![Click to change the View [IKEMEN GO] WIP Character Update SEP-02-2024](http://d.furaffinity.net/art/vinvulpis/1725322446/1725322440.vinvulpis_wip_update_sep_02_2024.gif)
[IKEMEN GO] WIP Character Update SEP-02-2024
Sorry the GIF is so small. FA's file size restrictions are tough to fit stuff into sometimes.
This is an update for patrons to get the lastest update of my characters.
Membership for downloads is just $5 per monthly update.
I try to post at least 1 update a month, around the end of each month.
I DO NOT CHARGE IF UPDATE IS DELAYED OR MINOR. I simply pause billing for the following month.
I am currently up to 7 WIP characters: Gejhi, Aurumo, Feliro, Mango, Rael, Ciacyl, Shiren.
To check out my content, you can become a supporter here: https://www.patreon.com/VinVulpis <--
Post description follows: https://www.patreon.com/posts/wip-character-02-111304499
As promised, here's the free update for current patrons.
Download attachment at bottom of post.
IKEMENGO ONLY. (nightly build may be required)
So, this update has a handful of smaller updates I've made over the last couple of months. AS HAS BEEN USUAL, I've been a bit of a scatterbrain with juggling tasks and my game work kinda fell into the background. I was looking to charge for this month, but eh, one more freebie until my gears shift for new life changes as I mentioned a bit in my post a couple days ago.
Ciacyl's and Shiren's AI have been polished up a bit more from the pre-AnthroCon Update I posted a couple months ago. Ciacyl's AI does not use his new projectile yet tho. It might still use the Dropped Spark Burst attack.
MANGO:
Mango got a small change, I got rid of his unique parry. This is in preparation for the new update to universal guard I would like to make that has a sort of "perfect" defense option. I also think that Mango's defenses are already really good without it, so I'll instead convert some of that idea over to the new universal defensive gimmick.
FELIRO:
Feliro got a small tweak to Dust Devil slightly increasing the startup a small amount. I also increased the mid-air recovery of it to hinder stalling ability a bit more.
I may later end up building in a universal anti-stalling mechanic that starts taking meter away if a character refuses to engage with a target for too long. I don't want to hurt zoners, I just want to discourage playing keep away over long distances without interacting with a target. But this is a task for a later day.
RAEL:
Rael is holding a new experimental universal mechanic I've put in to avoid allowing characters to move too fast horizontally for too long. It is a soft limiter that starts reducing speed (currently 5% per frame) if over the threshold. Doing this to avoid additive and motion canceling from gettin out of hand. When I finish tweaking this, I will be putting this in onto the rest of the characters and adjusting some things on them as needed.
Rael's main update is a new experimental air-jump cancel to most of her air normals (excluding her down 1 and down 2 air attacks). I THINK that this route is FINALLY starting to feel more right for her. I may give some other characters an air-jump/air-dash cancelable normal here or there, but I wanted her kit to center around the gimmick.
The current Power button attack she has is a projectile idea I wanted to test out for her. I'm going to be replacing it with something different to be determined.
I have dropped the Kick ender to her Jab combo for now. I might give this a new ender option that acts as a simpler, but fast grounded combo option that isn't as rewarding as a juggle starter like her up-1 and up-2 attacks on the ground.
Grounded Up-2 jumps slightly lower.
In trying to figure out more what to do with her, I kinda looked at more material and I think maybe something like some of Alfred's gimmicks from Real Bout Fatal Fury might be interesting for her.
I instead might drop that long jet punch (or move/repropose it) in favor of a unique angled or U-shaped arching flying attack.
Rael does have a different functioning Super now, which is a large fiery version of the flying punch, which will be staying.
I tweaked the upward knockback of Rael's air-back-2 to better work with jump/dash cancel chaining into a Jigglypuff styled "wall of pain" style latter combo with her 2 air-jumps. It's a light skill-based timing combo that I think is rewarding enough to currently net about 300-350 damage without meter, pending on the move used to start the juggle latter and finished with The "heady-copter" special move.
Rael also has an experimental placeholder projectile in place of [D,DF,F + 1 ]. I'm going to make a new graphic and animation set for this attack, but the idea is to be just a basic, short ranged projectile. I'm going to call it "Wing Slash" where she'll do a two-handed swing to generate a quick swirling vortex that hits a few times before fading. It can be a basic ground combo ender, or a possible juggle tool.
CIACYL:
Ciacyl's changes are small so far. I've droped the "Spark Burst" special attack to drop some redundancy in the moveset, but the BURST [x+y] version of it is still there.
Ciacyl has a new experimental projectile that he can use independent of the Psy Spark. It has two input commands: [B,D,F] OR [B, U, F] + 2. Performing the UPWARD half-circle throws the disk at his chest level. doing the DOWNWARD half-circle throws it low at a crouching position.
Ciacyl can now use Teleport even while the Psy Spark is in "Bound Mode." This opens up some fun movement options along with a fun way to cancel air-normals and play around with more combo options while it's still bound to him.
Ciacyl now has a rough draft of an Ax Kick that starts a juggle as his UP-2 attack. It's slow, but it hits hard and is a great combo tool.
Teleport now always makes Ciacyl airborne for consistent interactions.
Teleport now has a limiter to only allow it to be used once until he lands.
While the Spark is in "Away Mode" the spark somewhat follows his motion at about 67% speed.
THAT'S THE JIST OF THIS UPDATE.
I think there might be a few small tweaks I made to other characters, but I honestly can't remember everything in all the business and how touch and go my updates to it have been.
With my new life changes, I'm intending to work a lot more consistently on this project once the rest of my commissions are finished. I really want to make my personal projects more the focus of my art time while doing commissions here and there in small bits instead of constantly like I have been doing. The fulltime Job I just landed will allow me to avoid art-related burnout while giving me a great personal gain of a good consistent income with a predictable steady schedule for once.
Any questions, feel free to contact me.
Thanks much everyone <3
Posted using PostyBirb
This is an update for patrons to get the lastest update of my characters.
Membership for downloads is just $5 per monthly update.
I try to post at least 1 update a month, around the end of each month.
I DO NOT CHARGE IF UPDATE IS DELAYED OR MINOR. I simply pause billing for the following month.
I am currently up to 7 WIP characters: Gejhi, Aurumo, Feliro, Mango, Rael, Ciacyl, Shiren.
To check out my content, you can become a supporter here: https://www.patreon.com/VinVulpis <--

Post description follows: https://www.patreon.com/posts/wip-character-02-111304499
As promised, here's the free update for current patrons.
Download attachment at bottom of post.
IKEMENGO ONLY. (nightly build may be required)
So, this update has a handful of smaller updates I've made over the last couple of months. AS HAS BEEN USUAL, I've been a bit of a scatterbrain with juggling tasks and my game work kinda fell into the background. I was looking to charge for this month, but eh, one more freebie until my gears shift for new life changes as I mentioned a bit in my post a couple days ago.
Ciacyl's and Shiren's AI have been polished up a bit more from the pre-AnthroCon Update I posted a couple months ago. Ciacyl's AI does not use his new projectile yet tho. It might still use the Dropped Spark Burst attack.
MANGO:
Mango got a small change, I got rid of his unique parry. This is in preparation for the new update to universal guard I would like to make that has a sort of "perfect" defense option. I also think that Mango's defenses are already really good without it, so I'll instead convert some of that idea over to the new universal defensive gimmick.
FELIRO:
Feliro got a small tweak to Dust Devil slightly increasing the startup a small amount. I also increased the mid-air recovery of it to hinder stalling ability a bit more.
I may later end up building in a universal anti-stalling mechanic that starts taking meter away if a character refuses to engage with a target for too long. I don't want to hurt zoners, I just want to discourage playing keep away over long distances without interacting with a target. But this is a task for a later day.
RAEL:
Rael is holding a new experimental universal mechanic I've put in to avoid allowing characters to move too fast horizontally for too long. It is a soft limiter that starts reducing speed (currently 5% per frame) if over the threshold. Doing this to avoid additive and motion canceling from gettin out of hand. When I finish tweaking this, I will be putting this in onto the rest of the characters and adjusting some things on them as needed.
Rael's main update is a new experimental air-jump cancel to most of her air normals (excluding her down 1 and down 2 air attacks). I THINK that this route is FINALLY starting to feel more right for her. I may give some other characters an air-jump/air-dash cancelable normal here or there, but I wanted her kit to center around the gimmick.
The current Power button attack she has is a projectile idea I wanted to test out for her. I'm going to be replacing it with something different to be determined.
I have dropped the Kick ender to her Jab combo for now. I might give this a new ender option that acts as a simpler, but fast grounded combo option that isn't as rewarding as a juggle starter like her up-1 and up-2 attacks on the ground.
Grounded Up-2 jumps slightly lower.
In trying to figure out more what to do with her, I kinda looked at more material and I think maybe something like some of Alfred's gimmicks from Real Bout Fatal Fury might be interesting for her.
I instead might drop that long jet punch (or move/repropose it) in favor of a unique angled or U-shaped arching flying attack.
Rael does have a different functioning Super now, which is a large fiery version of the flying punch, which will be staying.
I tweaked the upward knockback of Rael's air-back-2 to better work with jump/dash cancel chaining into a Jigglypuff styled "wall of pain" style latter combo with her 2 air-jumps. It's a light skill-based timing combo that I think is rewarding enough to currently net about 300-350 damage without meter, pending on the move used to start the juggle latter and finished with The "heady-copter" special move.
Rael also has an experimental placeholder projectile in place of [D,DF,F + 1 ]. I'm going to make a new graphic and animation set for this attack, but the idea is to be just a basic, short ranged projectile. I'm going to call it "Wing Slash" where she'll do a two-handed swing to generate a quick swirling vortex that hits a few times before fading. It can be a basic ground combo ender, or a possible juggle tool.
CIACYL:
Ciacyl's changes are small so far. I've droped the "Spark Burst" special attack to drop some redundancy in the moveset, but the BURST [x+y] version of it is still there.
Ciacyl has a new experimental projectile that he can use independent of the Psy Spark. It has two input commands: [B,D,F] OR [B, U, F] + 2. Performing the UPWARD half-circle throws the disk at his chest level. doing the DOWNWARD half-circle throws it low at a crouching position.
Ciacyl can now use Teleport even while the Psy Spark is in "Bound Mode." This opens up some fun movement options along with a fun way to cancel air-normals and play around with more combo options while it's still bound to him.
Ciacyl now has a rough draft of an Ax Kick that starts a juggle as his UP-2 attack. It's slow, but it hits hard and is a great combo tool.
Teleport now always makes Ciacyl airborne for consistent interactions.
Teleport now has a limiter to only allow it to be used once until he lands.
While the Spark is in "Away Mode" the spark somewhat follows his motion at about 67% speed.
THAT'S THE JIST OF THIS UPDATE.
I think there might be a few small tweaks I made to other characters, but I honestly can't remember everything in all the business and how touch and go my updates to it have been.
With my new life changes, I'm intending to work a lot more consistently on this project once the rest of my commissions are finished. I really want to make my personal projects more the focus of my art time while doing commissions here and there in small bits instead of constantly like I have been doing. The fulltime Job I just landed will allow me to avoid art-related burnout while giving me a great personal gain of a good consistent income with a predictable steady schedule for once.
Any questions, feel free to contact me.
Thanks much everyone <3
Posted using PostyBirb
Category All / Fantasy
Species Unspecified / Any
Size 480 x 269px
File Size 7.99 MB
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