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Aurumo - Fortess Burst WIP clip
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VinVulpis
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Aurumo 'Ultra' WIP Update

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It's a lotta work! Your support helps me justify spending more time on this project and gives you assets to my playable WIP characters and assets both finished and WIP. Finished characters will be released to the public.

This work will eventually be brought over to Unreal Fighter 2D for a proper game all it's own later on!

Here's a copy of the text from the Character update post:

Okay, there's a lot to this update. So like the title and image suggest, I've given Aurumo an Ultra, and Super move so far. These moves are currently using other WIP animations I've made for "lesser" versions of the attacks these are similar to. These attacks will be gettin their own unique animations later on as I enter the flinal stages of his dev, these dummied animations server mostly to get the concepts working and tested.

Ultra - Great Fortress Burst:
Input D,D,U + y+b (Atk2 + P-Atk) when the ultra meter is flashing. It currently is a massive A.O.E. surrounding his body and grants him armor during the entire attack, though this armor will likely be adjusted later to have a small window of vulnerability to all attacks at the end, but I generally want this attack to be more safe than most given Aurumo's strong defensive build. The damage, hit number are likely going to be adjusted over time, with possible rouge projectiles that will fly off of the explosion.

Super - Glacial Slam (name subject to change in dev):
Input: D,F,D,F y+b.
This attack is borrowing the Glacial Great Hammer animation currently. The attack's properties will generally be the same as the hammer, but a unique animation will be given to it. It's basically a super version of the hammer attack. I do have some possible ideas to modify this attack's utility though. I may reduce it's damage, but add in an explosive hit that sets up a juggle.

Changed standing ATK 2: (y attack):
I've changed this attack from the forward thrusting kick, to a ranged slashing attack, with a disjointed attack box like his other ice-based normals. It acts as a primary poking tool from a good distance and can still be canceled with Power and special inputs.

Kick moved to be the end of his ATK1 (x) auto-combo:
This attack has been adjusted slightly and instead set as the end of an auto combo, as I felt it more fitting to his build.

The auto-combo itself follows beat'em-up logic, where the combo is completed when the buttons are pressed rapidly, but can be rolled back to the first more with timed inputs. So, doing repeated jabs or jab ->cross strings is possible before ending it with the kick.

The first attack in the auto-combo, the jab, can still be canceled with ATK2 moves. While the Cross and kick can be canceled only by power attacks, specials and supers.

Shield Counter Input changed:
The Shield Counter is now doing with the command input D,F+ guard (D,F while already guarding will not trigger it, the button must be pressed WITH the command). I wanted to give a try to giving some commands to the blocking button, and in the future, other charactes may have special inputs given to the Jump button as well. So far in testing. It works well, I feel. I haven't run into any problems with it.

I may add some start up vulnerability to this attack with the easier input though, to make it a lil bit more of a predictive choice.

I like the idea of adding special defensive actions to the defensive button, so I will likely stick with this. Similarly, characters with special mobility actions like special jumps, will be done with command inputs to the jump button.

The stun on this attack was reduced to a tighter window, so that you have to counter the foe CLOSE in order to perform his riposte grab, which his normal grab becomes on countered foes.

Reverse Air Slash:
Back+y -- OR -- B,F+y (while in air).
Pretty much a special turning normal while in the air for Aurumo, which will allow Aurumo to get a possible juggle. On hit, the attack will give his a slightly stronger upward motion boost, but this is based on his motion when the hit occurs. When rising with the attack, Aurumo can follow up with a forward slash. Closer to the ground, when falling, it can set up a possible juggle. This attack's disjoint is more directly behind him, rather than the wide coverage of the forward slash, so timing and aim is more important with this attack.

Added in a dummied heat meter:
I added in a modified copy of the ultra meter to act as a temporary heat meter, which sits right next to the ultra meter. It flashes differently based on if heat is too low or too high. This will get it's own assets later, I just did this as a placeholder.

Other:
Other than the bigger updates, I've been slowly adjusting the stats of various moves to balance his damage output and combo ability. Still working on that, some combos I feel are too weak while others are too strong.

To do list:
I plan to give Aurumo one more super. The general formula is 1 "burst super," (the x+y move), 2 main supers, and 1 ultra. (Gejhi's "Phantom Continuum" counts as a super, even if it lacks the effects, it's cost and utility justify it as such). I'm undecided what this super will be, but next update should have it.
Aurumo needs an air power attack still. Been undecided on this as well, but close to settling. Maybe a Crouching Power attack that covers both sides of him.
Otherwise, he's nearly finished in terms of moveset.
I'll be filling in his missing universal animations soon after the moveset is finished. Then he'll be in the final stretch of detailing and replacing animations I've subbed in as placeholders.
Add in 6 more palettes and he's done.

Ciacyl will be added here soon as the next WIP character. I already have a file started for him.

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Type: Picture/Pinup
Published: 3 years, 6 months ago
Rating: General

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