[GIF w/ Vid Link] Knock-back Scaling
Video Found here:
https://twitter.com/VinVulpis/statu.....32662375882752
Linked effects to knock-back based on the damage-scaling effect. So as combos continues, knock-back on moves change. The chain of dark slashes in the one clip isn't a fully true combo. There is enough time between those strikes for the target to attemp and air-recovery and try to move out of the way. If nothing is pressed, it's a psudo true-combo.
Also shows the beginnings of a super move I'm working on for Gejhi. Still much to do on it, but the function is there.
His movesset, since I expanded it, has become super fun. Aside from some last bits to fill, I still need to work on effects and some extra bits for intros/wins and such.
Also, a weird thing I might do, is instead of make lifebar screenpack thing, I might just build it into my characters directly, since there is more information I wanna show, and I'll probably have it turn off when not facing another one of my characters and/or make an option variable to turn it on/off. Also because I want a very unconventional display hud.
Places:
FurAffinity | InkBunny | Weasyl | Deviantart | Twitter
Buy Me a Coffee!
Buy A Button!
https://www.vinvulpis.com/
Posted using PostyBirb
https://twitter.com/VinVulpis/statu.....32662375882752
Linked effects to knock-back based on the damage-scaling effect. So as combos continues, knock-back on moves change. The chain of dark slashes in the one clip isn't a fully true combo. There is enough time between those strikes for the target to attemp and air-recovery and try to move out of the way. If nothing is pressed, it's a psudo true-combo.
Also shows the beginnings of a super move I'm working on for Gejhi. Still much to do on it, but the function is there.
His movesset, since I expanded it, has become super fun. Aside from some last bits to fill, I still need to work on effects and some extra bits for intros/wins and such.
Also, a weird thing I might do, is instead of make lifebar screenpack thing, I might just build it into my characters directly, since there is more information I wanna show, and I'll probably have it turn off when not facing another one of my characters and/or make an option variable to turn it on/off. Also because I want a very unconventional display hud.
Places:
FurAffinity | InkBunny | Weasyl | Deviantart | Twitter
Buy Me a Coffee!
Buy A Button!
https://www.vinvulpis.com/
Posted using PostyBirb
Category Artwork (Digital) / Fantasy
Species Exotic (Other)
Size 466 x 256px
File Size 7.99 MB
Hehe, to this day that signature banner someone made on MUGEN Guild with that tech support guy representing Elecbyte gets a giggle out of me XD "I have access to the game code and I'm fairly sure they're going to release Suave Dude".
Joking aside, great stuff <3 I'm gonna try and get that level drawn out and send you that $50.
Joking aside, great stuff <3 I'm gonna try and get that level drawn out and send you that $50.
There is two really old characters I made years ago floating around out there. Oooooold work. "Shadowroo" and "Prototype VinVulpis" (who also has some glitches in whatever version is floating around out there, he was my first creation in the engine, hence the name "prototype")
My new wave of stuff coming out isn't ready yet, but Gejhi here will be the first one coming out, soon. They also play very different from my two old works, and MUGEN content in general. They break a ton of the usual conventions of mugen. (free turning, jump with a button, block with a button, air-movement control and some more stuff like that.)
My new wave of stuff coming out isn't ready yet, but Gejhi here will be the first one coming out, soon. They also play very different from my two old works, and MUGEN content in general. They break a ton of the usual conventions of mugen. (free turning, jump with a button, block with a button, air-movement control and some more stuff like that.)
Yeah, my system is a hybrid of smash-like mechanics and more typical fighting game mechanics. The main reason I've gone with smash-styled movement is for beat'em-up potential later on. my characters can handle beat'em-up minigames made for mugen where multiple enemies are spawned, without having to rely on the broken auto-turn in those situations.
It's also a means to prototype ideas for a proper game I'm planning to make later on.
It's also a means to prototype ideas for a proper game I'm planning to make later on.
Gejhi's not gonna have any bounce moves. His successor, Jeibu, will have wall/floor bounces though, due to style variation. Gejhi's general power effect is more of a slash that passes through foes and his physical force isn't quite enough to get that level of force.
I wonder if Judgespear is still into MUGEN?
Last time I was serious about MUGEN was when he was considered knowledgeable about things like game balance. He is known for making improvements to a Homer Simpson character that was loosely based on Iori from King of Fighters. This included some added or replaced animations, and even a drunk riot mode where Hommer drinks a human sized can of beer.
Last time I was serious about MUGEN was when he was considered knowledgeable about things like game balance. He is known for making improvements to a Homer Simpson character that was loosely based on Iori from King of Fighters. This included some added or replaced animations, and even a drunk riot mode where Hommer drinks a human sized can of beer.
Loosely!? Homer was built directly ontop of an Iori file, was basicly a sprite swap with some minor edits made to the coding. You can tell from all the left over Iori effects that weren't changed through production. That's why a later version of him has the joke intro when fighting a real Iori. He starts off dressed and standing like him. Compatible Iori characters laugh at him. Hahah.
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