SO, before I drop in this month's update (which is actually focused on the new version of Gejhi, being started, as well as a combo and button system rework.) I wanted to just make a quick personal update.
I recently had surgery, so my progress this month on like EVERYTHING slowed down. I had to get a small cyst removed. I'm recovering well it seems, but the process - frustratingly - slow....
2022-11-30 15:58:54 +0000 UTC
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Download pinned to bottom of post.
So this update isn't as big as I'd have liked it to be, but I'm still coming off of a commission grind. I'm still gonna need more commission grinding thanks to tablet issues I've encountered, but I'm going to try to make more time for these updates either way.
Personal stuff update in this part:
I'm...
2022-10-27 07:41:12 +0000 UTC
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I've decided to pause the cycle for October because while I have been trying to do some work on the projects, I've ended up a failed experiment. (For now)
I was trying to rework the way the parry function works, but I've had some issues with gettin it to properly function in the IkemenGo engine. I've SAVED the work for whenever IkemenGo gets an update that will fix the issue, but ...
2022-09-29 01:14:32 +0000 UTC
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Post update: I made a quick patch to Gejhi's (and Aurumo's) AI. I noticed for some reason Gejhi's AI was having an issue with jumping, so I added a quick fix for that. I'm also aware of another small bug with the AI with certain defensive things that seem to break the AI temporarily. This will be fixed soon.
ZIP FILE AT BOTTOM OF POST
So, the bigges...
2022-08-31 04:52:27 +0000 UTC
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Hello all, I squeezed in some time this month between my heavy commission workload to get some more work on this stuff out.
This update is focused on Mango, But ALSO, I fixed the issue that was crashing the updated AI characters in the MUGEN Engine. I got some help to figure out the weird error message I was getting and it turned out the be a simple fix, it was just reall...
2022-07-28 07:40:14 +0000 UTC
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As I said in the last post. I was going to focus on gettin the AI working so that I can present it at AnthroCon.
Download ZIP at the bottom of post.
I have Gejhi and Aurumo Presentable, but I didn't manage to get Feliro quite that far, but he has a basic level of stuff working here.
Mango and Shiren don't have any AI yet.
I'm going to try to squeeze in a...
2022-06-29 09:42:21 +0000 UTC
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Well I have a new update finally, and this one features Shiren now. Sh'e 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 s...
2022-05-31 21:58:58 +0000 UTC
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I starting working on AI again. Starting specifically with rewriting Gejhi's AI. His previous AI was rushed because I wanted to get the character out for folks to finally play with, but after some patches I made, it also seemed to weirdly effect his behavior.
SO, I'm rewriting his AI very carefully this time, and working out the kinks and weird glitches I overlooked and already fixe...
2022-05-05 23:08:15 +0000 UTC
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Yeah, like the title says. I wanna wave the charge coming up in a couple days for current patrons. I've been trying to pick at work on the characters, but I've not been able to do a satisfactory amount of work on them yet. I've been bogged down with other stuff lately.
As I usually say, I don't like my supporters being charged when my output is lacking.
I'm gonna try to get so...
2022-04-29 01:38:47 +0000 UTC
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This month's update focused on Aurumo again.
Before I go over the Aurumo updates, a couple things of note are universal:
I adjusted the tag-in attack positioning of each character to reduce accidental crossups.
I had to tweak my special control code again because the recent IkemenGo update 0.98.2 changed/fixed their input reader a bit and it slightly broke my co...
2022-03-30 22:03:26 +0000 UTC
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Sorry for the lag on gettin Shiren and more character updates out. It really feels like my ADHD has been full-blown lately and I'm struggling to stay on top of things. (long story with meds and heart issues and trying other stuff) ionno. I was okay for a while but for some reason I've extreme slow paced on everything I've been picking at.
That said, I WILL have an update with Shiren and o...
2022-03-10 20:46:21 +0000 UTC
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Ey, sorry for the delays on gettin Shiren out, but stuff has came up and I needed to shift my focus a bit, so I couldn't focus mega hard on this stuff recently, but I'm gonna try to get that Shiren WIP out before the month's end.
That said, here's an update to hold over. I've been picking a bit at the critters and a bit at how the tag system works for them in IkemenGo.
I also realiz...
2022-02-17 00:21:40 +0000 UTC
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I'm gonna be pushing to get another WIP critter out for you all!
This here is Shiren. I have a file started for her in the game, but only basic movements so far.
She's gonna be a "half-grappler" archetype. Good movement on the ground but more limited in the air. (weak air-jump and air-dash, sluggish mid-air steering.)
She'll have some throws that are worked into he...
2022-02-05 00:03:13 +0000 UTC
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CHARACTER DOWNLOAD AT BOTTOM OF POST.
EDIT: SMall change to add small and large portraits to Mango's file, instead of the placeholder Aurumo. Also Mango's Read-Me was updated.
Characters in this update are GEJHI, AURUMO, FELIRO and the featured one of this update, MANGO. Mango is mostly the only one with updates in this post. Aurumo go...
2022-01-11 06:42:59 +0000 UTC
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Download pack is at the bottom of this post.
EDIT: Fixed an issue I overlooked with Aurumo and Mango not crashing the MUGEN versions on load. IkemenGO has a weird small difference it's fine with that MUGEN don't like with math involving brackets.
So, his pack features the new boy. Mango. A sassy trollish critter having fun and not takin anything ser...
2021-12-31 23:48:16 +0000 UTC
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This here is Mango, a new WIP critter I'll be adding in the next batch of characters I'm planning to drop in tomorrow. Along with some updates given to Aurumo since the last drop, but I still have work to do on him with some changes I've made to his heat-system and a couple of his attacks.
But I managed to squeeze out work on this new boy gettin him pretty far along to a complete moveset,...
2021-12-31 06:52:03 +0000 UTC
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It's been a bit since I've posted an update animation sprite set for download, so, here's a new set for Aurumo with all the frames and gif exports I made so far. It has a handful of updated animations that I finished. I have more on the way, so I'll be posting another Aurumo set next month, as I'm at the point of grinding out animation work for him.
This includes other unfinished assets i...
2021-11-30 05:44:42 +0000 UTC
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This update is largely focused on Aurumo, but also have a universal update for the other two characters.
AS USUAL, download is at the bottom of the post.
EDIT: Something small I missed with the matchwin splash that I missed the 2nd location that called it. It's turned off in team matches for the time being. (see below)
EDIT2: ...
2021-11-30 05:33:05 +0000 UTC
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[Quick patch 11/13/21] Just posting this up at the top of this post. I noticed that Aurumo and Feliro's Omega supers didn't activate when the meter said so. I forgot to change one number in the two of them to match the changes I made to Omega meter. Feliro's move still have a sync issue when in tag team mode which I'm going to figure out for next update.
--------------------...
2021-11-01 01:04:52 +0000 UTC
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So, the last couple of weeks I've been picking at working my code a bit to play nice with Ikemen Go, which is an engine that has expanded on the Mugen 1.1b engine considerably with a lot of added features. So, what I'm aiming to do is make my characters consistent in both engines at the base level, which I have achieved. I just need to fix a couple things on Aurumo and Feliro. This code rework ...
2021-10-18 22:36:49 +0000 UTC
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Soooo, I'm letting October come free for current patrons again. I've been very bogged down with personal stuff going on lately and my motivation hasn't been the greatest. Among the issues, I've been going through doctor offices because of pending/unknown issues they are trying to figure out and some clues have been found. It's just been wearing at my mentally for a while, but rest assured that ...
2021-09-28 07:48:37 +0000 UTC
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I'm not gonna charge supporters on September 1st. This month was a quiet one for meaningful updates outside of what I posted at the start of the month. I haven't had a ton of time to grind out animation for Aurumo and Feliro, so and just waving the charge for this month as usual when I have a quiet period.
Don't want folks payin me when I don't have good updates.
I am planning to ...
2021-08-31 18:13:10 +0000 UTC
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For this update, it's mostly a character mechanic and adjustments update. I did a lot of play testing and made various adjustments to the system.
Both Aurumo and Feliro got changes and fixes done in this update.
Character download zip file is at the bottom of this post.
After this post, I'm going to be focusing much more on finishing the anim...
2021-07-31 22:35:56 +0000 UTC
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Downloads are at the bottom of this post.
This Update focuses on Feliro mainly.
Before I get into the Feliro-specific details. Some small adjustments were made to the internal mechanics for all characters. I made changes to my special buffer system. Doing cancels between moves is now more consistent with a 12-frame buffer for inputs during attacks. This was done for at...
2021-06-28 00:03:28 +0000 UTC
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Finally here, as I stated in the evening. Feliro is also included with a small universal update.
DOWNLOAD IS AT THE BOTTOM OF THIS HUGE POST. There's a LOT of patch notes to this update.
Aurumo is FUNCTIONALLY finished, but just needs a few animations for intro/win/lose and a for his Riposte throw (and a possible frozen foe throw I may add)
Oh, he also still...
2021-06-01 08:41:27 +0000 UTC
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I'm almost done with the big wave of updates for Aurumo where his moveset will be complete with all animations except intro/win/time over loose animations.
I'm gonna drop in within a few hours, but I'm way too close to the deadline for the month for me to justify charging you all again. I tried, but I don't feel right charging, even if I'm putting it out in a lil while.
So yeah. K...
2021-06-01 02:33:28 +0000 UTC
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So, I've been trying to squeeze in work on Aurumo's file, and I'm dangerously close to the end of the month again. Commission work's been heavy, at least with me trying to finish various commission projects.
That said, I have rough animations of ALMOST everything needed for Aurumo. Just a couple of universal animations are missing (dizzy, guard flinch frames, and stand/couch transition fr...
2021-05-29 06:37:33 +0000 UTC
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Just giving a quick news post.

I'm not happy with my progress on Aurumo and Feliro that I've been trying to get out, and I haven't been able to implement missing things that I wanted done before the month was out. Some work on commissions was pushed to get those finished which also ate up p...
2021-04-29 00:11:44 +0000 UTC
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So, I'm at the point with Aurumo and Feliro now where I can focus on cleaning and detailing up their animations while I fill in the last bits of what they are missing. So, even though the detailing may not be finished, the play mechanics and moves for the characters should be full filled out. I've already made some more adjustments to how some of their moves work as well.
Wh...
2021-04-15 21:40:08 +0000 UTC
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So here's a double update for both of these critters.
For the most part this update is a balance and mechanical tweak for these two. I didn't get a chance to add in too much in the way of missing animations and attacks, but there is a significant amount of code and testing work that went into this round to iron out how these two play out. I wanted to pump out some more work on them, but, ...
2021-03-30 00:01:13 +0000 UTC
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