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Author Topic: Metalman Re-Vamp  (Read 4466 times)

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Offline .:O Ilusionista:.

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Re: Metalman Re-Vamp
« Reply #25 on: February 08, 2016, 09:34:36 PM »
Yeah, check the template topic for more info. There are misaligned sprites, wrong animations, etc.
About the colors, its pretty intuitive. You can check Burst Man or Top Man for reference.
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Offline jwilliams08

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Re: Metalman Re-Vamp
« Reply #26 on: February 09, 2016, 01:18:54 PM »
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Yeah, check the template topic for more info. There are misaligned sprites, wrong animations, etc.
About the colors, its pretty intuitive. You can check Burst Man or Top Man for reference.
My problem is that it's inconsistent from character to character. Top Man has green hitsparks for his normals while Burst Man has blue hitsparks.

Offline HyperVoiceActing

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Re: Metalman Re-Vamp
« Reply #27 on: February 09, 2016, 04:45:05 PM »
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My problem is that it's inconsistent from character to character. Top Man has green hitsparks for his normals while Burst Man has blue hitsparks.
I think that's Ilu's thing of making characters unique from each other. That's also an element of his standard MUGEN works

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Re: Metalman Re-Vamp
« Reply #28 on: February 09, 2016, 04:53:02 PM »
Or I just forgot to change them, lol
Hit Spark Animations:
     7000 = Normal Attack
     7001 = Special Attack
     7002 = Hyper Attack
« Last Edit: February 09, 2016, 04:58:26 PM by .:O Ilusionista:. »
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Offline jwilliams08

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Re: Metalman Re-Vamp
« Reply #29 on: February 09, 2016, 05:31:02 PM »
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Or I just forgot to change them, lol
Hit Spark Animations:
     7000 = Normal Attack
     7001 = Special Attack
     7002 = Hyper Attack
What about 7003?

Offline .:O Ilusionista:.

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Re: Metalman Re-Vamp
« Reply #30 on: February 09, 2016, 05:40:24 PM »
I never understood why not use that. In fact, I use the last two as hyper hits, where the last one I use for the last hit.
That info came from the template readme.
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Offline jwilliams08

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Re: Metalman Re-Vamp
« Reply #31 on: February 09, 2016, 06:21:19 PM »
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I never understood why not use that. In fact, I use the last two as hyper hits, where the last one I use for the last hit.
That info came from the template readme.
It's off to work I go.

Offline .:O Ilusionista:.

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Re: Metalman Re-Vamp
« Reply #32 on: February 09, 2016, 06:29:11 PM »
Plus, if you will work on it, use the new cutting sparks I used in Top Man (+sounds). Makes more sense than the default sparks.
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Online laspacho

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Re: Metalman Re-Vamp
« Reply #33 on: February 09, 2016, 06:57:48 PM »
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Did Laspacho send the sprites to you? I suggest you use Burstman instead of the template, since it has a few bugs which are being addressed. You can talk with Lasp and O Ilu about that.

Yes I sent jwilliams08 everything for Metalman.  He was kind enough to offer help in getting Metalman ready for Rmm.  Looks like he is hard at work already.   :thumbsup:
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Offline ExeLord

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Re: Metalman Re-Vamp
« Reply #34 on: February 11, 2016, 09:19:30 PM »
Just thought it would be cool for him to have earthshaking punch like Jax have and punch with fist twice bigger than normal to opponent flying towards the wall, kinda like Battletoads, if that's in style... Would be nice powersets :-??
---
And  probably 2 gears rotating  in opposite directions on floor sucking enemy inside for not so pleasant consequences for him.
« Last Edit: February 12, 2016, 01:03:17 AM by ExeLord »
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