![Click to change the View [Animation] Mango - Standing Idle (and character info)](http://d.furaffinity.net/art/vinvulpis/1642476961/1642476956.vinvulpis_mango_-_stand.gif)
[Animation] Mango - Standing Idle (and character info)
I posted an older version of this animation a long while ago, but this one here is updated. He's larger and have a 4th shade for every color on his palette now.
I figured I'd post the updated version to go along with the sudden dump of a almost completely functional WIP version of him on my Patreon (linked below) and I figured I'd talk a lil more about him here.
Quick Lore:
Mango is a sassy critter that gives no fucks. He's having fun with everything he gets himself involved in, and even during a serious threat, seems to lack the ability to experience fear. He's just out there bouncing through worlds looking for fun shenanigans. He himself comes from a world in a more distant part of the stellar neighborhood. His kind are call "Murrese," of which, sightings are rare. They tend to keep to themselves in there distant world, but Mango grew a craving for something more adventurous.
Other critters don't seem to know what his goals are, and if he even has any which getting himself involved with major events. He seems to be a pure "chaotic neutral" figure. He is a weirdo none of the other critters can totally figure out.
Combat and mechanics:
Generally, Mango is designed to be annoying and weird to fight. His combo routes have some weird properties and 50/50 traps in them that can lead to Mango scoring more reset hits and thus more meter for his annoying supers.
He's an odd mix of a zoner and brawler. He has two projectile attacks at his disposal to have fun playing with his "opponent." One of them being very loving explosive kisses he can blow off with steerable control, and the other being a "fun" ball he can bat around and play with his foes. His tag friend can hit it around as well. Be careful though, it also seems to like exploding when hit too much, which can also be used against Mango.
Mango has a smaller lifebar, (currently in WIP, 850Hp). A little bit larger than Feliro's. Mango don't seem to mind gettin hit though, he might even enjoy gettin beat up!?
Up close, he can make use of some silly juggle combos. His damage output is on the lower side, but his combos help him build super meter. When he has meter, he's got two supers that have lots of "fun" with his foes:
#1 is BONK. This move, Mango pulls out a big hammer and give the target a bop. It's low damage for a super, but it forces them into a dizzy state.
#2 is BEEG BALL: Mango pulls out a much larger version of his ball, but this one isn't harmful to himself or friends. It's a gift just for his "playmate" foes. When this ball hits, it will somewhat seek out it's target after first hit, and let them have "fun" bouncing on it 7 times before it bursts. The ball itself does very little damage, but ends up being a nice combo helper for Mango and his tag partner to take advantage of.
Mango's Omega super is the most fun! It's a moving, grounded grab. It can grab a grounded foe in any state, but can only grab an air foe when they are in a juggle "falling" state. On a successful grab. A large object will spawn or drop in, and some "fun" happens with lots of goofy effects and sounds before a big burst launches the target out and high up.
(This attack is designed to be a parody of both Akuma's (Street Fighter) "Raging Demon" and Rasputin's (World Heroes Perfect) "Secret Garden." You know.... THAT move.)
Here's another link to the Patreon post featuring his WIP for $5 Patrons. Another update to him should be coming up later this month, likely filling out his full moveset. https://www.patreon.com/posts/61010775
There are some differences I've already made to him since making that download, like to the super ball as I was still figuring out the technicals. I've also made some changes to the trajectories the ball goes when it's hit, and I'm trying to better improve the way it's able to hit pbased on speeds and how frequent it can hit. The ball move was a huge pain in the booty to make and get working right, and it's still not working right in base M.U.G.E.N., but it works as intended in I.K.E.M.E.N. GO. <---- GO UPGRADE YOUR M.U.G.E.N. TO THIS, PLEASE, IT'S MUCH BETTER!
I'm TRYING to make the general build work idealy in both engines, but with some issues, there's only so much I might be able to do, and I'm not gonna just NOT do a move because it won't work right in MUGEN. But I will TRY an idea I have to at least let Mango himself hit the ball in MUGEN, his partner in Simul will be screwed though, no way to handle it there as far as I am aware.
Places:
FurAffinity | InkBunny | Weasyl | Twitter
Buy Me a Coffee! (Ko-Fi Tip Jar)
Buy My Merch!
Piczel - Art/Animation/Mugen Stream
Twitch - MUGEN Streams
--> PATREON FOR MUGEN CONTENT || AFTER DARK PATREON <-- 
https://www.vinvulpis.com/
Commission Info
Posted using PostyBirb
I figured I'd post the updated version to go along with the sudden dump of a almost completely functional WIP version of him on my Patreon (linked below) and I figured I'd talk a lil more about him here.
Quick Lore:
Mango is a sassy critter that gives no fucks. He's having fun with everything he gets himself involved in, and even during a serious threat, seems to lack the ability to experience fear. He's just out there bouncing through worlds looking for fun shenanigans. He himself comes from a world in a more distant part of the stellar neighborhood. His kind are call "Murrese," of which, sightings are rare. They tend to keep to themselves in there distant world, but Mango grew a craving for something more adventurous.
Other critters don't seem to know what his goals are, and if he even has any which getting himself involved with major events. He seems to be a pure "chaotic neutral" figure. He is a weirdo none of the other critters can totally figure out.
Combat and mechanics:
Generally, Mango is designed to be annoying and weird to fight. His combo routes have some weird properties and 50/50 traps in them that can lead to Mango scoring more reset hits and thus more meter for his annoying supers.
He's an odd mix of a zoner and brawler. He has two projectile attacks at his disposal to have fun playing with his "opponent." One of them being very loving explosive kisses he can blow off with steerable control, and the other being a "fun" ball he can bat around and play with his foes. His tag friend can hit it around as well. Be careful though, it also seems to like exploding when hit too much, which can also be used against Mango.
Mango has a smaller lifebar, (currently in WIP, 850Hp). A little bit larger than Feliro's. Mango don't seem to mind gettin hit though, he might even enjoy gettin beat up!?
Up close, he can make use of some silly juggle combos. His damage output is on the lower side, but his combos help him build super meter. When he has meter, he's got two supers that have lots of "fun" with his foes:
#1 is BONK. This move, Mango pulls out a big hammer and give the target a bop. It's low damage for a super, but it forces them into a dizzy state.
#2 is BEEG BALL: Mango pulls out a much larger version of his ball, but this one isn't harmful to himself or friends. It's a gift just for his "playmate" foes. When this ball hits, it will somewhat seek out it's target after first hit, and let them have "fun" bouncing on it 7 times before it bursts. The ball itself does very little damage, but ends up being a nice combo helper for Mango and his tag partner to take advantage of.
Mango's Omega super is the most fun! It's a moving, grounded grab. It can grab a grounded foe in any state, but can only grab an air foe when they are in a juggle "falling" state. On a successful grab. A large object will spawn or drop in, and some "fun" happens with lots of goofy effects and sounds before a big burst launches the target out and high up.
(This attack is designed to be a parody of both Akuma's (Street Fighter) "Raging Demon" and Rasputin's (World Heroes Perfect) "Secret Garden." You know.... THAT move.)
Here's another link to the Patreon post featuring his WIP for $5 Patrons. Another update to him should be coming up later this month, likely filling out his full moveset. https://www.patreon.com/posts/61010775
There are some differences I've already made to him since making that download, like to the super ball as I was still figuring out the technicals. I've also made some changes to the trajectories the ball goes when it's hit, and I'm trying to better improve the way it's able to hit pbased on speeds and how frequent it can hit. The ball move was a huge pain in the booty to make and get working right, and it's still not working right in base M.U.G.E.N., but it works as intended in I.K.E.M.E.N. GO. <---- GO UPGRADE YOUR M.U.G.E.N. TO THIS, PLEASE, IT'S MUCH BETTER!
I'm TRYING to make the general build work idealy in both engines, but with some issues, there's only so much I might be able to do, and I'm not gonna just NOT do a move because it won't work right in MUGEN. But I will TRY an idea I have to at least let Mango himself hit the ball in MUGEN, his partner in Simul will be screwed though, no way to handle it there as far as I am aware.
Places:
FurAffinity | InkBunny | Weasyl | Twitter
Buy Me a Coffee! (Ko-Fi Tip Jar)
Buy My Merch!
Piczel - Art/Animation/Mugen Stream
Twitch - MUGEN Streams


https://www.vinvulpis.com/
Commission Info
Posted using PostyBirb
Category Artwork (Digital) / Fantasy
Species Exotic (Other)
Size 648 x 432px
File Size 129.1 kB
I'd HIGHLY recommend getitn IkemenGO over Mugen. It's taking most mugen content and it expanded to have many more features for players and developers alike.
https://github.com/ikemen-engine/Ik.....en-GO/releases
It's still a "work in progress" at version 0.98.2, but is still stable enough to play like Mugen's 1.0 or 1.1b (which was never finished before the devs vanished again. Mugen is pretty much a dead engine but the IkemenGo project is breathing new life into it.
https://github.com/ikemen-engine/Ik.....en-GO/releases
It's still a "work in progress" at version 0.98.2, but is still stable enough to play like Mugen's 1.0 or 1.1b (which was never finished before the devs vanished again. Mugen is pretty much a dead engine but the IkemenGo project is breathing new life into it.
Well, the basic idea is that is can still take everything that mugen uses, but it has a ton of expanded features added to that, and they are still adding more to that.
It's pretty much the same thing. Thankfully, Mugen itself is very well documented and the IkemenGo people seem to also be trying to live up to that, by documenting all the new features they added.
Their docs are here:
https://github.com/ikemen-engine/Ikemen-GO/wiki
For all of the base Mugen stuff, you'll still need to refer to all the those 1.1b docs for that. As IkemenGo is able to take everything as it was in that last build. (Tho there are still some minor changes in the behavior of certain things, but I've noticed that which each new release, it seems to improve this)
It also has a new form of coding "ZSS", which I'm not super familiar with, but I think I understand the flow. It just kinda reverses the state controller and trigger relationship in the code. Like, instead of writing a state controller and listing all the trigger for it.... you instead write a trigger and all the state controllers to use at that trigger, which code-wise, actually is way more efficient. I've still be using the default mugen format for at least SOME base-mugen compatibility, but I might just give that up later so tell people to upgrade to IkemenGo, because it is annoying making sure that my code works in BOTH and needing to make a separate .DEF file that loads an extra page of code just for IkemenGo so Mugen won't crash on it. hahah
It's pretty much the same thing. Thankfully, Mugen itself is very well documented and the IkemenGo people seem to also be trying to live up to that, by documenting all the new features they added.
Their docs are here:
https://github.com/ikemen-engine/Ikemen-GO/wiki
For all of the base Mugen stuff, you'll still need to refer to all the those 1.1b docs for that. As IkemenGo is able to take everything as it was in that last build. (Tho there are still some minor changes in the behavior of certain things, but I've noticed that which each new release, it seems to improve this)
It also has a new form of coding "ZSS", which I'm not super familiar with, but I think I understand the flow. It just kinda reverses the state controller and trigger relationship in the code. Like, instead of writing a state controller and listing all the trigger for it.... you instead write a trigger and all the state controllers to use at that trigger, which code-wise, actually is way more efficient. I've still be using the default mugen format for at least SOME base-mugen compatibility, but I might just give that up later so tell people to upgrade to IkemenGo, because it is annoying making sure that my code works in BOTH and needing to make a separate .DEF file that loads an extra page of code just for IkemenGo so Mugen won't crash on it. hahah
This is one of the most buttery-smooth sprite animations I've ever seen. And not just smooth - it's comprehensive, expressive, and absolutely mesmerizing.
The way he bounces and sways gives a clear indication of his personality, and how weighty and strong he is. Despite his fun-loving disposition, he definitely looks like an opponent not to be taken lightly.
Your spritework is stunning, but this one stands out in particular.
The way he bounces and sways gives a clear indication of his personality, and how weighty and strong he is. Despite his fun-loving disposition, he definitely looks like an opponent not to be taken lightly.
Your spritework is stunning, but this one stands out in particular.
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