animate this.

Geyser-Gas.gif

Geyser Summon

Tue Feb 19 06:40:17 2019

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.

Gas-Spire.gif

Gas Spire early

Mon Feb 18 05:55:14 2019

She'll summon gas from the ground to hit her enemies. I hope this animation is good.

Pastilla-Gas-Spire1.gif

Pastilla Move Ideas

Mon Feb 18 01:21:26 2019

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.

Jumping Asshouse Version 2

Sun Feb 17 11:16:00 2019

This is her jumping Hard kick. I wanted to animate this first since I figured it would be fun. Hope y'all like it.

Pastilla-J-Asshouse-ver-2-3.gif

Jumping Asshouse attempt 2 early

Sun Feb 17 07:54:49 2019

This one is more readable than the first attempt. So I'll go with this.

Pastilla-J-Asshouse-ver-2-2.gif

Pastilla Jumpin asshouse

Sat Feb 16 08:10:46 2019

Jumping hard kick will be a butt bump that spikes downward.

Pastilla-J-Asshouse.gif

Pastilla Standing Fierce - Exploding shove

Fri Feb 15 20:03:29 2019

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.

Pastilla-Standing-Fierce-3.gif

Standing Fierce early

Fri Feb 15 08:41:16 2019

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.

Pastilla-Standing-Fierce2.gif

Standing Asshouse

Thu Feb 14 19:37:17 2019

This is her Hard Kick. So that's 3 normals down so far.

Pastilla-S-Asshouse-3.gif

Standing Asshouse Early

Wed Feb 13 03:07:21 2019

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.

Pastilla-S-Asshouse.gif

Pastilla Standing Jab & Short

Tue Feb 12 09:39:20 2019

Now these are finished. Light attacks don't need that many frames.

Pastilla-S-jabshort-3.gif

Pastilla Standing light Punch & Kick early

Tue Feb 12 08:46:19 2019

Both attacks animated. These are just the basic lights.

Pastilla-S-jabshort.gif

Pastilla Gethit back/down

Mon Feb 11 02:19:50 2019

I think i can start animating attacks now. So that gets me hype! normal attacks should be coming soon.

Pastilla-GetHitback3.gif

Pastilla gethit back/down early

Sun Feb 10 10:21:42 2019

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.

Pastilla-GetHitback.gif

Pastilla Gethit

Fri Feb 8 07:46:41 2019

The get hit frames. So now she can be attacked.

Pastilla-Gethit3.gif

Pastilla get hit frames

Thu Feb 7 22:53:59 2019

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.

Pastilla-GetHit.gif

Pastilla Portrait

Thu Jan 24 06:02:58 2019

Her is her portrait. I hope It doesn't feel over done.

mugen558.png

Pastilla Jump

Thu Jan 24 06:01:02 2019

Now she can jump. Getting the basics done.

Pastilla-Jump.gif

Pastilla Walk Cycle

Wed Jan 23 08:31:02 2019

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.

Pastilla-Walk.gif

Pastilla Walk Cycle early

Tue Jan 15 06:22:49 2019

Hopefully this look good to y'all.

Pastilla-Walk.gif

Ra Get Hit Low

Wed Jan 9 09:36:00 2019

Noodle boy can now be hit in the gut.

Ra-GetHit-Low.gif

Pastilla Stance

Wed Jan 9 05:31:34 2019

She's gonna need an animation for her turning sprite of course but she's not as big to be a problem.

Pastilla-stance.gif

Pastilla Stance

Tue Jan 8 01:46:43 2019

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.

Pastilla-stance.gif

Difficulty Update - Patch Notes

Sat Jan 5 01:35:47 2019

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.

Ra Get Hit high

Wed Jan 2 06:58:32 2019

Snake boi can now get hit in the face.

Ra-GetHit-High.gif

Batch 12-24

Mon Dec 24 21:57:53 2018

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.

Ra Block

Wed Dec 19 19:46:25 2018

Unique properties for this stretchy snake boy.

Ra-Block.gif

Ra Block

Fri Dec 14 08:16:43 2018

This is the most amount of frames for a block I've ever done but he has a non standard type of block.

Ra-Block.gif

Ra Jump

Fri Dec 14 08:14:27 2018

Snake man can jump! Next will be block.

Ra-Jump.gif

Ra walk sprite

Tue Dec 11 09:10:44 2018

Basic motion.

Ra-Walk-Alt.gif

Ra stance sprites

Tue Dec 11 09:09:12 2018

I finally got these done, so happy to move on.

Ra-Stance-Alt.gif

Ra Walk alt

Sun Dec 9 06:18:56 2018

The walk animation for a snake is something I've never done before but I like the look of this so far.

Ra-Walk-Alt-1.gif

Ra stance alt

Sun Dec 9 06:17:11 2018

I wanted to redo this since making his body excessively long would be annoying for other animations.

Ralord-Stance-alt.gif

Additional Supers update

Wed Nov 21 01:07:55 2018

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.


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Side Project: Power Walk cycle

Sun Nov 18 07:17:51 2018

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.

Power-Walk.gif

Ra Walk cycle

Sun Nov 18 07:15:34 2018

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.

Ra-Walk.gif

Side Project: Speed Jump

Mon Nov 12 03:50:31 2018

This unnamed characters Jump.

Speed-Jump3.gif

Side Project: Speed-Roundhouse

Thu Nov 8 21:12:20 2018

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.

Speed-Roundhouse.gif

2 More Supers Added

Mon Nov 5 22:12:45 2018

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.

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More EX changes

Thu Nov 1 18:10:12 2018

I've worked on Jumbo, Jiggly, Bertha, Katrina and Enorma so far.

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Batch 10-31

Wed Oct 31 22:41:27 2018

Try out those new EX's moves and supers. The rest will get worked on as well.

Patch Notes 10-31

Wed Oct 31 22:26:43 2018

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.



Pastilla Concept

Wed Oct 31 04:21:44 2018

Pose is too boring but I hope you like where that's going.

Pastilla-Concept.png

EX changes

Mon Oct 29 05:15:44 2018

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.

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Side Project: Speed Knee

Fri Oct 26 20:54:02 2018

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.

Speed-Knee.gif

Ra Stance

Tue Oct 23 08:59:45 2018

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.

Ra-Stance01.gif

Ra Stance early

Mon Oct 22 01:56:29 2018

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.

Ra-Stance01.gif

Proposed Tweaks - Status of development.

Mon Oct 22 01:49:47 2018

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.

Side project: Speed Jab

Tue Oct 16 19:20:28 2018

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.

Speed-Jab.gif

Potential Next characters

Mon Oct 8 20:20:54 2018

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.

Next-characters-maybe.jpg

Makuyama Release!!

Wed Oct 3 21:42:45 2018

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

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Unfinish Assets Update

Mon Oct 1 01:49:02 2018

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.

Zafta Double Kick

Sat Sep 29 00:40:59 2018

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.

Zafta-Double-Kick3.gif

Zafta NEW Attack

Fri Sep 28 02:08:41 2018

This move will be her new forward pressure tool. Lot of damage, fairly quick but limited to being high. So range pressure! yay!

Zafta-Double-Kick.gif

QUESTION!

Thu Sep 27 20:42:48 2018

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.

Zafta Intro

Thu Sep 27 06:40:57 2018

More of that limited animation but I like how its used here. Saved a lot of time.

Only Makuyama's intro is left.

Zafta-Intro3.gif

Lardo Intro

Wed Sep 26 06:33:08 2018

Lardo intro is extremely limited animation. But he eats a cat for his intro.

Lardo-Intro.gif

Patch notes 9-24

Tue Sep 25 08:46:43 2018

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.


Batch 9-24

Tue Sep 25 04:04:22 2018

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 Intro

Sat Sep 22 23:38:47 2018

Jumbo's new intro. the ripped clothes will be its own thing so it can float and fade away.

Jumbo-Intro.gif

Bertha Intro

Thu Sep 20 06:18:08 2018

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.

Bertha-Intro03.gif

Katrina Intro edit

Tue Sep 18 21:38:44 2018

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.

Katrina-Intro03.gif

Tits will not be calmed - Katrina intro

Tue Sep 18 20:52:29 2018

This is her pre match animation. I am gonna have to do more with that shirt.

Katrina-Intro03.gif

Katrina Fight Intro

Tue Sep 18 03:09:17 2018

Katrina is gonna bust a shirt that says "Calm Yo Tits!!" The irony.

Katrina-Intro01a.gif

Batch 9-15

Sat Sep 15 19:59:58 2018

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

9-15 Notes

Sat Sep 15 19:57:36 2018

General:

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.


Makuyama Run Cycle

Sat Sep 15 08:53:21 2018

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.

Makuyama-Run03.gif

Makuyama Run cycle early

Fri Sep 14 05:22:55 2018

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.

Makuyama-run01.gif

Zafta Run Cycle

Thu Sep 13 21:04:29 2018

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.

Zafta-Run03.gif

Lardo Run Cycle edit

Tue Sep 11 19:01:20 2018

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.

Lardo-Run03.gif

Lardo Run Cycle

Tue Sep 11 09:18:58 2018

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.

Lardo-Run03.gif

Lardo Run early

Mon Sep 10 20:00:14 2018

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.

Lardo-Run01.gif

Enorma Run cycle

Mon Sep 10 06:41:42 2018

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.

Enorma-Run03.gif

Katrina Run Cycle

Sun Sep 9 01:28:53 2018

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-Run03.gif

Katrina Run early

Sat Sep 8 01:02:04 2018

Katrina's run will just be a standard run. Nothing fancy here just gotta do those manual boob physics.

Katrina-Run01a3.gif

Jumbo Run

Fri Sep 7 02:01:25 2018

Now Jumbo can run too! His armor is pretty much unlimited, but it eats meter and is not...at all fast.

Jumbo-Run01.gif

Notes 9-6

Thu Sep 6 18:52:46 2018

Jiggly:

• 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.

Aroma:

• *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.

Bertha:

• *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

Makuyama:

• 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.

Batch 9-6

Thu Sep 6 18:29:40 2018

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


Bertha Run Cycle

Thu Sep 6 05:54:49 2018

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.

Bertha-Run03.gif

Bertha Run cycle early 2

Thu Sep 6 03:15:22 2018

Still working on it.

Bertha-Run02.gif

Unfinished Assets List

Wed Sep 5 23:00:16 2018

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.

Bertha Run cycle early

Wed Sep 5 22:42:57 2018

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.

Bertha-Run01.gif

Aroma Run Animation

Wed Sep 5 08:27:06 2018

Gonna try to give everyone one now. Aroma's was the easiest so I did it first.

Aroma-Dash.gif

Makuyama Moveset

Wed Aug 29 09:55:24 2018

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.

Makuyama-Moveset.png

Patch Notes 8-28

Wed Aug 29 07:17:15 2018

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



Batch 8-29

Wed Aug 29 05:51:29 2018

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.

Super Squat

Sun Aug 26 07:25:10 2018

These are just frames, not really an animation. It will make more sense when its complete trust me.

Makuyama-Super-Squat.gif

Super Portrait Makuyama

Sun Aug 26 07:23:44 2018

lets get that super done!

Makuyama-SuperPortrait.png

Makuyama demonstration 2

Sat Aug 25 21:46:17 2018

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:

https://www.patreon.com/posts/makuyama-update-20968107

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Makuyama update

Fri Aug 24 23:38:01 2018

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.

Get Up Animation Progress

Fri Aug 24 23:33:44 2018

More frames and layer sprite FX done to it. I'll make a link to update the file shortly.

Makuyama-Getting-Up2.gif

Makuyama Butt/Banzai drop recovery

Fri Aug 24 07:45:37 2018

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-Getting-Up1.gif

Batch 8-23

Thu Aug 23 21:42:53 2018

Makuyama Progress!!!


If you have your own mugen download the whole thing and just put the characters in yours.

Patch Notes 8-23

Thu Aug 23 21:41:19 2018

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.

Post Hand Slap sweep

Thu Aug 23 19:00:03 2018

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.

Makuyama-Low-sweep.gif

Makuyama Butt Drop

Wed Aug 22 20:38:23 2018

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.

Makuyama-Butt-Drop.gif

Patch Notes 8-19

Sun Aug 19 23:32:31 2018

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

8-19 Batch

Sun Aug 19 23:09:37 2018

Makuyama has his EX bear hug, Aroma got buffs and Zafta got buffs. Let me know what you all think of Makuyama.

Belly Splash

Sun Aug 19 23:08:24 2018

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.

Makuyama-bellysplash.gif

Ex Bear Hug /w Body splash

Sun Aug 19 18:47:25 2018

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.

Makuyama-Bellyflop-Progress.png

Batch 8-17

Fri Aug 17 23:39:33 2018

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.

Makuyama Demonstration

Fri Aug 17 20:49:00 2018

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.

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Super Damage upgrade

Thu Aug 16 07:35:05 2018

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

Overhead (more frames)

Wed Aug 15 23:31:53 2018

I hope that looks a lot smoother now.

Sumo-Overhead2.gif

Makuyama Overhead

Wed Aug 15 09:03:23 2018

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.

Sumo-Overhead.gif

Batch 8-13

Tue Aug 14 01:04:18 2018

Makuyama's new move has been added.

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Grab Directions reenabled

Tue Aug 14 01:03:11 2018


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.

Makuyama Palms

Mon Aug 13 19:54:35 2018

Got this Animated now so I'm gonna start coding it and implement it. Download may come later tonight.

Makuyama-Sumo-Palms3.gif

Sumo Palms continued

Mon Aug 13 06:34:57 2018

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.

Makuyama-Sumo-Palms1.gif

Makuyama Sumo Palms Concept

Sun Aug 12 21:22:34 2018

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.

Makuyama-Sumo-Palms.gif

Wedge effect has been implimented

Sat Aug 11 21:18:23 2018

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.

mugen004.png

Batch 8-11

Sat Aug 11 21:06:38 2018

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!

Batch 8-11 notes

Sat Aug 11 21:03:14 2018

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.

Makuyama Throw Implimented

Sat Aug 11 04:36:34 2018

Here's his grab completed. I'll update the files after I get some more done.

Makuyama-Throw3.gif

Makuyama Throw concept

Fri Aug 10 21:17:44 2018

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.

Makuyama-Throw1.gif

Makuyama Grab Attempt

Tue Aug 7 23:03:54 2018

I'm not sure which type of grab he'll have but I do know he'll have several.

Makuyama-Grab1.gif

Makuyama Push block

Mon Aug 6 06:54:51 2018

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.

Makuyama-Push-Block3.gif

Makuyama Jumping Roundhouse

Fri Aug 3 03:32:03 2018

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.

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Makuyama Jumping Fierce (update)

Fri Aug 3 03:30:42 2018

Added and tweaked some frames. I like this a lot more now.

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Makuyama J. Fierce

Thu Aug 2 23:12:06 2018

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.

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Batch 7-26 Makuyama Updates

Thu Jul 26 22:44:32 2018

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





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Patch Notes 7-26 Makuyama updates

Thu Jul 26 22:39:04 2018

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.

mugen001.png

Batch 7-19

Thu Jul 19 20:59:25 2018

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.

Patch Notes 7-19

Thu Jul 19 20:58:07 2018

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.

mugen000.png

Makuyama Banzai Landing

Thu Jul 19 08:50:12 2018

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.

Makuyama-Banzai-Landing.gif

Makuyama Banzai Drop

Wed Jul 18 07:28:49 2018

This is the part where he jumps off the wall. The landing will have to come tomorrow.

Makuyama-Banzai-Drop.gif

Wall Cling

Tue Jul 17 19:25:09 2018

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.

Makuyama-WallCling.gif

Makuyama in development

Mon Jul 16 21:29:56 2018

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.

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Makuyama Crouch

Fri Jul 13 22:50:16 2018

I realized I can do minor animations while away from home so I may do that over the weekend.

Makuyama-Crouch.gif

Makuyama Standing roundhouse

Wed Jul 11 23:55:17 2018

This is the last of his standing normals so far.

Makuyama-SRoundhouse.gif

Makuyama Standing Fierce

Wed Jul 11 06:09:50 2018

There ya go 2 hit Panda Bear. Jumbo and Bertha's armor be damned.

Makuyama-SFierce.gif

Makuyama Standing Fierce

Tue Jul 10 19:46:39 2018

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.

Makuyama-SFierce.gif

Makuyama Light Kick

Mon Jul 9 20:58:02 2018

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.

Makuyama-SShort.gif

Standing Jab

Mon Jul 9 07:20:19 2018

I'm sorry for the week of no updates. I got hooked on my MMO again. This week gonna be working on standing normals.

Makuyama-SJab.gif

Makuyama Block

Tue Jul 3 03:10:41 2018

He can now Block. High/Mid only so far.

makuyama-block.gif

Makuyama Knocked down

Tue Jul 3 03:09:41 2018

He can now be KO'ed.

Makuyama-Hit-down.gif

Makuyama GetHit frames

Tue Jul 3 03:08:53 2018

He can now get hit. Crouching stuff excluded for now.

Makuyama-Hit.gif

Tag Battle Demonstration

Wed Jun 27 01:02:23 2018

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.

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Tag Battle Batch 6-26

Wed Jun 27 00:08:41 2018

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


Makuyama Jump

Mon Jun 25 21:39:14 2018

Getting the basic actions down.

Makuyama-Jump.gif

Makuyama Walk Cycle

Mon Jun 25 05:48:56 2018

Now he can move forward!

Makuyama-Walk03.gif

Patch Notes 6-21-2018

Thu Jun 21 21:17:16 2018

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.

Ryu vs Fat furs

Thu Jun 21 21:13:33 2018

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.

Batch 6-21-2018 - Updates

Thu Jun 21 15:51:01 2018

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.

QOL Update #3 Lardo has Bad Spray

Thu Jun 21 06:11:50 2018

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.

Lardo-Bad-Spray.gif

QOL Changes #2

Wed Jun 20 05:23:29 2018

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.

mugen508.png

QOL changes

Wed Jun 20 00:12:58 2018

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.

mugen505.png

Aroma Air Launcher

Tue Jun 19 07:26:23 2018

Aroma's version of it. Not a lot of frames but a quite a useful function.


Down+HP, in air.

Aroma-AirLauncher.gif

Jiggly Air Launcher

Tue Jun 19 07:24:50 2018

Its not a lot of frames but its a fantastic function. Try it out now on the recent update.


Down+HP, in air.

Jiggly-AirLauncher.gif

Batch Update 06-19-2018

Tue Jun 19 07:22:53 2018


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.

Progress on Makuyama's walk

Wed Jun 13 05:17:28 2018

Well now that Zafta is done we're gonna work on Makuyama. He may be an easier character since powerhouses' are straight forward.

Makuyama-Walk.gif

Zafta Demonstration

Mon Jun 11 23:31:48 2018

Video for previous post.

67jvEhIhkcgZHi0lfjCLSaGSJUdPtvUyyGr9dcUgQVFuf1dvuCf2vNfawe-YuRYU.jpeg

Zafta Giraffe Public Release

Mon Jun 11 23:30:51 2018

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

Zafta-Moveset.png

Update to the Batch 6-7

Fri Jun 8 06:50:47 2018

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.

Batch 6-7-2018

Fri Jun 8 01:11:47 2018

EDIT: These files were updated to have additional changes.


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.

Zafta Gethit (really high hit)

Wed Jun 6 18:05:40 2018

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.

Gethit-Face.gif

Batch 6-04 Update

Tue Jun 5 04:57:15 2018

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

Zafta Windmill

Mon Jun 4 07:52:41 2018

I got the animation done. In case you're curious the animation flips for the other half of the rotation.

Zafta-Bdance3.gif

Batch 6-01

Fri Jun 1 20:52:03 2018

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.


Zafta Breakdance early 2

Thu May 31 05:24:22 2018

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.

Zafta-Bdance2.gif

Zafta breakdance attack early

Wed May 30 21:30:11 2018

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.

Zafta-Bdance.gif

Good new, bad news

Sun May 27 21:23:27 2018

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.

Violet-stance1.png

Zafta Win Pose early

Sun May 27 21:21:13 2018

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-Win.gif

Alternate Roundhouse

Fri May 25 10:03:46 2018

Zafta has had a problem with poking airborn oppontents a good distance away but now she can kick foes out of the skies.

Alt-Roundhouse.gif

Demonstration of Zafta

Fri May 25 00:37:03 2018

Just a youtube vid that shows off what her super does.

1T_dAGyihhA5oJUVlIrlSGrooz5Yz-xcUpThbx2Y9X2YHf0ohpeDpOk9F551vCIK.jpeg

Zafta's Super

Thu May 24 22:54:54 2018

Just a screen cap of it. It works so far but input is always appreciated to help fine tune it.

mugen493.png

5-24 Zafta Super Added

Thu May 24 22:50:53 2018

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 SUPER pt 1.

Thu May 24 06:55:26 2018

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-Super-pt1.gif

5-22 Batch

Tue May 22 21:49:24 2018

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.

Zafta Super Portrait

Tue May 22 21:30:59 2018

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.

SuperPortrait.png

Heel Kick

Tue May 22 21:28:25 2018

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.

Heel-Kick-3.gif

More of heel Kick

Mon May 21 07:45:05 2018

Its taking a while but its getting done.

Zafta-Heel-Kick3.gif

Rising Knee

Sun May 20 02:58:12 2018

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.

Zafta-Rising-Knee.gif

5-18 Batch

Fri May 18 18:03:02 2018

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.

5-17 Batch

Thu May 17 19:44:32 2018

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.

Zafta Butt drop

Wed May 16 17:21:26 2018

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-butt-drop3.gif

Alt Light Attacks

Mon May 14 07:56:42 2018

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.

Zafta-Alt-Lights3.gif

Batch 5-10-2018

Fri May 11 00:10:35 2018

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.

Zafta Push Block

Wed May 9 07:13:44 2018

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.

Zafta-Push-Block-3.gif

Zafta Push Block Early

Wed May 9 00:12:14 2018

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.

Zafta-Push-Block.gif

Thunder Thigh Clap

Tue May 8 07:57:08 2018

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.

Split-Throw.gif

Zafta Grab Attempt

Tue May 8 07:55:25 2018

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.

Zafta-Throw-attempt.gif

Makuyama Early Walk Cycle

Sun May 6 02:54:16 2018

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.

Makuyama-walk01.gif

Makuyama Development Begins, Zafta design frustrations

Sun May 6 02:52:08 2018

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.

Makuyama-Portrait.gif

Batch 4-29-2018

Mon Apr 30 01:13:32 2018

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.

Zafta C. Roundhouse

Wed Apr 25 01:08:52 2018

This move has stupidly high range. As fitting since its a Giraffe doing the splits.

Zafta-C-Roundhouse.gif

Batch 4-23-2018

Mon Apr 23 18:45:39 2018

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!!

Scissor Grab

Mon Apr 23 18:35:21 2018

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.

Zafta-Scissor-Grab.gif

FINALLY

Sun Apr 22 09:11:14 2018

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.

Zafta-Scissor-Grab.gif

Jumping Roundhouse

Tue Apr 17 07:37:43 2018

Its simple and has fantastic Range.

Zafta-JRoundhouse.gif

Air Combo Changes

Thu Apr 12 20:27:17 2018

The recent download has these changes. Let me know if they are comfortable.

DZGu2vloJ0ko_Vsn-qj9ksJ1UZvXXaiRXpt0moaACuOuQbRwo2fqEZ9r3jGwXXx2.jpeg

Zafta Playable Update

Thu Apr 12 19:26:33 2018

Zafta:

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.

Zafta Throw

Thu Apr 12 05:16:19 2018

Her throw will be a granny throw it may take a while to finish.

Zafta-Throw.gif

Zafta Jumping Fierce

Wed Apr 11 20:52:50 2018

A nice volleyball spike. I may have done too many frames considering how fast I want this to look.

Zafta-J-Fierce.gif

Zafta Crouching Fierce

Mon Apr 9 18:18:18 2018

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.

Zafta-CFierce.gif

Zafta Early WIP demostration

Thu Apr 5 21:54:30 2018

You guys can just play her now but she is bare bones. More is coming as I animate it.

Iv5NtRNBT-pQZLzC7wAiBu3l00wEemug6vM45v0SEH8UP6Cjbfk98iW1R6XCA9x2.jpeg

Zafta Download

Thu Apr 5 21:53:16 2018

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!

Zafta move suggestions

Thu Apr 5 07:38:20 2018

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.

Zafta Roundhouse

Thu Apr 5 07:36:59 2018

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.

Zafta-Roundhouse.gif

Zafta Standing Fierce

Wed Apr 4 15:35:23 2018

So much Range. Plus I love how its a move only she can do.

Zafta-Fierce.gif

Zafta Short

Tue Apr 3 06:56:18 2018

Second normal. Now I gotta do her standing Fierce and roundhouse and the command normals.

Zafta-Short.gif

Zafta Standing Jab

Tue Apr 3 02:17:36 2018

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.

Zafta-Jab.gif

Zafta knock down frames

Sun Apr 1 09:21:37 2018

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.

Zafta-Down.gif

Zafta Jump

Sat Mar 31 06:30:18 2018

Almost done with necessary animations, I wanna work on attacking ones.

Zafta-Jump.gif

Zafta Standing Gethit

Thu Mar 29 18:17:05 2018

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.

Zafta-GetHit.gif

Zafta Get Hit Early

Sun Mar 25 22:48:20 2018

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.

Zafta-Get-Hit.gif

Zafta Crouching Sprite

Tue Mar 20 23:50:21 2018

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.

Zafta-Crouch.gif

Zafta Walk

Mon Mar 19 07:24:50 2018

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.

Zafta-Walk-3.gif

Zafta Walk Cycle Progress

Fri Mar 16 06:06:39 2018

Its gonna take a while to get all of this done. But here is what I got so far.

Zafta-Walk.gif

3-15-2018 Batch

Thu Mar 15 23:37:43 2018

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

KFM Arcade Run

Thu Mar 15 23:34:46 2018

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.

UxKSnzRTnYfxLZTGXEizjiCc9FV6-Z0TrN5dU0m7pnEGRY3VoODhdaavkV9P1D3m.jpe (d)

TAW Ring again

Tue Mar 13 21:56:29 2018

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:

http://www.mediafire.com/file/s53l4xv995l2vl0/OC_Mugen.zip

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Zafta Walk Cycle early

Mon Mar 12 23:24:48 2018

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.

Zafta-Walk.gif

TAW Ring

Mon Mar 12 22:08:10 2018

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.


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TAW Ring

Mon Mar 12 07:33:46 2018

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.

Crowd Participation update 3

Sun Mar 11 08:22:51 2018

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.

Crowd-Participation-3.png

Crowd Participation: Big Z

Thu Mar 8 10:34:38 2018

He helped me out tremendously in February and was nice to meet at Furry Fiesta. Here is the sprite.

CP-Big-Z.gif

TAW Stage more progress

Thu Mar 8 10:30:04 2018

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.

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3-06-2018 Batch

Tue Mar 6 08:49:19 2018

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.

Crowd Participation 2

Tue Mar 6 08:45:10 2018

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.

TAW-Ring.png

Crowd Participation

Mon Mar 5 19:04:11 2018

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 Audience Member

Mon Mar 5 09:50:49 2018

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.

Gustine-2nd.gif

TAW Ring Early Demonstration

Mon Mar 5 09:47:24 2018

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.

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Bertha Stage super early

Sat Mar 3 23:23:06 2018

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.

Bertha-Stage-concept.gif

Nidoqueen Stance

Fri Mar 2 06:32:58 2018

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.

Nidoqueen.gif

Stance Edit Zafta

Wed Feb 28 19:00:14 2018

Her upper body isn't static anymore since that could of been distracting.

Stance-Zafta2.gif

Makuyama Idle

Wed Feb 28 09:50:19 2018

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.

Stance-Makuyama.gif

Zafta Idle

Tue Feb 27 07:17:02 2018

The animation is simple so we can move on to the next thing.

Stance-Zafta.gif

Sense of scale pt2

Mon Feb 26 21:18:15 2018

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.

mugen460.png

Sense of Scale

Mon Feb 26 06:21:59 2018

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.

Size-contrast.png

Zafta Sprite concept #3

Mon Feb 26 06:07:41 2018

I like this one. how about y'all.

Zafta-Concept-Stance-3.png

Makuyama sprite attempt #3

Mon Feb 26 03:18:16 2018

I like this one a lot more. Let me know if this works for you guys.

Makuyama-Stance-03.png

Makuyama concept sprite attempt 02

Sun Feb 25 23:22:50 2018

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.

Makuyama-Stance-02.png

Makuyama Sprite concept Attempt 01

Sun Feb 25 23:20:35 2018

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-shortlegs.png

Makuyama as third option

Fri Feb 23 22:40:14 2018

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.

Makuyama-Reveal.png

Zafta Stance Concept

Fri Feb 23 22:35:14 2018

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.

Zafta-Stance.png

Nidoqueen Stance Concept

Fri Feb 23 22:32:30 2018

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.

Nidoqueen-stance.png

Lardo has been Released!!!

Fri Feb 23 22:26:46 2018

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.

2-22-2018 Split Leg Drop & Grenade Launcher Update

Thu Feb 22 23:18:00 2018

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)

Grenade Launcher

Thu Feb 22 19:15:53 2018

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.

Grenade-Launcher2.gif

Split Leg Drop

Thu Feb 22 19:12:36 2018

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.

Split-Leg-Drop.gif

Aroma vs Enorma /w Aroma's Updates

Wed Feb 21 01:47:03 2018

Aroma has a few new moves. Try em out and have a good time I hope.

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Lardo vs Enorma on Diesel Rust Ranch

Wed Feb 21 01:03:47 2018

A demonstration to show off the new stage by VDisco as well at the changes to Lardo.

Jjd6vkTigjK3Ddw4lbYKCs3tIo9UirRS8Fc-B7AQue03IepSv_rC7QK_trE_99MH.jpe (d)

2-20-2018 Aroma Update

Wed Feb 21 00:11:22 2018

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.

2-19-2017 Batch Update

Mon Feb 19 08:47:53 2018

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,

Finished moveset Lardo vs Jumbo

Mon Feb 19 03:55:10 2018

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.

KkV0pQvJaUvnibm2S4usHD4LHp0-JjSPBFOVKydSKGi7LXN51LWEt43jr7aQHtp7.jpe (d)

Lardo moveset Complete

Mon Feb 19 01:10:06 2018

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.

2-16-2017 Batch

Fri Feb 16 17:12:06 2018

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.

Tail grab (incomplete)

Thu Feb 15 19:40:46 2018

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.

Tail-Grab.gif

Lardo Tail Grab

Thu Feb 15 05:37:36 2018

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.

LardoTail-Grab.gif

Lardo Victory Pose

Fri Feb 2 21:09:41 2018

"I WON! SUCK MAH DICK!!!"


He'll also try to move to the head location of his opponent when he does this.

Lardo-Victory.gif

batch 1/31/2018

Wed Jan 31 22:41:13 2018

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.

Win Pose situational

Wed Jan 31 22:34:44 2018

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.

Win-Pose-better.gif

Cursed forms 2/2

Sat Jan 27 00:14:10 2018

Just a bunch of battles of my characters vs Shredder to show off the curse forms.

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01-26-2016 Batch

Fri Jan 26 23:51:02 2018

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.

Cursed Bertha

Mon Jan 22 09:22:40 2018

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.

Cursed-Bertha.gif

Cursed Katrina

Mon Jan 22 09:20:50 2018

More of the set 3/7

Cursed-Katrina.gif

Cursed Jiggly

Mon Jan 22 09:20:02 2018

Her bunny form is a tiny target. Which is a saving grace for her since she can't attack.

Cursed-Jiggly.gif

Cursed Jumbo

Mon Jan 22 09:19:13 2018

If transformed Jumbo gets a defense buff but still can't attack. He's still huge.

Cursed-Jumbo.gif

Cursed Demonstration

Mon Jan 22 02:13:16 2018

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.

Lardo Super portrait

Sat Jan 20 04:02:55 2018

Trying to get his super done before I update the files.

Lardo-Super-Portrait.png

Batch update 1/13/2017

Sat Jan 13 20:55:48 2018

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.

Lardo Belch

Fri Jan 12 05:58:48 2018

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.

Lardo-Burp.gif

Lardo(New Stage) vs Aroma(updated stage)

Tue Jan 9 22:55:38 2018

Just a demonstration of what I have so far.

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Rous Alley

Mon Jan 8 06:29:04 2018

This beautiful stage is done for Lardo by Vdisco. I love it so much, and it makes everything feel so legit.

mugen412.png

Jumping Medium Kick

Mon Jan 8 06:19:39 2018

And this is his Jumping Medium Kick. Now that this is all of his Jumping Normals. Meaning he is complete on the normals.


Lardo-J-Forward.gif

Lardo Jumping Med Punch

Mon Jan 8 06:17:14 2018

That tongue has some serious range.

Lardo-J-Strong.gif

01/04/2018 Patch

Thu Jan 4 23:11:19 2018

• 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


Lardo Jumping Fierce & Roundhouse

Thu Jan 4 22:12:44 2018

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.

J-Fierce-Roundhouse.gif

Lardo C. Roundhouse

Mon Jan 1 11:39:33 2018

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-C-Roundhouse.gif

12-28-2017 Batch

Thu Dec 28 19:51:04 2017

https://www.dropbox.com/s/9h6gboneqhtz6u4/Lardo.zip?dl=0

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.

Pelvic Thrust (Push Block)

Mon Dec 25 08:51:39 2017

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.

Lardo-Pelvic-Thrust3.gif

Lardo Demonstration

Sun Dec 24 00:07:16 2017

I hope you all have some fun with the Lardo demo. Happy Holidays!!

Ob1iCU2TfOVDKyiiKVAG3q2UgpK4KcKu194mYbvhgJa1aeKZcltSM6-zqnv5yQUx.jpe (d)

Lardo included 12-23-2017 update

Sat Dec 23 22:59:24 2017

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.

Lardo moveset (incomplete)

Sat Dec 23 22:57:17 2017

Just to help you get started with him. He's incomplete but a testable version of him is going live today.

Lardo-Moveset.png

Lardo Vore

Sat Dec 23 07:21:55 2017

Finally I got this animated. I'll code this when I get more energy and then put this out for you all to try.

Lardo-chomp.gif

Lardo Demonstration

Fri Dec 22 19:16:23 2017

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.

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Lardo Fang

Thu Dec 21 07:46:55 2017

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.

Lardo-fang.gif

Lardo Crouching Fierce

Wed Dec 20 08:53:09 2017

I'll try to make him playable, BUT not complete, this week, even though he's far from complete. Sorry for the slow progress.

Lardo-C-Fierce.gif

Early Butt drop

Tue Dec 12 22:45:18 2017

I did something similar for Aroma and Enorma since I just want an air attack to make him more playable early in.

J-Buttdrop.gif

Blocking Sprites

Tue Dec 12 22:44:12 2017

can now block in air and crouching.

CJ-Blocking.gif

Lardo Belly Bump

Sun Dec 10 05:06:00 2017

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.

Lardo-Belly-Bump3.gif

Lardo Standing Roundhouse

Wed Dec 6 18:59:31 2017

and this is his Hard kick.

Lardo-S-Roundhouse3.gif

Lardo Standing Fierce

Mon Dec 4 11:34:01 2017

and now his fierce is colored.

lardo-S-Fierce3.gif

Lardo Fierce Punch

Mon Dec 4 07:23:18 2017

a vicious Claw swipe.

Lardo-S-Fierce.gif

Lardo Standing Forward

Sun Dec 3 03:15:00 2017

His Standing Medium Kick

Lardo-S-Forward-3.gif

Lardo Standing Strong (med Punch)

Fri Dec 1 17:57:14 2017

I wanted to include a tongue attacks since that's nice foreshadowing to vore. Plus its something that's unique to him.

Lardo-S-Strong.gif

Lardo S Short

Wed Nov 29 00:08:58 2017

another simple light attack

Lardo-S-Short.gif

Lardo S jab

Wed Nov 29 00:07:55 2017

Basic limited animation, I consider this the boring stuff to work on on.

Lardo-S-Jab.gif

Lardo Block

Wed Nov 22 00:44:39 2017

Nothing special just showing progress. Gotta get the required stuff done so everything else the character is playable earlier.

Lardo-Block.gif

Lardo Get-Hit

Tue Nov 21 06:35:14 2017

Lardo can now be hit.

Lardo-get-hit-animations.gif

Lardo Jump

Mon Nov 20 06:06:41 2017

This may become intimidating when you realize I actually plan on giving him a nice vertical leap.

Lardo-Jump.gif

Lardo Walk Forward

Sun Nov 19 04:08:03 2017

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.

Lardo-Walk.gif

Lardo Rat Walk early

Wed Nov 15 21:51:27 2017

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.

Lardo-Walk-early.gif

Lardo's Stance Fixes

Tue Nov 14 21:33:27 2017

I'm gonna shade this version and move forward.

Lardo-Stance-3b.gif

Lardo Stance

Tue Nov 14 04:04:21 2017

What do you all think of this?

Lardo-Stance-3.gif

Lardo Stance concept

Mon Nov 13 22:28:06 2017

How is this?

Lardo-Stance-Concept.gif

Lardo Stance Concept

Mon Nov 13 07:08:50 2017

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.

Lardo-Stance-concept.png

Release Day!!

Fri Nov 10 22:57:47 2017

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

All-Char-Movelist.png

Katrina New Move: Rachelle Assist Butt Drop

Wed Nov 8 07:10:34 2017

Why Jump in yourself and risk that HP? Now Rachelle can do this for you.

Rachelle-Butt-drop3.gif

Bertha New move: AA Butt Bump

Mon Nov 6 23:13:20 2017

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.

AA-butt-bump.gif

Jiggly Wall Jump

Mon Nov 6 05:00:32 2017

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.

mugen380.png

Public Test

Sat Nov 4 01:36:15 2017

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

AromaEnormapubrel.jpg

Aroma Win Pose

Fri Nov 3 09:15:16 2017

Colored and Implimented.

Aroma-Win3.gif

Aroma Win Concept

Fri Nov 3 03:24:52 2017

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.

Aroma-Win.gif

Enorma Win Pose colored

Fri Nov 3 01:18:24 2017

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.

Enorma-win-pose-turn3.gif

Enorma Win Pose

Thu Nov 2 23:31:45 2017

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.

Enorma-win-pose-turn.gif

Enorma Stance

Tue Oct 31 10:07:35 2017

Ha, this is the first thing I should of animated and its getting done nearly last.

Enorma_Stance.gif

Butt Drop Update

Mon Oct 30 20:42:18 2017


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).

https://www.dropbox.com/s/55lezfmb2161hbn/Jiggly.zip?dl=0

Butt drop fart

Mon Oct 30 20:30:54 2017

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.

Buttdropfart.gif

Bombing Butt batch update

Fri Oct 27 23:08:33 2017

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

https://www.dropbox.com/s/1ycn0xqkzizohod/Jumbo.zip?dl=0

https://www.dropbox.com/s/trvxh8699azisny/Katrina.zip?dl=0

Enorma Bombing Butt

Fri Oct 27 23:06:21 2017

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.

Bombing-Butt.gif

Batch 10-26-2017

Thu Oct 26 19:53:10 2017

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.

Aroma-Moveset.png

All Characters A.I. update

Thu Oct 26 19:49:58 2017

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.

Enorma walk EDIT

Tue Oct 24 23:11:45 2017

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.

Enorma-Walk-ex.gif

A.I. started for Enorma and Aroma

Mon Oct 23 08:36:49 2017

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.

Enorma get up animation

Mon Oct 23 03:15:25 2017

Yeah I just wanted to add some butt animations. After Enorma sits on someone this animation is what she uses to get off them.

Get_up.gif

Aroma butt drop

Sun Oct 22 19:27:18 2017

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.

Butt-drop-landing.gif

Aroma air combo update

Thu Oct 19 22:09:24 2017

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.

Aroma/Jiggly vs TMNT

Wed Oct 18 20:24:27 2017

I wanted to show you guys some of Aroma's air combo potential and it would be too complicated to do with a gif.

edzoIe5exP6C8ZwBTFd-QLPi0SP7lR-0NntrdMES8Q6A6cW9-fdRnkyKiS9ic2N_.jpe (d)

Jumping Mediums

Wed Oct 18 16:56:36 2017

Aroma now has Jumping mediums, which enables her to do air combos.

Jumping-Mediums.gif

Aroma Super Demonstration with gameplay

Mon Oct 16 20:22:05 2017

Here is my glAss canon Skunk in action. Thank you for the support everyone and have fun trying her out.

1eBghoBddOMSboRxHHUHOp-lTn0A-r70skzg8uC8ExNNN7Ih0g6B3f8jSggmLstg.jpe (d)

All characters 10/16/2017 (254 MB)

Mon Oct 16 19:45:53 2017

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".

Aroma's Super

Mon Oct 16 19:43:39 2017

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.

mugen372.png

Gas Escape

Sun Oct 15 10:08:48 2017

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.

Gas-Escape.gif

Minor Update

Sat Oct 14 00:25:00 2017

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.

Aroma Demonstration

Fri Oct 13 20:58:51 2017

If you haven't been trying her now you can just simply view her to see the progress.

IdiNDaZCsWPiOVC7LZunWE1TaCunqsxGaOjxQvKcuqtL_P6tqUax93_hHbS_12Gs.jpe (d)

Aroma 10/12/2017

Thu Oct 12 14:59:37 2017

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.

mugen370.png

Aroma 10/12/2017

Thu Oct 12 14:49:56 2017

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.

Aroma Jumping roundhouse

Mon Oct 9 00:18:38 2017

This concludes all of her normals. Next is the defensive option, throw and super as well as other moves.

Aroma-Jumping-Roundhouse.gif

Aroma Jumping Fierce

Sun Oct 8 16:43:41 2017

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.

Aroma-J-Fierce.gif

New Tablet achieved!!

Sat Oct 7 17:35:15 2017

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 Sweep

Sat Oct 7 17:33:06 2017

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.

Aroma-C-Roundhouse.gif

Batch 10/5/2017

Thu Oct 5 17:18:58 2017

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.

Rump Rocket

Thu Oct 5 17:13:39 2017

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.

Rocket-Ass-anti-air3.gif

Aroma Flip seat

Thu Oct 5 17:09:10 2017

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.

Flip-sit-3.gif

Aroma & Enorma 10/5/2017

Thu Oct 5 17:01:02 2017

Just replace the folder with the one you have already in the "chars" folder.


https://www.dropbox.com/s/xn9utnl87mdhi22/Aroma.zip?dl=0

https://www.dropbox.com/s/pnqorith70qq9xv/Enorma.zip?dl=0

Rump Rocket & Flip sit have been implimented

Thu Oct 5 16:56:01 2017

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.

Rump-rocket-flip-sit.png

Aroma Split Facesit

Tue Oct 3 10:55:49 2017

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.

Flip-sit-3.gif

Enorma Rocket Assault (anti air)

Thu Sep 28 17:40:56 2017

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.

Rocket-Ass-anti-air-1.gif

Batch update posted

Thu Sep 28 17:30:22 2017

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.

mugen002.png

9/28 batch update

Thu Sep 28 17:17:29 2017

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



Slow updates

Wed Sep 27 22:18:37 2017

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.

Aroma Fan Attack

Sat Sep 23 04:47:17 2017

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.

Aroma-Fan-Attack.gif

Outta Town Weekend

Thu Sep 21 02:02:18 2017

`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.

Block Stun Revamp Patch 9/16/2017

Sun Sep 17 01:03:08 2017

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.

Enorma Demonstration

Sat Sep 16 00:23:48 2017

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.

QUiGbPL0jFN08sf2a0pyPupq9BFKrMaXluBmt7ibdwRQ-46pEk3cjjAkpOyit_mF.jpe (d)

Aroma 9/15/2017

Fri Sep 15 05:46:03 2017

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.

Enorma 9/14/2017 build

Thu Sep 14 17:06:16 2017

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.

SUPER Portrait Enorma

Thu Sep 14 09:59:10 2017

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.

Super-Portrait.png

Super Minigun more progress

Thu Sep 14 09:57:07 2017

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.

Super-Minigun-2.gif

Enorma Super - Gattling Gun

Tue Sep 12 06:51:01 2017

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-Super-Minigun.gif

Enorma Update 9/7/2017

Thu Sep 7 20:55:03 2017

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.

Enorma Sparta Kick

Wed Sep 6 22:59:41 2017

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.

Enorma-Sparta-Kick.gif

Enorma Jumping Fierce

Tue Sep 5 08:35:07 2017

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.

Enorma_Jumping_Fierce.gif

Hip Check (Push Block)

Sun Sep 3 20:31:30 2017

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.

Hip-Check.gif

Enorma Update

Sun Sep 3 04:11:03 2017

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

Thu Aug 31 06:36:12 2017

Enorma sweep animation. I got this done today and I'll add it to the active batch.

Enorma-Crouching-Roundhouse.gif

Super Early Enorma and Aroma Build

Tue Aug 29 18:31:54 2017

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.

Enorma Crouching Fierce

Sat Aug 26 23:27:22 2017

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.

Enorma-Crouching-Fierce.gif

Enorma Rocket Launcher

Wed Aug 23 19:09:22 2017

This will be her Ex version of her projectile. Gotta do more frames for it today.

Enorma-Rocket-Launcher.gif

Enorma Belly drop

Tue Aug 22 07:30:55 2017

Functions as a hard punch till more moves are developed.

Enorma-Belly-Flop.gif

Aroma Butt Drop

Tue Aug 22 07:29:21 2017

Basic attack for now. It functions as a Hard Kick until the rest of her air moves are done.

Aroma-Butt-Drop.gif

Enorma Crouching Lights

Tue Aug 22 07:28:09 2017

More from the weekend.

Enorma-Crouching-Lights.gif

Aroma crouching Lights

Tue Aug 22 07:25:31 2017

I did this over the weekend. Not a lot to show just frames.

Aroma-Crouch-Lights.gif

Misc

Mon Aug 21 18:44:54 2017

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.

Aroma Gasing Demonstration 2

Wed Aug 16 18:32:53 2017

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.

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Aroma Roundhouse

Mon Aug 14 09:47:11 2017

That's all of her standing normals.

Aroma_Roundhouse.gif

Aroma Fierce

Sun Aug 13 07:05:58 2017

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.

Aroma_Fierce.gif

Aroma Spray Edit

Sat Aug 12 20:39:46 2017

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.

Aroma_spray.gif

Enorma Roundhouse

Sat Aug 12 07:12:15 2017

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.

Enorma_Roundhouse.gif

Enorma Standing Fierce

Fri Aug 11 18:17:58 2017

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.

Enorma_Fierce.gif

Aroma's Projectile demonstration

Thu Aug 10 19:40:00 2017

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.

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Aroma Short Kick

Mon Aug 7 19:11:25 2017

Next is her projectile, which I still don't have a clear idea how to do.

Aroma-Short-3.gif

Enorma Gun Test

Sun Aug 6 18:28:37 2017

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.

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Gun Test

Sun Aug 6 08:28:13 2017

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.

guntest.png

Aroma Light Punch

Fri Aug 4 04:49:28 2017

Works similar to Jiggly's but has longer range and is slower.

Aroma-jab3.gif

Enorma Jab

Thu Aug 3 05:00:11 2017

I also got her short kick done as well but its only 2 frames and I've started on Aroma's Jab.

Enorma-Jab.gif

Enorma Portrait

Wed Aug 2 07:13:25 2017

Now on to attacks.

Portrait2.png

Aroma Portrait

Wed Aug 2 07:10:34 2017

I did the hit animations already so now I need to work on the actual attacks. So stay tuned for that.

Portrait2.png

Enorma Hit high/low

Mon Jul 31 04:05:35 2017

Now they need: Knockback, down and blocking.

Enorma-hit.gif

Aroma hit low

Mon Jul 31 04:04:39 2017

Yeah! Getting necessary stuff done.

Aroma-hitlow.gif

Aroma Hit High

Sun Jul 30 08:31:32 2017

I didn't get much done just 3 frames of her getting hit in the face. Another step toward being playable.

Aroma-gethit-face.gif

Interest Check

Sat Jul 29 23:52:02 2017

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.

Enorma Jump Frames

Sat Jul 29 07:59:31 2017

One of these girls has gotta get hit tomorrow.

Enorma-Jump.gif

Aroma Jump

Fri Jul 28 08:09:59 2017

One of the basic actions completed. Tomorrow something else will have to get done.

Aroma-Jump.gif

Enorma Walk

Thu Jul 27 05:59:29 2017

This was animated faster but it will play slow in game since shes not gonna have a fast gait.

Enorma-Walk-3.gif

Enorma Pig: character #6

Tue Jul 25 20:03:24 2017

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.

Enorma-Stance.png

Aroma Backpedal

Sat Jul 22 21:56:29 2017

This is now in game, gotta work on getting hit, blocking and jumping next for esential animations.

Aroma-Walk-Back-3.gif

Aroma Walk Back

Sat Jul 22 09:14:46 2017

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.

Aroma-Walk-Back2.gif

Aroma Walk

Fri Jul 21 07:48:51 2017

Walk cycle is out of the way.

Aroma-Walk-3.gif

Aroma Walk Early

Fri Jul 21 03:27:21 2017

6 frames flat out of 14. I'll try to get it finished soon.

Aroma-Walk-1.gif

Aroma Stance

Wed Jul 19 07:33:18 2017

This took a LOT of time and its not even polished. Its a 15 frame loop for her idle stance. Next is walking.

Aroma-Stance-3.gif

Aroma Stance rough

Mon Jul 17 22:27:21 2017

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-Stance-01.gif

Character #5 : Very Early Stance

Sun Jul 16 01:04:25 2017

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.

Aroma-Stance-early.gif

Minor tweak - Bertha recovery after super

Fri Jul 14 17:58:50 2017

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.

Super-Getup.gif

Roll off

Fri Jul 14 04:39:22 2017

This is the animation for when Bertha sits on you and gets back up. Its already included in the previous post bundle.

Bertha-GetUp.gif

Slightly Early Public Release

Thu Jul 13 22:26:50 2017

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

All-Moveset.jpg

Bertha Idle

Thu Jul 13 09:21:42 2017

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.

Bertha-stance-6c.gif

All Supers demonstration

Wed Jul 12 21:09:22 2017

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.

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Evo Weekend (everyone can download)

Wed Jul 12 10:09:25 2017

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.

Bertha Super Implimented

Tue Jul 11 07:21:44 2017

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

Bertha's Giga Crush

Thu Jul 6 07:56:17 2017

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.

Bertha-Crush.png

Individual Download Update:

Mon Jul 3 04:33:46 2017

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


Update: 7/2/2017

Mon Jul 3 04:24:26 2017

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.

Bertha push block

Fri Jun 30 07:10:43 2017

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.

Bertha-Push-Block.gif

Files Updated 6/29/2017

Thu Jun 29 18:42:53 2017

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.

mugen003.png

6/29/2017 Test Batch

Thu Jun 29 18:38:16 2017

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.

Bertha's normals, Lariat update and command grab

Thu Jun 29 16:44:41 2017

Let me know what you think.

cefo_PEHOakVnhE6rtqiEiiNjVIaVcf215Yl7QyaMj7bko-GwZPl1oknfFowbpTk.jpe (d)

Bertha Clothesline Demonstration

Mon Jun 26 19:33:42 2017

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.

p-qYBVJAanLcSpCrGHxORfYDOaABQi_-bUF-yjc-8ziF_-aWe1Q1wMOZt8YH2qA3.jpe (d)

Bertha Jumping Fierce

Sun Jun 25 06:14:08 2017

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.

Bertha-Jumping-Fierce.gif

Butt Drop update

Sat Jun 24 06:53:02 2017

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.



mugen000.png

6/24/2017 build update

Sat Jun 24 06:18:02 2017

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.

Bertha Crouching Fierce

Wed Jun 21 23:20:31 2017

Commplete! Now to do her crouching Roundhouse.

Bertha-C-Fierce-3.gif

Bertha's Crouching Fierce

Wed Jun 21 07:32:24 2017

Gonna refine this tomorrow. But I want all normals done this week.

Bertha-C-Fierce.gif

Bertha Crouching Short

Wed Jun 21 05:49:29 2017

More normals!! I want em done so she can combo.

Bertha-Crouching-Short.gif

Bertha Crouching Jab

Wed Jun 21 05:48:07 2017

Simple and done, I wanna get all the normals done ASAP.

Bertha-CJab.gif

Katrina Taunt

Mon Jun 19 04:23:45 2017

...and Win Pose maybe.

Katrina-Taunt.gif

Bertha normal Throw

Wed Jun 14 20:07:35 2017

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.

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Belly to Belly Suplex

Wed Jun 14 05:47:47 2017

Full color version of it. Coding it in now.

Belly2Belly-Suplex-3.gif

Bertha normal grab

Tue Jun 13 23:38:18 2017

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.

Belly2Belly-Suplex.gif

Files updated

Mon Jun 12 09:17:32 2017

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.

Pique Spin

Sun Jun 11 18:06:38 2017

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.

Pique-Turn.gif

Jumbo Air Ride

Sat Jun 10 08:01:21 2017

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.

mugen266.png

Jumbo Jumping Fierce

Sat Jun 10 07:49:38 2017

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.

Jumping-Fiercing.gif

Squash infinites removed

Thu Jun 8 22:25:00 2017

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

Bertha Fierce

Thu Jun 8 10:00:12 2017

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.

Bertha-Fierce-3.gif

OC character test available

Thu Jun 8 00:38:38 2017

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


OC-test-pic.png

Character Test 6/7/2017

Thu Jun 8 00:29:48 2017

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.

Jumbo Belly Bump/Wall Crush

Wed Jun 7 09:22:41 2017

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.

Jumbo-Wall-Crush3.gif

Bertha Butt Bump

Tue Jun 6 20:30:10 2017

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.

Bertha-Butt-Bump3.gif

Bertha Butt Bump

Tue Jun 6 02:43:54 2017

This is her technique so gameplay wise I wanna make it very efficient.

Bertha-Butt-Bump.gif

Jumbo Wall Crush Grab

Tue Jun 6 02:36:45 2017

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.

Jumbo-Belly-Crush-Grab.gif

Bertha Hard Kick

Thu Jun 1 16:02:35 2017

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.

Bertha-Forward.gif

Bertha Short

Wed May 31 06:26:13 2017

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).

Bertha-Short.gif

Bertha Jab

Wed May 31 06:25:10 2017

A chop for my hippo.

Bertha-Jab.gif

Death Roll suplex

Mon May 29 04:08:52 2017

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.

Deathroll-suplex.gif

Command Grab Attempt

Mon May 29 04:07:33 2017

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.

command-grab-attempt.gif

Katrina 5/25/2017 Build

Thu May 25 18:40:14 2017

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



Katrina & Rochelle Super

Thu May 25 10:43:34 2017

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!!!

Crocodile-Sandwich-Super.gif

Bertha Jump

Tue May 23 21:56:23 2017

I'm getting lazier on animation. I blame other issues I'm having but I can add more to this later.

Bertha-Jump.gif

Rachelle Getting hit

Mon May 22 02:58:43 2017

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.

Rachelle-gethit.gif

Bertha Hurt Low

Sun May 21 06:17:22 2017

Frames for Bertha getting hit by low attacks.

Gethitlow.gif

Bertha Hurt High

Sun May 21 06:15:56 2017

Hurt frames for Bertha for high attacks.

Gethitface.gif

Bite Grab complete

Fri May 19 00:29:10 2017

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


Katrina-Bite-Throw-2.gif

Bertha Hippo Walk forward

Tue May 16 20:14:30 2017

Here is her walk cycle. Feel free to critique it and I look forward to getting her playable along with Katrina.

Bertha-Walk-B-3.gif

Bertha Walk Cycle start

Mon May 15 04:33:11 2017

Katrina is pretty far along. So I kinda wanna start on Bertha to prevent myself from feeling bored by Kat.

Bertha-Walk-B.gif

Bite Throw (Gameplay Mechanic)

Sun May 14 02:12:14 2017

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.



Katrina-Bite-Throw.gif

Super Portraits

Sat May 13 07:26:53 2017

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.

Super-Portraits.png

5-12-2017 Update

Fri May 12 17:27:12 2017

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.

Jumping Fierce

Fri May 12 09:19:42 2017

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.

Katrina-Jumping-Fierce.gif

Sweep

Thu May 11 17:15:39 2017

This sweep has a ton of range. Also it means all her crouching attacks are complete.

Crouching-Roundhouse-3rd-3.gif

Katrina Crouching Fierce

Mon May 8 08:14:32 2017

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.

Crouch-Fierce.gif

Updated bundle

Fri May 5 16:19:56 2017

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.

Rachelle striker has been implemented.

Wed May 3 08:50:30 2017

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.

Rachelle Bust Rush

Tue May 2 22:54:24 2017

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.

Rachelle-Bust-Rush-3.gif

Rachelle Bust Rush

Mon May 1 23:28:31 2017

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.

Rach-Bust-Rush1.gif

Rachelle Striker/Assist jump in

Mon May 1 10:25:49 2017

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.

Rachael-jump-inout-3.gif

4/30/2017 Katrina Build

Sun Apr 30 09:59:05 2017

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.

Bust Rush

Sun Apr 30 09:55:08 2017

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.

Katrina-Bust-Rush-3-smear.gif

Katrina Crouching Jab

Sat Apr 29 17:53:13 2017

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.

Katrina-Crouching-Jab.gif

Aroma Concept

Thu Apr 27 22:51:58 2017

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


Aroma-Concept.gif

Scoop Slam

Thu Apr 27 06:09:08 2017

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.

Throwdown.gif

Grab Attempt

Thu Apr 27 06:08:13 2017

Katrina's grab attempt and whiff face.

grab-attempt.gif

Minor update to the files

Sat Apr 22 10:22:37 2017

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.

Katrina roundhouse (improved)

Wed Apr 19 10:26:16 2017

Same roundhouse but I added a few more frames so it feels like it actually resets back to her ready stance.

Katrina-Roundhouse.gif

Katrina Moonsault

Wed Apr 19 10:22:40 2017

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.

Moonsault.gif

Katrina Mugen Demo

Tue Apr 18 20:19:41 2017

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.

Patreon test coming tomorrow

Tue Apr 18 08:18:55 2017

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.

Katrina Roundhouse

Sun Apr 16 09:05:58 2017

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.

Katrina-Roundhouse.gif

Katrina Light Kick

Sun Apr 16 09:04:58 2017

Simple.

Katrina-Short.gif

Jiggly Gatling Bunn

Sat Apr 15 06:36:05 2017

A Joke move is now animated. But I'm gonna put it in the game to see if this is actually useful.

Jiggly-Twerk-Attack3.gif

Jiggly Twerk Attack concept

Sat Apr 15 00:29:30 2017

A very rapid fire butt thrust that should galvanize anything in her way. or just give her a simple option to chip with.

Jiggly-Twerk-Attack2.gif

Drop Kick!

Fri Apr 14 07:59:29 2017

I needed an aerial for her so I went straight to Jumping Roundhouse just to make her more playable.

Katrina-Jumping-Roundhouse.gif

Bust Upper

Wed Apr 12 09:09:19 2017

This is pretty much done. I'm gonna add more polish to it tomorrow when I have energy.

Katrina-boob-upper-cut-3.gif

"Boob -ryuken" Breast based anti-air concept

Mon Apr 10 20:18:45 2017

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.

Katrina-boob-upper-cut.gif

Standing Fierce (Bite)

Mon Apr 10 07:28:24 2017

This makes sense for her.

Katrina-Fierce-03e.gif

Punch sequences

Sun Apr 9 19:45:43 2017

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.

Katrina-Jab-sequence.gif

Hit Low

Sat Apr 8 06:03:40 2017

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.

Hit-Low.gif

Hit High & Down

Sat Apr 8 06:02:00 2017

No Jiggle physics since I rather just get it done and go back to add stuff like that. Another set of necessary sprites complete.

Hit-High-down.gif

Gethithigh Frames

Thu Apr 6 00:47:22 2017

Frames for Katrina getting hit in the face. Standing and the knock back versions.

Hit-face.gif

Katrina Block

Wed Apr 5 22:13:43 2017

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.

Block.gif

Katrina Jump

Tue Apr 4 05:00:07 2017

Got it done. Looking forward to doing blocking and get hit next.

Katrina-Jump.gif

Jump concept

Mon Apr 3 19:39:46 2017

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.

Katrina-Jump-earlyb-2.gif

Katrina Backpedal complete

Fri Mar 24 00:22:06 2017

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.

Katrina-Walk-Back-04.gif

Katrina Backpedal

Thu Mar 23 09:49:01 2017


Gonna clean this up tomorrow then impliment it.

Katrina-Walk-Back-02.gif

Katrina Walk back sketch

Wed Mar 22 05:59:58 2017

My animating speed is ass! I should have this completed soon. I just need to rework the size of the spiked bra.

Katrina-Walk-Back-01.gif

Katrina Walk

Fri Mar 17 09:22:43 2017

Another of the basic actions completed. After this she needs: walk-back, jump, block, and the various get hits.

Katrina-Walk-03.gif

Katrina Walk progress

Wed Mar 15 06:55:38 2017

Still not done. But here is the progress for today. Hopefully I can clean this up tomorrow and get it in game soon.

Katrina-Walk-02.gif

Katrina Walk Concept

Wed Mar 15 00:28:30 2017

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.

Katrina-Walk-01.gif

Katrina Size contrast

Mon Mar 13 10:07:00 2017

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


mugen195.png

Katrina Stance Final

Mon Mar 13 04:14:11 2017

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.

Katrina-Stance-anim-07.gif

Katrina stance flats

Sun Mar 12 08:03:30 2017

Shades coming soon. Been distracted lately by good games.

Katrina-Stance-anim-04.gif

Katrina stance wip #2

Wed Mar 8 07:38:11 2017

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.

Katrina-Stance-anim-03.gif

Katrina Stance

Thu Mar 2 03:50:41 2017

...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.

Katrina-Stance-anim.gif

Jiggly has been released!!

Mon Feb 27 04:14:51 2017

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




Katrina Crocodile 3rd Character

Wed Feb 22 23:33:40 2017

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.

Katrina-Stance.gif

02-22-2017 Build for Jumbo & Jiggly

Wed Feb 22 23:29:33 2017

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