Good work! I like it! Only thing i would suggest its that you make the orange a little bit brighter
Good work, my only suggestion its to change that walk anim into a "roller" animation,just that I had said to Laspacho.create something like Iceman ;)
after all he have wheels! and we need to be creative with the bases,this character will need to be very original on the movement!
(edit): try to add more time to the frames of the walk when he fully steps with the feets to create and illusiong of rolling
Very nice Topman! =D>1º he has no pallet, and I have no idea how to do them, it's my first work from nothing.
Wanted to make different pallet for him and came up with this:
(http://i55.tinypic.com/2vci5au.png)
1st is my attempt on making smart pallet for him, duuno if you made it already or not, but you need one :)
2nd original one with different roller and shade for top
3rd looking like official art
4th topman.exe pallet.
I want you to use 3rd as main. Also I've added shading on arms and legs.
Good luck to you %%- I think this one going to be great character :thumbsup:
i made a pallet.nice pallet ;D, Perhaps we should distinguish the shadows a little more, in yellow areas.
(http://img132.imageshack.us/img132/5739/topman.png)
By theclone45 (http://profile.imageshack.us/user/theclone45) at 2011-01-15
Here are some palletes:
MetalGarurumon, WarGreymon and Omegamon (Omnimon)
(http://img440.imageshack.us/img440/9316/topmanmvcdigimonpallete.png)
(http://img13.imageshack.us/img13/5739/topman.png)
You can use anything from my old Topman sheet if you'd like. :thumbsup:
(http://img13.imageshack.us/img13/5739/topman.png)Oh my god. I saw that Top Spin and cried tears of joy.
You can use anything from my old Topman sheet if you'd like. :thumbsup:
Kick looks nice, reminds me of Spider-Man's. The punch has no range though, don't think it'll work.
Well, long time since that post, i was working in topman. at this time I did some more animations. I have some samples here ..
all guard done.. example
(http://photos-g.ak.fbcdn.net/hphotos-ak-ash1/180711_202231639792894_111799108836148_879180_3221959_s.jpg)
strong kick
(http://www.freeimagehosting.net/uploads/cfdf25df05.gif) (http://www.freeimagehosting.net/)
strong punch
(http://www.freeimagehosting.net/uploads/a33834d0a2.gif) (http://www.freeimagehosting.net/)
I did all the basic movements,exept crouch light and crouch medium punch, and those included in the Template.
so I'm willing to listen to ideas for special sprites, though I'm not ready to program them.
just because I have no experience on mugen...
edit: many original moves, color updated ;)
two palettes: a lighter orange(for different tastes), and a blue body, black (marron) face (will not discriminate LOL ).
Holy medarolly!!! :o (always wanted to say that)I thought in a slide, make a tackle, but it felt right to him, decided that the slide is for the rush and the kick that knocks down ( :2 :bk ) but if I think of something better or someone has an idea,i'll think
Amazing! Very well done! :thumbsup:
Have you decided on specials yet? I think he could use some somersaults and back-flips, may be sliding.
NICE SPRITES!!! =D>
I will apply, thanks for the contribution
only that, I did not know that the robot had bone lol
Doesn't Megaman have an intro or win pose where they show some type of bone layout under him.? Unless that didn't come from the original sprite set.
All in all though, do find it odd regardless to see a bone layout in there.
Nice!
You could give him an attack like Megaman III, where he throws three tops that hover in the air then aim at the enemy.
jfa, your topman doing great :thumbsup:
(http://i51.tinypic.com/2diozzo.png)
I've really got attached to him in process of making, so take good care of him ;)
---
Maybe this'll inspire you a bit
http://www.youtube.com/watch?v=2ZASceuvv74# (http://www.youtube.com/watch?v=2ZASceuvv74#)
http://www.youtube.com/watch?v=a152ekP2L6g# (http://www.youtube.com/watch?v=a152ekP2L6g#)
Good to celebrate my promotion to RMM Contributor, and look with 5 purple stars in a short time (I think it was fast). I will show progress of char that created only by fanaticism.
:)
-New Stand pose, no more Lambada dance... :D
AH! FREAK IT!
isn't something new on Top Man yet?
if not... i will help ya...
special intro with the Tediz Grunt?
Grunt: You, Top Robot... you're the So called "Spinning Demon", i will be over you NOW!
Top Man: Yes, i am the "Spinning Demon", but I will be over YOU!
AH! FREAK IT!Nice pointing..
isn't something new on Top Man yet?
if not... i will help ya...
special intro with the Tediz Grunt?
Grunt: You, Top Robot... you're the So called "Spinning Demon", i will be over you NOW!
Top Man: Yes, i am the "Spinning Demon", but I will be over YOU!
i believe he's finished.
Wow Greats News!!!! :D Coming soon I finish all the sprites of gutsman and metools! But I need FIx the sprites! :S
Wow Greats News!!!! :D Coming soon I finish all the sprites of gutsman and metools! But I need FIx the sprites! :S
WHY THE HECK YOU ISN'T POST IT IN YOU FREAKING GUTS MAN'S THREAD?!?!:DxDie
I got it, and I see many misaligned sprites and the char is placed on the wrong position (look at this front leg, is bellow Megaman's front leg. Since they share the same base, the position needs to be the same)I will see these changes, and the clsn box, thanks for the help WIP´s King.
(http://i.imgur.com/3nLYd.png)
Do you mind I fix it for you?
Post Merge: August 13, 2011, 11:50:43 AM
Here is the fixed version.
What I done:
- added small, big and versus portrait
- aligned all the basic and attack sprites (I haven't touched the hitsprites)
You will need to fix the air, since some sprites had changed position. Plus, some clsn are wrong.
I would fixed it myself, but I'm on a hurry, sorry.
the link: http://www.mediafire.com/?84yyrfzpsprlqup (http://www.mediafire.com/?84yyrfzpsprlqup)
O-O¿ Sorry, I was wrong to post! was in a hurry!
Sorry for bumping, but I want to help you make TopMan, 'cause work on ShadeMan is kinda frozen. *Iceman ThumbsDown!*
I already fixed some CLSN boxes, now I just need to find a way to edit snd files. I came up with something special for his voice acting... :D
Hey man, if for good, do what you want. Coincidences gives life, just yesterday I worked on Mugen, I began my vacasiones. ;DYeah, I always try to help. And I also got some questions:
any matter, tell me and I answer, no problem. :thumbsup:
1.Adding more frames to the corresponding animation. :(|)1. There are more than 1 frame, but it only shows the first one...
2.Go to the state of the animation and add an instance Hitdef status within it.
example for the animation 200(click to show/hide)
3.know little of this, but I think the sounds are added to SND from WAV, directly to a program, I have explained but not implement it and forget it.
But if you get good voices(I did not find) could investigate the matter.
PD:send a PM to these issues.
PD:if you do not understand this well, do not speak English :-[
1. Add execute time to each frame (?)1. execute time?
2. ill waiting (?)
3. Fighter factory edit SND and SFF files (?)
3. http://www.sounds-resource.com/ (http://www.sounds-resource.com/) :-??It doesn't contains sounds from Wii games... <_<|...|
1-if u use FF ultimate is hereThanks! After my christmas break, I'll try it out!
(http://a1.sphotos.ak.fbcdn.net/hphotos-ak-snc7/388760_197922146966625_100002465249020_384214_157247350_n.jpg)
PD: The TOPMAN was u send PM isn´t the lastest version, i was uploaded this version in the post?
Lame Win Pose, but It's Something xDSorry, but i have got planned all the winposes already...
BTW
(http://fc08.deviantart.net/fs71/f/2012/009/e/6/top_man_dizzy_by_greasiggy-d4ltui2.png)
Dizzy getting Dizzy...
Lame Win Pose, but It's Something xD
BTW
(http://fc08.deviantart.net/fs71/f/2012/009/e/6/top_man_dizzy_by_greasiggy-d4ltui2.png)
Dizzy getting Dizzy...
Sorry, but i have got planned all the winposes already...
...however, that could be a possible dizzy animation.
I actually made those Sprites as a Dizzy Animation...
that's why i said "Dizzy getting Dizzy..."
Yes, I read that. but as he does not move, I thought it was frozenchange the color to blue and that's that. I thick it looks good as a freeze.
(http://ohdios.com/memes/yao-ming-meme.jpg)
(http://fc04.deviantart.net/fs71/f/2011/074/a/a/mvc_top_man_burned_sprite_by_greasiggy-d3bpwgj.png)(http://fc02.deviantart.net/fs70/f/2011/074/a/a/mvc_top_man_frozen_sprite_by_greasiggy-d3bq5kb.png)(http://fc05.deviantart.net/fs71/f/2011/075/7/1/mvc_top_man_shocked_sprites_by_greasiggy-d3bs5rv.png)
:-??Not bad, I think, I gonna use that.
Not bad, I think, I gonna use that.he quoted himself. He made and posted those early last year.
But why is it quoted? Just asking.
Maybe an Hyper that he uses a Ultra Combo and then he spins launching the opponent very far (Wall bounce included)That sounds more fitting for his First Hyper, "Spinning Kick". But how about an hyper, where he creates a river, where his tops swim around? The name: "Top River Deposit". What do you think?
:-??
That sounds more fitting for his First Hyper, "Spinning Kick". But how about an hyper, where he creates a river, where his tops swim around? The name: "Top River Deposit". What do you think?
I don't think an Aquatic Hyper...It's not aquatic typed, it's curse typed!
he quoted himself. He made and posted those early last year.Okay, I got it.
The sprites are okay. they look a little shaky too me tho. :-??As long as it doesn't look stiff, I think, it's okay.
No problem with the boy, let it be, before he should studyThanks. Now, I can finally use it.
the old crouch hurt sprites needing improvement, and it looks better :)
I love how you've made his small portrait part of his victory sprite. It gives an "I'm gonna win no matter what!" feeling.Wow, I didn't knew about that. Thanks for letting me know.
Wow, I didn't knew about that. Thanks for letting me know.(click to show/hide)
What about helping me on Tomahawk Man?Damn, I really would like to help you, since TomahawkMan DOES have got potential. The problem: The only attack ideas for him are the attacks of Nightwolf from Mortal Kombat... ~X(
Since i'm too busy...
You could actually finish it with me... :-??
>:-(-|That wouldn't work, I never played any of the Killer Instinct games.
Or Maybe Gargos from Killer Instinct 2
Damn, I really would like to help you, since TomahawkMan DOES have got potential. The problem: The only attack ideas for him are the attacks of Nightwolf from Mortal Kombat...
Use Unregistered Hypercam. It's FREEEEEEE!!!!!!!!!!!!!Hypercam hasn't got sound.
Use Camtasia Studio.Camtasia isn't user-friendly, and thus, I don't even know, how to use it. o.O#
Camtasia isn't user-friendly, and thus, I don't even know, how to use it. o.O#
You're certainly mistaken. I had no problems using it, and I still use it on all my videos.Yeah, but I had...
Use Bandicam...I have to try it out first, but thanks!
it says that it works...
Use Camtasia Studio.
Please do Windman!Well, I need to ask Manic for new angles of all the parts...
Use Bandicam...It's a test version. Can I, at least, keep it forever?
it says that it works...
It could be a different way of doing a top projectile on the ground or in the air, or borror another robot's weapon that is somewhat suiting perhaps.So yeah, I need an animation of TopMan switching powersets (including the shining part) and other powerset ideas.
hitmontopThis
hitmontopWut?
Send me the version of Topman you have been working on. I'll go through the sprites and make a weapon change for you. I should get some time to make it at some point this week or over the weekend. Was a dodge and slide made for Topman yet?Will do! Not sure, if he has got dodge and slide sprites, but I think, I made most of the anims, that Chaotic's Megaman had, and it only had got onw or two dodges.
Dunno about Slash claw, since he doesn't have a claw.
Thunder Bolt/Elec Beam, Ice Slasher, Bubble Lead, Atomic Fire, Shadow Blade, and etc.
Those Powers...
look at the pokemon hitmontop.
^^(PM)^
* Triple Kick - Self explanatory;
* Vacuum Wave - Spin rapidly to attract the opponent, then either stun or hit him;
* Dig - Spin rapidly to dig underground then appear on the other side. It could either be a simple teleport move or actually hit the opponent.
Neither does Megaman or Bass. That's a mere detail.
Are you nuts? You can't simply throw in any random power, they must fit the character. And none of these fits him.
I see a contradiction here.
I think Topman's moves should be somerhing related with spin, velocity, air (vacuum) and others. I don't see a piercing move fitting him, but its just me.
* Triple Kick - Self explanatory;*TopMan's kick combo is already similar to triple kci. Actually every kick combo is similar to Triple Kick
* Vacuum Wave - Spin rapidly to attract the opponent, then either stun or hit him;
* Dig - Spin rapidly to dig underground then appear on the other side. It could either be a simple teleport move or actually hit the opponent.
*Could you show me that attack in detail? It sounds interesting
Okay think mortal kombat king lao. He spins like top man. You know how he spins right? YouTube some videos if you don't. The spin works in three different ways;I saw an exesive Kung Lao playthrough of MK2, and I didn't saw any spins...While it sounds interseting, I already gave him a move, that will stun the enemy. I just need to edit the attack, so it actually will stun the enemy. Also, the first 2 spins doesn't fit as an actual attack. And the third spin sounds like an attack, that is better suited as an special...
Startspinning in place.
One the opponent is pulled toward top man. If they touch him there stunned. This is useful if you have traps on the stage. You pull the opponent into them.
two the opponent is pushed away because top man spins in reverse. Same thing good if you got traps. You push the opponent into them. Gray for a keepaway game.
Three a quick spin. Spin in placE like kung lao knocking the opponent up in to the air or away from top man.
A Hyper where he rides a giant top that has blades on the edges. Think bay blade. This would behave similar to mega man hyper with rush drill.Nah, I already decided on the candidates for the fourth hyper. By the way, here is the poll:
Into where a small top spins in and summons to man.think bar blade.
There are do many things you could do with to man..I got ideas for days.
I think the dig and spin I mention are good because all the moves start the same so its hard to tell what top man is doing. "Is he teleporting should I attack. Oh no he dig under me! Damn top mean cant tell what he's doing" is what people will say. :thumbsup:Nah, I don't like attacks, where you don't know, what he does next...
REALLY U DIDNT SEE LAO SPIN....... BUY SOME GLASSES. AS FOR THE REST WHAT EVER. GOOD LUCK WITH THE U WORK.LOL, I already have got glasses, but still. Maybe the player didn't used that attack. The only think, I could do now, is downloading Kung Lao for MUGEN...
RAGE OUT!!!!
mk3Yep, he really spins. However, TopMan has a spin similar to the one in that video WITHOUT that being based of MK3. It was still a good idea, it just was made already...
http://www.youtube.com/watch?v=koTq1M-hLWA# (http://www.youtube.com/watch?v=koTq1M-hLWA#)
I looked though Topman's sprites, I will make the dodge, slide, and weapon change.Thanks a lot, laspacho!
Thanks a lot, laspacho!
The Dodge, Weapon Change, and Slide are Done and sent. I think it's dinner time now. :coolThanks! Now I'll code the Charge Kick! Also, does someone know, how to resize stuff without looking pixely? I want to make a giant version of his top projectile for Giga Top.
Thanks! Now I'll code the Charge Kick! Also, does someone know, how to resize stuff without looking pixely? I want to make a giant version of his top projectile for Giga Top.
Also, here is the current powerset list (green means finished, yellow means coding finished, orange means spriting finished, red means not finished):EDIT: LOL, I just noticed an error in TopMan's dodging sprites. He's missing his knees. I'll try to fix that soon.
- Charge Kick (uses MegaBall's slot)
- Tornado Spin (uses AirAttack's slot)
- SONIC BOOMarang (uses QuickBoomerang's slot)
- Giga Top (uses GutsBuilder's slot)
- ? (uses ThunderBeam's slot)
- ? (uses MetalBlade's slot)
Thanks! Now I'll code the Charge Kick! Also, does someone know, how to resize stuff without looking pixely? I want to make a giant version of his top projectile for Giga Top.
;----------------------------------------------
;Hyper 4 (Biorythm of the Top) Part 1
[Statedef 3400]
type = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 3400
juggle = 1
sprpriority = 2
[State 3400, assertspecial]
type = assertspecial
trigger1 = 1
flag = noBG
flag2 = noFG
ignorehitpause = 1
[State 3400, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(1) = 0
Time = 40
pos = 9999,-9951
sound = 8889,0
poweradd = -1000
movetime = 40
[State 3400, Sound]
type = PlaySnd
trigger1 = Time = 12
value = s8889,0
[State 3400, Hyper Explode]
type = Explod
trigger1 = time = 0
anim = 4532
ID = 4530
postype = p1
bindtime = -1
pos = 10,-45
ownpal = 1
sprpriority = 5
supermovetime = 99999999
pausemovetime = 99999999
[State 3400, Ground Flash]
type = Explod
trigger1 = time = 35
anim = 4540
ID = 4540
bindtime = -1
postype = P1
pos = -120,0
ownpal = 1
removetime = -2
sprpriority = 5
scale = 1,1
removeongethit = 1
supermovetime = 99999999
pausemovetime = 99999999
[State 3400, Hyper Portrait]
type = explod
trigger1 = time = 0
anim = 1080
postype = back
sprpriority = -2
supermovetime = -1
removetime = 60
pos = 0,0
bindtime = -1
removeongethit = 1
[State 3400, RRM HyperBg]
type = explod
trigger1 = time = 40
anim = 750
id = 750
postype=left
pos = 0,0
scale = 1,1
sprpriority = -2
bindtime = -1
removetime = -1
removeongethit = 1
supermovetime = 99999999
pausemovetime = 99999999
[State 3400, RRM HyperBg Screen Pack High Res]
type = explod
trigger1 = time = 40
anim = F750
id = 750
postype=left
pos = 0,0
scale = 1,1
sprpriority = -1
bindtime = -1
removetime = -1
removeongethit = 1
supermovetime = 99999999
pausemovetime = 99999999
[State 3400, Hyper Combo Finish]
type = PlaySnd
triggerall = !p2life
trigger1 = numexplod(8290) = 0
value = S9999,6
volume = 0
channel = -1
freqmul = 1.0
loop = 0
pan = 0
persistent = 0
[State 3200, T]
type = turn
trigger1 = time = 0
trigger1 = p2dist x < 0
[State 3200, VS]
type = velset
trigger1 = time = 0
x = -((backedgedist-25)*1.0/40.0);-5.0
y = -5.0
[State 3200, VA]
type = veladd
trigger1 = time
y = 0.25
[State 3400, End]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;----------------------------------------------
;Hyper 4 (Biorythm of the Top) Part 2
[Statedef 3401]
type = S
movetype= A
physics = N
velset = 0,0
sprpriority = 1
ctrl = 0
[State 3401, RRM HyperBg]
type = explod
trigger1 = time = 40
anim = 750
id = 750
postype=left
pos = 0,0
scale = 1,1
sprpriority = -2
bindtime = -1
removetime = -1
removeongethit = 1
supermovetime = 99999999
pausemovetime = 99999999
[State 3401, RRM HyperBg Screen Pack High Res]
type = explod
trigger1 = time = 40
anim = F750
id = 750
postype=left
pos = 0,0
scale = 1,1
sprpriority = -1
bindtime = -1
removetime = -1
removeongethit = 1
supermovetime = 99999999
pausemovetime = 99999999
[State 3401, Hyper Combo Finish]
type = PlaySnd
triggerall = !p2life
trigger1 = numexplod(8290) = 0
value = S9999,6
volume = 0
channel = -1
freqmul = 1.0
loop = 0
pan = 0
persistent = 0
[State 3401, PS]
type = posset
trigger1 = time = 0
y = 0
[State 3400, ATD]
type = attackdist
trigger1 = 1
value = 0
supermovetime = 99999
[State 3401, PS]
type = posset
trigger1 = numhelper(3210)
x = helper(3210),pos x
[State 3400, NHB]
type = nothitby
trigger1 = 1
value = SCA
time = 2
supermovetime = 99999
[State 3401, Width]
type = Playerpush
trigger1 = 1
value = 1
[State 3401, Camera]
type = helper
trigger1 = time = 0
helpertype = normal
name = "Hitbox"
id = 3230
stateno = 3230
pos = 0,0
postype = p1
ownpal = 1
facing = -1
pausemovetime = 99999
supermovetime = 99999
[State 3401, LA]
type = lifeadd
trigger1 = numhelper(3230)
trigger1 = helper(3230),stateno = 3231
trigger1 = helper(3230),time = 0
value = -floor((helper(3230),gethitvar(damage))*1.2)
[State 3401, LA]
type = palfx
trigger1 = numhelper(3230)
trigger1 = helper(3230),stateno = 3231
trigger1 = helper(3230),time = 0
mul = 256,128,128
time = 3
[State 3401, Camera]
type = helper
trigger1 = time = 0
helpertype = normal
name = "CameraMan"
id = 3210
stateno = 3210
pos = 0,0
postype = p1
ownpal = 1
facing = -1
pausemovetime = 99999
supermovetime = 99999
[State 3401, Camera]
type = helper
trigger1 = time = 0
helpertype = normal
name = "CameraMan"
id = 3211
stateno = 3210
pos = 0,0
postype = front
ownpal = 1
facing = 1
pausemovetime = 99999
supermovetime = 99999
[State 3401, VS]
type = varset
trigger1 = time = 0
trigger1 = var(40);var(43) <= 0
;var(44) = (ifelse((life<lifemax/3.0),2,ifelse((life<(2*lifemax/3.0)),1,0))+floor(var(40)/1.0))%3
var(44) = floor(var(40)/1.5)
[State 3401, VS]
type = VarSet
trigger1 = time = 0
v = 42
value = 0
[State 3401, VS]
type = VarSet
trigger1 = time = 0
trigger1 = var(43) >= 1
v = 43
value = 1
[State 3400, CS]
type = changestate
trigger1 = time >= 120;animtime = 0
value = 3402
;----------------------------------------------
;Hyper 4 (Biorythm of the Top) Part 2
[Statedef 3402]
type = S
movetype= A
physics = N
velset = 0,0
sprpriority = 1
ctrl = 0
[State 3402, RRM HyperBg]
type = explod
trigger1 = time = 40
anim = 750
id = 750
postype=left
pos = 0,0
scale = 1,1
sprpriority = -2
bindtime = -1
removetime = -1
removeongethit = 1
supermovetime = 99999999
pausemovetime = 99999999
[State 3402, RRM HyperBg Screen Pack High Res]
type = explod
trigger1 = time = 40
anim = F750
id = 750
postype=left
pos = 0,0
scale = 1,1
sprpriority = -1
bindtime = -1
removetime = -1
removeongethit = 1
supermovetime = 99999999
pausemovetime = 99999999
[State 3402, Hyper Combo Finish]
type = PlaySnd
triggerall = !p2life
trigger1 = numexplod(8290) = 0
value = S9999,6
volume = 0
channel = -1
freqmul = 1.0
loop = 0
pan = 0
persistent = 0
[State 3401, PS]
type = posset
trigger1 = time = 0
y = 0
[State 3400, ATD]
type = attackdist
trigger1 = 1
value = ifelse(anim=3201,320,0)
supermovetime = 99999
[State 3401, PS]
type = posset
trigger1 = numhelper(3210)
x = helper(3210),pos x
[State 3400, NHB]
type = nothitby
trigger1 = time = 0
value = SCA
time = -1
supermovetime = 99999
[State 3401, Width]
type = Playerpush
trigger1 = 1
value = 1
[State 3402, CA]
type = changeanim
trigger1 = animelem = 10
value = 3401
[State 3402, Bullet]
type = helper
trigger1 = anim = 3201
trigger1 = (var(44) > 0)||((var(44)=0)&&(animelemtime(1) < 60))
id = 3220+var(44)
stateno = 3220
pos = -16,-88;-33,-88
postype = p1
helpertype = normal
keyctrl = 0
;ownpal = 1
ignorehitpause = 1
persistent = 3
[State 3402, Bullet]
type = helper
trigger1 = anim = 3201
trigger1 = (var(44) > 0)||((var(44)=0)&&(animelemtime(1) < 60))
id = 3220+var(44)
stateno = 3220
pos = 16,-88
postype = p1
helpertype = normal
keyctrl = 0
;ownpal = 1
ignorehitpause = 1
persistent = 3
[State 3402, Bullet]
type = helper
trigger1 = anim = 3201
trigger1 = ((var(44)=0)&&(animelemtime(1) < 60))
id = 3220+var(44)
stateno = 3220
pos = -16,-88;-33,-88
postype = p1
helpertype = normal
keyctrl = 0
;ownpal = 1
ignorehitpause = 1
persistent = 5
[State 3402, Bullet]
type = helper
trigger1 = anim = 3201
trigger1 = ((var(44)=0)&&(animelemtime(1) < 60))
id = 3420+var(44)
stateno = 3420
pos = 16,-88
postype = p1
helpertype = normal
keyctrl = 0
;ownpal = 1
ignorehitpause = 1
persistent = 5
[State 3403, CS]
type = changestate
trigger1 = var(44) = 0
trigger1 = anim = 3201
trigger1 = animelemtime(1) >= 75
trigger2 = var(44) = 1
trigger2 = anim = 3201
trigger2 = animelemtime(1) >= 91
trigger3 = var(44) = 2
trigger3 = anim = 3201
trigger3 = animelemtime(1) >= 141
value = 3403
ctrl = 0
;-----------------------
;Hyper 4 End
[Statedef 3403]
type = S
movetype = I
physics = N
ctrl = 0
velset = 0, 0
sprpriority = 1
[State 3403, HB]
type = hitby
trigger1 = 1;anim = 3202
persistent = 0
value = SCA, AA, AP, AT
[State 3403, REX]
type = removeexplod
trigger1 = anim = 3202
trigger1 = numexplod(3201)
id = 3201
[State 3403, CA]
type = changeanim
trigger1 = anim = 3401
trigger1 = time >= 30
value = 3402
[State 3403, CS]
type = changestate
trigger1 = anim = 3402
trigger1 = animtime = 0
value = 0
ctrl = 1
;-----------------------
;Hyper 4 Bullets
[Statedef 3420]
type = A
anim = 3411
movetype = A
physics = N
velset = 0,0
sprpriority = 1
[State 1140, NHB]
type = nothitby
trigger1 = time = 0
time = -1
value = SCA, AA, AP, AT
ignorehitpause = 1
[state 3420, HOR]
type = hitoverride
trigger1 = time = 0
attr = SCA, AA, AP, AT
slot = 6
time = -1
ignorehitpause = 1
[State 3001, butt]
type = assertspecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
; Vel Behavior - Straight
[State 3420, VS]
type = varset
trigger1 = ishelper(3220)
trigger1 = time = 0
fvar(0) = (random%31)/10.0
[State 3420, VS]
type = velset
trigger1 = time = 0
trigger1 = ishelper(3220)
x = 10.0
y = 1.5-fvar(0)
[State 3420, VS]
type = velmul
trigger1 = time > 20
trigger1 = ishelper(3220)
y = 1.1
; Vel Behavior - Parabola
[State 3420, VS]
type = velset
trigger1 = ishelper(3221)
x = 10
y = -0.38*(time-10)
[State 3420, VA]
type = varset
trigger1 = time = 0
trigger1 = ishelper(3222)
fvar(0) = 1.0
[State 3420, VA]
type = varset
trigger1 = time = 0
trigger1 = root,anim = 3201
trigger1 = ishelper(3222)
fvar(0) = 1.0+0.0075*(root,animelemtime(1))
; Vel Behavior - Sin Wave
[State 3420, VS]
type = varset
trigger1 = ishelper(3222)
trigger1 = fvar(0) >= 1.8
trigger1 = root,anim != 3201
fvar(0) = 1.8
[State 3420, VS]
type = velset
trigger1 = ishelper(3222)
x = 10.0/fvar(0)
y = 15*cos((2*pi/36.0)*time+169.875)
[State 3001, AS]
type = AngleSet
trigger1 = time
value = (atan(Vel Y/Vel X) + (3*pi/2)) *(-180/Pi)
ignorehitpause = 1
[State 3001, AD]
type = AngleDraw
trigger1 = 1
ignorehitpause = 1
[State 3420, HD]
type = HitDef
trigger1 = root,var(6) > 0
trigger1 = movecontact = 0
trigger1 = movereversed = 0
attr = A, HP
animtype = hard
damage = ceil(13*root,fvar(10)),1;2
guardflag = MA
hitflag = MAFDP
priority = 7, hit
sprpriority = 4
pausetime = 0, 15
sparkno = s8000+(random%2)
guard.sparkno = s8030
sparkxy = -10,0
hitsound = s1, 2
guardsound = s2, 0
ground.type = High
ground.slidetime = 19
ground.hittime = 17
ground.velocity = -10
ground.cornerpush.veloff = 0.0
air.cornerpush.veloff = 0.0
air.velocity = -6,-1
fall = 1
fall.recovertime = 30
getpower = 0,0
givepower = 20,20
[State 3420, DS]
type = destroyself
trigger1 = frontedgedist <= -20
trigger2 = screenpos y <= -20
trigger3 = time > 120
trigger4 = screenpos y >= 320
;-----------------------
;Hyper 4 CameraMan
[Statedef 3210]
type = S
anim = 3210
movetype = I
physics = N
velset = 0,0
sprpriority = 1
[State 1140, NHB]
type = nothitby
trigger1 = 1
value = SCA, AA, AP, AT
ignorehitpause = 1
[State 3210, ScreenBound]
type = ScreenBound
trigger1 = ishelper(3211)
value = 1
movecamera = 1,0
supermovetime = 99999
[State 3210, VS]
type = velset
trigger1 = ishelper(3211)
x = 10.0
[State 3210, PP]
type = playerpush
trigger1 = ishelper(3210)
value = 1
[State 3210, PS]
type = bindtoparent
trigger1 = ishelper(3210)
trigger1 = root,stateno = [3200,3201]
pos = -20,0
[State 3210, DS]
type = destroyself
trigger1 = root,stateno != [3200,3202]
;----------------------------------------------
; Hyper 4 Hitbox
[Statedef 3230]
movetype = I
physics = N
velset = 0,0
sprpriority = 1
[State 1140, NHB]
type = hitby
trigger1 = time = 0
time = -1
value = SCA, AA, AP
ignorehitpause = 1
[state 3220, HOR]
type = hitoverride
trigger1 = time = 0
attr = SCA, AA, AP, AT
slot = 7
stateno = 3231
time = -1
ignorehitpause = 1
[State 3230, CA]
type = changeanim
trigger1 = anim != (root,anim)
value = root,anim
[State 3230, butt]
type = assertspecial
trigger1 = 1
flag = invisible
flag2 = noshadow
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999
[State 3230, BTR]
type = bindtoroot
trigger1 = 1
pos = 0,0
ignorehitpause = 1
persistent = 1
pausemovetime = 9999999
supermovetime = 9999999
[State 3230, T]
type = turn
trigger1 = facing != root,facing
ignorehitpause = 1
persistent = 1
pausemovetime = 9999999
supermovetime = 9999999
[State 3231, DS]
type = destroyself
trigger1 = root,stateno != 3201
trigger2 = root,alive = 0
at 0:47, he lands bellow the ground. You need to put a posset on the state where he lands and set the Y velocity to 0OK, I'll try it out.
What that hyper suppose to do?Copy-pasta:
But how? The only website, where I could upload stuff easily (MediaFire) doesn't let me upload anything anymore without signing up, and signing up costs money. Which I'm trying to spare for something different at the moment.If you have a video to show me, I can make it for you
Wait, it seams you already have the code. Send me the char, I will take a look
But how? The only website, where I could upload stuff easily (MediaFire) doesn't let me upload anything anymore without signing up, and signing up costs money. Which I'm trying to spare for something different at the moment.http://www.sendspace.com/ (http://www.sendspace.com/)
http://www.sendspace.com/ (http://www.sendspace.com/)Thanks! :)
Thanks for replying, both Rage and Smartguy. Here are the hypers:
Hyper Top Spin: TopMan spins so fast, that he will even look like a top. Can also be done in mid-air.
Top Crush: TopMan summons tops ala Astro Crush.
Roundhouase Kick: TopMan does multiple kicks. I actually wanted to replace that hyper, but I need jfa's permission first.
Also, I originally planned to give him a Touhou inspired hyper as the fourth hyper (Biorhythm of the Top), but it didn't worked well...
...or this...Now that sounds interesting. Additionally, I have sprite rips of Date Masamune and Mouri Motonari, so I can even add the part with the crack on the floor. However, it's kind of hard for me to imgaine it properly. Do you have an animation or a video similar to that idea?
Gravitair Run
Top Man runs around the opponent, causing a tornado rise and levitates the opponent until Top Man stops running, causing the opponent crash into the floor potentially (with a big crack on the floor)
Also, I originally planned to give him a Touhou inspired hyper as the fourth hyper (Biorhythm of the Top), but it didn't worked well...
Okay, it that's the case...I remember, that Smartguy made a Dizzy Animation for TopMan, but I can't find it anymore...
(http://fc08.deviantart.net/fs71/f/2012/009/e/6/top_man_dizzy_by_greasiggy-d4ltui2.png)Oh yeah, I meant these.
You said something?
Oh yeah, I meant these.
Now, that I see it again, I noticed, that he misses some details there. he also does not has a transition sprite from idle to dizzy. Other then that, it looks very good.
Now I need ideas for his taunt...
...or 3. Spinning Top Punch: He does an uppercut ala Shoryuuken, but infinitly spinning, launching him and the opponent upwards and creating a supreme tornado... then Top Man stops and the tornado dissapears... making both of them fall and making the opponent crack the floor...TopMan is not a shotoclone.
TopMan is not a shotoclone.
i said ALMOST LIKE a shoryuuken... NOT AS a shoryuuken... <_<|...|Still, your Gravitair Run idea was better...
OK im confused?! I thought at one point Topman was all most done. Then You vanished JFA. Trinitronity who was help off and on started working what appeared to be solo. The thing is it sounds like two different Tommen are being made. So what im saying here is what is the status of this character?
honestly I wanted to know the same thingwhat the hell? I thought you were the creator. Did you quite...... This is your thread how are you in the dark?
The project requirement for hypers is 3 so if the 4th one does not get done in the near future it won't impact him being in RMM.Sir i wouldnt waste your words in this thread. Just walk away.......
i was not active because they had to study, and I had to prioritize, and I am currently a systems analyst.to be honest we wanted YOUR Topman.
This was the reason that "leave", and I am aware that I did close to finishing topman, but this reinforces the fact that I did, I'm not angry that they continue, or begin another with work done for me,indeed clarified that all my work was free for anyone who wanted, for my Mugen should be free..
if I ask about their development was like any other member of the team, I have time available now, but it seems unfair to continue it, while another seems to do, if I publish, it will be another character or a personal version of topman unrelated to the project(in fact I'm doing
Without further ado collect sprites and send via PM, I look forward to see old topman with whom I spent so many hours of leisure, between the fighters.
The project requirement for hypers is 3 so if the 4th one does not get done in the near future it won't impact him being in RMM.Huh? So why does the template has 4 hyper slots plus an air hyper slot? I'm kinda confused there.
Huh? So why does the template has 4 hyper slots plus an air hyper slot? I'm kinda confused there.The template is a modified version of my megaman, its similar to why iceman only has 2 hypers in mvc2 and akuma has like 4. every character is different the requirement is 3 I would put the limit at 5
Also, what's wrong with my TopMan? :(
I actually tried to continue jfa's work and I also made sure that nothing from jfa's original work was removed.
In fact, I actually got TopMan's very old sprites from jfa like his Terry Bogard win pose, which I really wanted to add myself.
Also, for those who wonder, TopMan gets officially voiced by Jason Griffith.
Okay, good news and bad news.
The bad news: I noticed that there are in fact two empty special attack slots.
The good news: Thanks to JFA, I already got sprites for at least one of these special attacks.
Yes, that's right. The Top Mine is coming back, and it's a real mine this time.
Attack frames are already made. Now I just need to think up how a TopMine could look like without using the spiked top which is used elsewhere already.
what about a drill in the bottom and a red or green light at the top?Dunno 'bout the lights, but a drill sounds interesting.
Wow you must be desperate for ideas . Yall made me feel like crap for suggesting a drill in the past. 8=| Anyway ill be in touch.
Dunno 'bout the lights, but a drill sounds good
(http://img837.imageshack.us/img837/4468/topmine.png)Oh crap, you're sprites are a lot better then mine. Mine are way to tall.
tell me ALL the THINGS Top Man got and i'll fix the things...
You mean SparkMan? Since when is he easier to design then TomahawkMan? <_<|...|Why dont you focus on completing your first character. Once you completed you first one then branch out to do many other. The first one is a learning process. The second is polish and from there you should have a set routine. Right now your having trouble with Topman. So wait then when finish analyze your work then refine it good sir. ::salute::
Also, I have a question now regarding to my next RMM WIP, which is WindMan. I already wanted to code for a while now. because of him being a chinese martial/kung fu master (at least, according to the CD database from MM&B). However, I cannot sprite from scratch, so I would be very happy, if someone could sprite the "head&body" base of WindMan from multiple angles and directions...
Why not...1. Could you elaborate, please?
1. Electric Beam: Shock Spin (he spins with a electric aura)
2. Metal Blade: Slicing Top (He launches a top with cutting blades at the sides, like the original Metal Blade)
Just add on his spin sprites an electric aura :-??That's all? I actually excepted more from you. :-w
That's all? I actually excepted more from you. :-wI could say the same to you. Tman had a lot of potential......The change of hands doing production i personal don't see it as well. This is your first but still.... Just do me a favor and make me eat my words cause i want this character to be great but don't see it occurring.
http://www.infinitymugenteam.com/Forum_345/index.php?topic=32580.315 (http://www.infinitymugenteam.com/Forum_345/index.php?topic=32580.315)Thanks. I'm currently cleaning your port.
I'm not sure, since it is only 3 power sets don't worry about it, I'll have Acey figure it out when he does the power sets for the other characters.So I guess, if I finish what I started, I should just give it Acey, so he can figure it out alone?
Rage made Sonic Boom animation with Quint by your request, make TopMan's animation out of it... <_<|...|About that...
Thanks. I've made a new crouched medium punch because the original one was kinda not good and had no range (gif speed is not right)What is it suppose to be exactly? A headbutt?
(http://s1.postimg.org/rxt9ez9qj/medium.gif) (http://postimage.org/)
What is it suppose to be exactly? A headbutt?Yes, its a headbutt.
Correct me if I am wrong, but doesn't Topman spin towards the opponent and not upward?
Top Man's looking excellent so far, Ilu ^^
Do you have the clips recorded for him?
Top Man's looking nice so far ^^
BTW slight nitpick, but the music is kind of drowning out my friend's voice work
Its not my fault, lolOh I know. I just wanted people to hear him XD
I've made a big top in 3D for one of the helpers.
I tried to achieve a cell shading look.
(http://i.imgur.com/AgM9t2Q.gif)
Any thoughts?
Hmmm, looks great!
...but it whould be MOAR cooler if Top Man is ridding the top and to finish the hyper he lands on the opponent with an extra hit!
Thanks.
Top Man is pretty done - misses just some new samples from HVA. I've made a basic AI for him - although I won't make this for every RMM char that I work on.
Next target will be Cut Man or Crash Man.
I can't wait to have Top Man and the updated Crash Man on my roster! ~X(Me too!
In fact, I've finished him today (its 03:48 am here).Wow that was quick
Man, you need to take a break every now and then.Yeah, I know.
I was wondering if the 12nd palette whould be Mettaton EX lolI'd rather not have that game near this here
Intro Ideas:
-Brakes when arriving while rolling into the screen, then backflips to fit on start position.
'Oops, I went a bit far. Why someone like you wanna battle me?'
Winpose Ideas:
-Rolls while poses with his arms on the back and in the side where he is looking the defeated opponent, rolling outscreen opposite his side view.
'Now, if you excuse me, I gotta roll out!'