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Author Topic: Topman  (Read 21779 times)

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Offline laspacho

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Re: Topman
« Reply #150 on: March 02, 2012, 05:26:23 PM »
I looked though Topman's sprites, I will make the dodge, slide, and weapon change.

Offline Trinitronity

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Re: Topman
« Reply #151 on: March 02, 2012, 05:31:14 PM »
I looked though Topman's sprites, I will make the dodge, slide, and weapon change.
Thanks a lot, laspacho!

Offline laspacho

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Re: Topman
« Reply #152 on: March 13, 2012, 09:07:35 PM »
Thanks a lot, laspacho!

The Dodge, Weapon Change, and Slide are Done and sent.  I think it's dinner time now.   :cool

Offline Trinitronity

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Re: Topman
« Reply #153 on: March 14, 2012, 04:02:18 PM »
The Dodge, Weapon Change, and Slide are Done and sent.  I think it's dinner time now.   :cool
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):
  • 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)
EDIT: LOL, I just noticed an error in TopMan's dodging sprites. He's missing his knees. I'll try to fix that soon.

Offline laspacho

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Re: Topman
« Reply #154 on: March 14, 2012, 05:27:21 PM »
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):
  • 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)
EDIT: LOL, I just noticed an error in TopMan's dodging sprites. He's missing his knees. I'll try to fix that soon.

Oups must have missed his knees.  Fixed and sent to you.

Offline Magma MK-II

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Re: Topman
« Reply #155 on: March 14, 2012, 07:37:34 PM »
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.

Send me the sprite, and I'll resize it

Offline Trinitronity

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Re: Topman
« Reply #156 on: March 16, 2012, 06:27:12 PM »
OK, I'm back, and this time, with a request:
Can someone sprite an animation for TopMan, where he's imitating Guile's Sonic Boom? That attack really fits TopMan, since it's made of air and sonic waves.
And inb4 any comments like "put other Street Fighter attacks":
No, TopMan will not get a second Street Fighter inspired attack. They were all reserved by WindMan.

Offline Trinitronity

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Re: Topman
« Reply #157 on: March 21, 2012, 03:58:36 PM »
Sorry to bump, but:
(click to show/hide)
I hope, you like my idea. At least, Magma Dragoon is a liker of it already (he said, that it has got similarities with one of Strider Hiryu's moves).
Also, about the poll: I had to remove it, and "Broken Top of Protection" had the most votes, but I choose "Biorhythm of the Top", because of it's originality (and because it's easier to describe :D ).

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Re: Topman
« Reply #158 on: March 25, 2012, 08:12:31 AM »
Sorry to bump, but I wanted to let you know, that I've registered in the Voice Acting Alliance. While I mostly did it for request purposes, I alos thinked of doing voice acting on my own. While I will be not the voice actor of TopMan, I probably will do the voice acting for another Robot Master, that I always wanted to do...
(click to show/hide)

Offline Trinitronity

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Re: Topman
« Reply #159 on: May 21, 2012, 10:14:15 AM »
Sorry to bump, but I got a problem...and showed it on Youtube together with my second WIP:

TopMan's hyper shown in the video was my attempt to make "Biorythm of the Top", but there's something wrong...
...if it helps, here is the code:
Code: [Select]
;----------------------------------------------
;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

Offline O Ilusionista

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Re: Topman
« Reply #160 on: May 23, 2012, 09:03:14 PM »
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 0

What that hyper suppose to do?

Offline Trinitronity

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Re: Topman
« Reply #161 on: May 24, 2012, 03:12:56 PM »
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 0
OK, I'll try it out.
What that hyper suppose to do?
Copy-pasta:
(click to show/hide)

Offline O Ilusionista

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Re: Topman
« Reply #162 on: May 24, 2012, 03:37:17 PM »
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

Offline Trinitronity

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Re: Topman
« Reply #163 on: May 24, 2012, 03:44:13 PM »
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.

Offline Rage

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Re: Topman
« Reply #164 on: May 24, 2012, 03:55:17 PM »
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.
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Offline Trinitronity

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Re: Topman
« Reply #165 on: May 24, 2012, 04:11:33 PM »

Offline Ganbare-Lucifer

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Re: Topman
« Reply #166 on: December 15, 2012, 10:40:46 AM »
Sorry for necrobump...

but i have a new idea for his 4th hyper...

Doomsday Typhoon

He starts to spin in hurt frames at the center of the screen... he generates an ultimate Typhoon Tornado Hurrican whatever that makes alot of spinning tops rise from the bottom screen hurting the opponent.
Final act ends with Top Man striking down the floor with the ultimate Typhoon Tornado (hurting the opponent too...).
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Re: Topman
« Reply #167 on: December 15, 2012, 11:50:13 AM »
What are the current hypers? Then maybe i can help find one that fits him. I hope your open minded this time around. I remember last time you asked the forum for help you shot down a crap ton of goo ideas.

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Re: Topman
« Reply #168 on: December 15, 2012, 01:29:04 PM »
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...

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Re: Topman
« Reply #169 on: December 15, 2012, 01:41:39 PM »
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...

Top Crush doesn't fit at all...

The Roundhouse Kick you should keep it bro! the only thing left whould be the hitboxes for it...

also i came with other Hyper...

Tornado Spin

Top Man spins horizontally to the opponent to go offscreen then comes back to the other screen... and then repeatly... until stop...
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Re: Topman
« Reply #170 on: December 15, 2012, 02:03:40 PM »
I dunno, wouldn't it make it look like Hyper Top Spin too much?
Also, I decided to keep the Roundhouse Kick, but I will give it a different, more fitting command.
Also, Top Crush was pretty much a placeholder hyper, now I have a better idea:
Sonic Hurricane! Especially because I planned to give Topman a powerset attack bassed on the Sonic Boom.

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Re: Topman
« Reply #171 on: December 15, 2012, 02:36:30 PM »
...or this...

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)
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Offline Trinitronity

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Re: Topman
« Reply #172 on: December 15, 2012, 02:50:22 PM »
...or this...

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)
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?

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Re: Topman
« Reply #173 on: December 15, 2012, 04:02:04 PM »
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...

Sorry if I wasn't able to help you :(

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Re: Topman
« Reply #174 on: December 15, 2012, 04:04:51 PM »
No problem, I should have known it earlier, when trying to add it. I will add the Touhou reference to a later MegaMan char, where the Touhou reference would be more fitting...
...also, what is the sprite group 5300 for? Dizzy animation?

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