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New Challenger Approaches!

  • Writer: Pulloff
    Pulloff
  • Jun 6, 2023
  • 2 min read

Work on Toph has officially gone underway. Some animations I completed already, but just a head's up, the work has been infrequent. I've been working on my Twitch channel, a new video game, and I had jury duty, so only 1/4 of my time has been developing the next Mugen character. Still, getting her to 14% complete in one month is pretty nice. It helps that I'm using the same jump animation for all jumps. I can do that since she doesn't ever really jump unless it's some sort of ground attack.


Her player icon is complete, as is her select portrait. I figured I'd get those out of the way. As stated, her jump is complete, her idle animation, and her crouching sprite. Her crouch I'm not entirely happy with, but it's passable. She doesn't really crouch much either, unless she's just sitting on a rock. Moreover, her walking animation has been completed early June.

A lot of these animations are going to be reused for other situations like her hop-back and what-not. I don't want to spend a lot of time on this character, but I do want her to look good. I like Toph and is one of the best heroines ever, but I have no personal burning passion for her exactly. I'm also intimidated by the rock animations and having dust go everywhere. And since she'll probably switch from close combat to long-range, I still need to make her somehow susceptible to mid-ranged fighting. I want Toph to have low defense, high attack, and difficult to land a hit on. I plan to have her attacks work as defense and offense, protecting her while being a hazard to the enemy at the same time. The idea of balancing her is a bit terrifying.

 
 
 

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