Been a bit here. Testing an omega super concept for Sheth. Stealin some assets from Aurumo and dummied up some temp anims to get the concept working, but made some quick ice and fire stuff for it. Heavily inspired by what I like to call the Iori Sneeze for the pacing and such.
Another portrait for this series. This time Feliro. At some point I'll probs also do a pixel art styled render set of them too, but I'm having fun using these as a flow and speed practice project of sorts.
Testing out allowing Mango to use his grab to snatch and pocket projectiles Villager(Smash) style. Still a lot to do here, but a good start. I will probably incorporate use of the projectile into what will eventually be his new power button Special.
Projectile synergy time! Aurumo his PyroBurst special back after experimenting with other stuff. Wanted to start adding in fun gimmicks like this. Any of his fire-based normal/special used on his CryoSphere now turns it into a spray. His ice-based moves still don't effect it.
Was reluctant to give Feliro a projectile. Figure making it slow to use helps keep in check. (I let it OTG juggle extend). Feliro is Fox-Pikachu now.
Placeholder anims. Borrowed Aurumo's CryoSphere for the projectile.
He is pretty much figured out. Celebratory dash-dance.
Just realized I never shared this here. This is an idle I made for my character Svasha. I feel like there's a few things I coulda done a lil bit nicer, but I spent enough time on it for the time being.
Been a hot minute, been focusing on life stuff a bit. But, I do live and have been quite well! Posted over on FA and some group chats. Figured I might as well break my silence here too.
So, here's a random practice digital painting of Shiren.
After much consideration and taking a burnout break, I think the system I will build the beat'em-up around is a fixed lane system, with controls built closer to what I originally designed around.
For special inputs, I may do a hybrid simple button/command input.
Got most of the base code down for a replacement for the default lifebar system. Something more modular for beat'em-up purposes. The enemy target display is still a lil finicky but this is a good start. Gonna disable the default soon, probs just keep the timer.
Quick clip. Thrown enemies as projectiles working. Damage is based on the thrown enemy's "weight" constant.
Some work Moving Aurumo over to the beat'em-up format. Pretty good start. Combo, charged attack, throws dummied up. Gave him Max rules for jumping while holding an enemy, rather than Gejhi's jump release.
Testing reworked grab logic for beat'em-up format. Will let each character handle their own options for grabs: pummel limits, what throws do, if they have any special input options. I want to leave room for character expression to show in the simplified moveset.
If you see me at #AC2015 #anthrocon2025 , Don't be afraid to approach me and chat me up. I love meeting people. I've had some people online tell me they're afraid to bother me. Already had a handful of random encounters at the waterfront. Tons of fun!
Looked for an open spot to leave a sticker. Slapped it on there and realized I put it right next to a skibity toilet. #AC2025 #anthrocon2025





