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[Animation] Mango - Standing Idle (and character info)
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VinVulpis
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Shiren WIP - Patreon Update Jun-1-2022 [Mugen/IkemenGo]

[Animation] Shiren - Idle Stance
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It's been a while since I've posted updates here about it because I'm horrible at advertising my own shit and keeping up with posting. Hahah

But yeah, this is an early WIP of another character, Shiren being added to the WIP character bundle. This update also comes after a few smaller updates I've made to the characters I've had on there. Namely Aurumo's animations being updated along with a handful of attacks of his being tweaked for balancing.

I've also began a COMPLETE REWRITE of Gejhi's AI to make him behave better as there were a lot of weird issues I ran into at some point but really wanted to move on to another character at the time. The parrying has been nerfed and I've been working on new defensive responses in place of the parries, Along with various other fixes to the way he behaved. It's still A WIP in terms of the AI rewrite, but he's got the basics of the new AI working on this download bundle.

I'm also planning to grind out what I can to get an AI working for the other WIPS in time for AnthroCon which I will have a dealer table at.

KEEP IN MIND: My primary focus at this point is on the IKEMENGO engine, and NOT MUGEN. I'm still doing my best to make sure these characters have a version that will work for MUGEN 1.1b but features of the characters may be lacking or missing as I'm making use of built in features from IKEMENGO. There are two .DEF files for the engine you prefer to use. [Name]_mugen11.def and [Name]_ikemengo.def.

The rest of this post will be a quote of the Patreon post for DOWNLOADING the bundle here for $5 patrons:
https://www.patreon.com/posts/wip-character-01-67154083
I don't charge patrons for months where my work is lacking in significant progress.

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Well I have a new update finally, and this one features Shiren now. She's still very early in development and is still using a lot of Aurumo's older assets as I worked on top of an older version of his file, (so had to port over some update code too)

ALSO INCLUDED IN THIS PACK is a "Tag.zss" file for The IkemenGO versions to function with in Tag-mode. This is a minor tweak to the system allow for free tagging during combos, which my characters use special tag-in-attacks to keep a combo going. To use this, replace the file of the same name in your IkemenGO "data" folder.

(Also there is a note at the bottom of this poit about WIP changes to Gejhi's AI)

Some of the moves I gave her are using Aurumo's old assets as a concept tester. I wanted to play around with ideas on her moveset since I was feeling like I hit a creative wall and was trying to figure out the best sort of thing to go with for her. I wanted her to be a mixed sort of "half grappler."
I think I'm starting to like what I worked out for her so far and already feels pretty playable even if she's still a mess in terms of sprites.

There are still attack left overs from Aurumo that are still usable on her commands, and some of them I might actually end up using in terms of the code; reworking them to fit her moveset's goals.  Namely the forward dash cancel-able Fow-2 attack and the ram/tackle dash attack.

Special moves she her right now are:
D, F, x : Burst Punch
A short ranged projectile. Knocks down at close range.
D, F, y : Leaping Hammer Kick
A leaping high-damage kick that forces knockdown.
D, F, b : Burst Launcher Hook
A short ranged punch and projectile that launched the target up into the air for possible follow-up.

These attack concepts are still being tweaked as I test things out, so names and effects are likely to change for them, but I'm keeping the general idea of this attacks for her.
Her Power Button Attack (button b) is a temporary dummied move to test out the concept of a swinging Chop attack that forced the foe to spin around, and can lead to a grab follow-up if the range needed it met. It's based on Aurumo's turning-2 attack of the same effect, but Shiren's Power charge move will be a sliding/dashing version of this, in which the charge time effects the range and power of the attack.
I plan to give her at least one command grab special and one other attack/grab hybrid attack that will hit or grab based on range it connects. I did PLAN on giving her a special roll, to bypass projectiles, but I'm wondering if it might be too strong for her type of character. So I'll see how that pans out in testing.

ALSO IN THIS UPDATE: GEJHI NEW A.I. W.I.P.
I've been meaning for a long time to completely rework Gejhi's AI as I had left a lot of issues in the public release from a while ago. To many small issues and odd behaviors I didn't intend, but I didn't have time to keep focusing on, as I really wanted to move on to making more characters. SO, what I have in this batch is the beginnings of this.

Already, his behavior is much better and I made the parry gimmicks much more reasonable. But there's still a lot of stuff to reintroduce to the AI. I was taking it slow and trying to make sure the little bit I added so far, is working nicely. So far, so good.
SO THAT ABOUT DOES IT FOR THIS UPDATE. I'm trying my best to squeeze in work on this stuff, it's just been a bit difficult lately balancing with other life stuff.

My plans for THIS MONTH is to work on giving Other WIP characters a functional AI because I'll be at Anthro Con as a dealer and I wanna show off my work and let it auto-play at my table. So, AI work is gonna take a priority leading up to this.
Thanks for sticking with me! <3

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Posted using PostyBirb

Keywords
female 1,004,732, game 11,823, roo 3,032, fighter 2,267, mugen 245, ikemen 11, ikemengo 3
Details
Type: Picture/Pinup
Published: 1 year, 10 months ago
Rating: General

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