MegaMan Armada

Complete Mega Man Armada [updated 12/24/2019] 0.1.4

No permission to download
Project is completed.
NickyP said:
-Added playable character: Twilight Sparkle [Mixed]
-Added playable character: Apple Jack [Slasher]
-Added playable character: Rarity [Mixed]

Fgofray.png

^ Accurate representation of me upon seeing this

I have but two questions for you, my good sir.
1: Has the jumping mechanic been changed at all? In the original demo it felt almost impossible to control your character whilst jumping and sometimes it felt like they should land on a platform but still fell past it instead and it completely ruined the game for me :(
2: Any plans to add Rainbow Dash, Fluttershy and Pinkie Pie too? Or even better; best pony (Derpy)?
 
I've added the Chronocrash download link to the first post.  :)

O Ilusionista said:
By the way, you got featured here
[...]
Ruivo's channel is one of the biggest channel for OpenBOR content. Its in Portuguese, but he keeps showing our works there :)

Nice!! I of course can't understand him, but based on the inflection of his voice and whatever comments Google could translate, he must've enjoyed it!  ;D

Psykai said:
I have but two questions for you, my good sir.
1: Has the jumping mechanic been changed at all? In the original demo it felt almost impossible to control your character whilst jumping and sometimes it felt like they should land on a platform but still fell past it instead and it completely ruined the game for me :(
2: Any plans to add Rainbow Dash, Fluttershy and Pinkie Pie too? Or even better; best pony (Derpy)?

Hey Psykai!

1. Thanks to Bloodbane, as of the second demo (0.0.5) you can now control horizontal movement of your jumps, a la official MegaMan. I still don't have anything for controlling vertical movement (ie, how high you jump being relative to how long you hold the button). At the very least, the game should be un-ruined for you now.  :)

2. I have sprites for Pinkie Pie, Rainbow Dash, and Fluttershy--and I will be adding them! If you can find (or even make) sprites for Derpy, I'll happily add her too. My brothers (who help test the game with me) are special needs and love MLP, so adding their favorite ponies was a priority for me. Now that that's done, the rest are soon to follow!

The pony sprites come from a fangame called "Mega Pony," so that's a great place to start to see if anyone has made a Derpy sprite.
 
I actually played and recorded a video for this demo already and definitely the jumping is MILES better and although the game is still a little hard for me (as is the original Megaman on NES, haha) it's very addictive and fun and I had a good time playing :D I'll be uploading it in the next week.

I didn't realize the sprites were from another game XD I was complimenting your sprite work in the video. But that's cool and it's awesome that you did that for your brothers.

If I can find the Mega Pony sprite sheets I could probably edit Rainbow Dash to look like Derpy pretty easily. I'll give it a try at least. I'm not sure how she would attack. Maybe if I knew how the other Pegasus ponies would play? Are they Slashers?

Also I only just realized you're the developer for Clafan and that's one of my favourite OpenBOR games! I always wished that had seen a full release someday :) They were simple but fun and very well made.
 
Psykai said:
I actually played and recorded a video for this demo already and definitely the jumping is MILES better and although the game is still a little hard for me (as is the original Megaman on NES, haha) it's very addictive and fun and I had a good time playing :D I'll be uploading it in the next week.

Awesome, thank you! I appreciate the exposure!

Psykai said:
I didn't realize the sprites were from another game XD I was complimenting your sprite work in the video.

If it makes you feel better, there are a few characters in the game I did sprite. Cloud, Dante, Ezio, Ness, the TMNT, MegaMan Volnutt, and Richter Belmont (currently unreleased). I think I sprited more, but considering there's well over 60 characters in the game right now, it's easy for me to lose track.

Psykai said:
If I can find the Mega Pony sprite sheets I could probably edit Rainbow Dash to look like Derpy pretty easily. I'll give it a try at least. I'm not sure how she would attack. Maybe if I knew how the other Pegasus ponies would play? Are they Slashers?

Here's Rainbow Dash, and actually, I see someone already made a base for Derpy using Rainbow Dash. Could be a good place to start, if you wanted to get me a full sheet. As for how she attacks... beats me, I don't really know much about the show. I plan on making Pinkie a Shooter, Rainbow a Unique, and Fluttershy either a Mixed or Unique. Maybe you could edit the kicking animation from Applejack's sprites?

Psykai said:
Also I only just realized you're the developer for Clafan and that's one of my favourite OpenBOR games! I always wished that had seen a full release someday :) They were simple but fun and very well made.

8) Check your PM inbox.
 
NickyP said:
If it makes you feel better, there are a few characters in the game I did sprite
Yeah I guessed there must be :) In the video I uploaded today for another game I was talking about how having a roster from all kinds of different franchises can be fun if done right and the art styles don't clash, and you've done an awesome job of making all the characters look like they belong in the same game. :)

Pinkie a Shooter
Hmm, two words come to mind: Party. Cannon. ? XD

8) Check your PM inbox.
Will do!

For Derpy I can probably use a mix of those yeah. I tried to think of how she might play, probably as a Unique character and I thought of these for possible attacks but I probably wouldn't be able to sprite them:
Regular attack: Throws a muffin projectile with a similar range to a mixed character. Could travel in an arc maybe. I also think it'd be sorta neat if it could heal allies if it hits them instead since it's food, haha. Though there'd have be some way to avoid that being abused.
Aerial attack: Pressing attack in the air causes a stormcloud to appear beneath her and shoot a bolt of lightning straight down when she lands on it.

Will the Pegasi have double jumps or anything to simulate flying? I notice the Rainbow Dash sprites have some flying poses.
 
Thanks, I try to have a certain level of polish whenever I make a game, and it's nice to see my touches get noticed. :)

These are all fine ideas that I could mostly implement... I think the only one that'd give me trouble would be the "muffin bomb" that heals players but hurts enemies. Make it strictly an attack and it's easy peasy.

As for double jumps and flying--I've been thinking of implementing of at least double jumps, so I can have an excuse to add MegaMan with the Rush Adapter in the game. But I feel like it would cheese the game a little too much, especially considering the platforming is already very simple and easy. I'll have to think on it.
 
The healing aspect can be scrapped for sure :). I PM'd some sprites that might be usable but I dunno XD everytime I try to sprite anything, even if it's just edits, I feel like it's just not my forté.

Maybe Pegasi can just jump higher with their regular jump, or hold down jump to stay airborne longer, sorta like how Mario's jumps work on the NES where the longer you hold the button, the higher/longer the jump whereas a single tap just causes a small hop. Although I think that's what you said every character will be able to do eventually? So if that's the case then maybe if you give double jumps or even flying to the Pegasi, it like, drains health to use. Like double jump will damage you and kind of punish the player for having to use it. Or if it's flying, as long as you're in the air flying around, your health very slowly chips away? Would be quite interesting to see how that would be used strategically in boss fights to avoid attacks but also having to be wary of over-using it.
 
I don't know, I'm not keen on the idea of the player losing health for jumping. Perhaps if I introduced an MP bar and used that instead.

Like I said, I'm gonna think on it. I'm still worried that extended jumps will make the game easier than it already is (at least, I think it's easy!  ;D). I'd have to balance it out so that players with extended mobility also have weaker/less attack options, so they don't overshadow their single-jumping counterparts.
 
Here's my Showcase for the recent demo :) I am SO glad I gave this game a second chance after the original demo left a bad taste for me. The game is now very addictive and fun. See for yourself, I can't stop playing!
I did have some minor difficulty-based complaints in the video and I may sound a bit irritable in those moments so I hope no offense is caused, I was not in the best of moods when I started recording so the smallest of things were getting to me.

I think I asked questions about the ponies that I have already had answered since so just ignore them :)

I'll definitely endeavor to do a full playthrough of the final release!

Thanks for your hard work Nicky and best of luck with the rest of the development ^_^.
 
I appreciate the video! It was fun to hear your thoughts, and I got a kick out of the way you struggled with some stages and bosses. But you learned! And that's the magic of MegaMan--it'll whoop your ass, but you'll find a way to overcome it, and you'll end up loving it afterwards!

I've been hard at work with the game since last release. I added about six more characters (making the current roster size a ludicrous 70-something), at least one full stage, and about ten more Robot Masters for Boss Rush mode. There are currently 18 bosses in the game--if I follow through with my plan to add all of the Robot Masters from MegaMan 1-10 & Bass, that means I have only 66 more to go!
 
66? Awesome. Also, it would be cool to at least get token representative bosses for other Mega Man games.
 
You mean like from other MegaMan franchises? X, Battle Network, etc?

I've found a few sprites like that in classic MM style. I think it'd be cool to toss them into Boss Rush mode. And hey--MegaMan x Street Fighter is technically a mainline MM game, so I was thinking of adding bosses from that as well.  ;D
 
NickyP said:
You mean like from other MegaMan franchises? X, Battle Network, etc?

I've found a few sprites like that in classic MM style. I think it'd be cool to toss them into Boss Rush mode. And hey--MegaMan x Street Fighter is technically a mainline MM game, so I was thinking of adding bosses from that as well.  ;D

I mainly meant non-mainline classic MM games (Wily Wars, GB games, Strategy, etc.) but having some from other versions of the franchise also included would be okay as well.
 
Miru said:
I mainly meant non-mainline classic MM games (Wily Wars, GB games, Strategy, etc.) but having some from other versions of the franchise also included would be okay as well.

Yeah. As in Oil Man and Time Man from Mega Man Powered Up; Aries of Rockman Strategy; Aircon Man from Mega Man & Bass: Challenger from the Future.
 
Oh, I could add those bosses easy peasy. I actually planned to add OilMan and TimeMan a long time ago.

By the way, version 0.1.1 is out! Check it out in the first post. There are now 6 new stages, 15 new playable characters, and 13 new bosses in Boss Rush! There's also a host of other nerfs, buffs, and tweaks to the game.

And for those who prefer it, I'll be uploading mirrors to Chronocrash and Mediafire soon.  ;) Have fun!
 
Oooh so many characters to try!

Anyways, I've played this demo and allow me to give some suggestions:
1. Give subject_to_hole 0 to some enemies to allow them to walk toward holes ;)
2. Change Fluttershy's attack into this:
- A: throw a flying squirrel for moderate damage
-Flying squirrel travels a little slow, but can pierce through multiple enemies
- D+A: throw a bunny for moderate damage
-Bunny arcs upwards
-Can only be shot once
For some reason, my mind thought that way when playing as her
3. Set subject_to_wall 0 to enemy's bomb's. For some strange reason, in certain cliffs, bombs could pop at top of a wall for brief time and damage player standing close there. Setting the former should solve this issue

There are couple things I noticed that could be enhanced with scripts:
1. Enemy's temporary invincibility
2. Moving while walking off

I have less clean solution for #1 but for #2, I'd need to test couple things first. If you're interested with #1, I'll share it here :)

The demo is fun nonetheless :D.
My memorable fight I had in this mod is Rainbow Dash vs Stone Man
 
Very cool update :) Lots of fun!

The only thing I noticed that was a little off was that Ryu doesn't really seem that invulnerable when using his specials and he dies awfully fast, as if he has a really low health bar. That might be just me majorly sucking with him though ;)

I had a thought for a future character. In light of the new Soulcalibur (my all time favourite series) coming next month I was thinking a cool 'Slasher' character could be Nightmare or Siegfried :)
 
Thanks for playing, guys!  ;D

Bloodbane said:
2. Change Fluttershy's attack into this:
- A: throw a flying squirrel for moderate damage
-Flying squirrel travels a little slow, but can pierce through multiple enemies
- D+A: throw a bunny for moderate damage
-Bunny arcs upwards
-Can only be shot once
For some reason, my mind thought that way when playing as her
Are you saying it doesn't play right that her "bomb" projectile is only aerial? I suppose I could put the squirrel in the aerial and map the bunny to down+attack.

Bloodbane said:
3. Set subject_to_wall 0 to enemy's bomb's. For some strange reason, in certain cliffs, bombs could pop at top of a wall for brief time and damage player standing close there. Setting the former should solve this issue
This has been an issue since I originally released the first demo over a year ago, and I can't figure out why.  :( I already have subject_to_wall 0 in those projectiles, and that still happens. I've even tried subject_to_wall 1 out of curiosity (the manual has been wrong in the past), but of course that didn't do the trick either. Do you have any other ideas?

Bloodbane said:
There are couple things I noticed that could be enhanced with scripts:
1. Enemy's temporary invincibility
2. Moving while walking off

I have less clean solution for #1 but for #2, I'd need to test couple things first. If you're interested with #1, I'll share it here :)
For #1, do you mean
a) Enemies have an invincibility window when they get hit, like players do (aka, the bosses in the official MegaMan games); or
b) Enemies can still get "hit," but they take no damage (aka, enemies with shields or hard armor in the official MegaMan games)?

If you're referring to a), I honestly prefer to keep things as is. As much as I love MegaMan, one thing I always disliked was how the games punish you for "rapid firing" on bosses.  ;D And needless to say, I have a very quick finger, so that always inconvenienced me. However, if you're referring to b), then by all means please share. There are some enemies that I genuinely do not know how to recreate, solely because of this issue. I've done some clever workarounds, like the Mettools and the barrel enemies in KnightMan's stage, but I can't rely on those methods forever.

I'm very interested in #2, if you have a solution.  :) I believe I saw a command for it in the manual, but I haven't tried it.

Bloodbane said:
My memorable fight I had in this mod is Rainbow Dash vs Stone Man
Nice!  8) I don't care much for My Little Pony, but my brothers love the show and the sprites were pretty cool, so I put them in the game. I was surprised by how fun Rainbow Dash turned out to be--combo tackling enemies is great! I'm actually thinking of modifying Sonic to have a similar playstyle!

Psykai said:
he only thing I noticed that was a little off was that Ryu doesn't really seem that invulnerable when using his specials and he dies awfully fast, as if he has a really low health bar. That might be just me majorly sucking with him though ;)
So Ryu has the same amount of HP as all of the other characters, but he has a 10% defense modifier (for reference, [Slasher] characters have a 25% modifier) to offset his close-range moves. Maybe I should bump it up to 20%? Or, perhaps, bump it up to 30-50%, but only while he's performing the Shoryuken and Tatsumaki?

I think I should at least buff the damage output of those moves for sure, though.

Psykai said:
I had a thought for a future character. In light of the new Soulcalibur (my all time favourite series) coming next month I was thinking a cool 'Slasher' character could be Nightmare or Siegfried :)
Find or make me the sprites, and you got it! Gosh, I would love Nightmare sprites with his Soul Calibur 2 design--neon red hair and all. And if we're talking Soul Calibur characters, then I especially would like to see my waifu, Sophitia (also in her SC2 design, of course).
 
NickyP said:
Find or make me the sprites, and you got it! Gosh, I would love Nightmare sprites with his Soul Calibur 2 design--neon red hair and all. And if we're talking Soul Calibur characters, then I especially would like to see my waifu, Sophitia (also in her SC2 design, of course).
Sadly I don't have the spriting ability, haha. Yeah SC2 had a lot of great costumes :)

My waifu is Amy. I love my emo chicks, and her line "Hope only brings disappointment" is my philosophy on life XD and also applies to her likelihood of being in SC6. I can dream.

For Ryu I would say just increasing his defense during those attacks is fine, and the damage boost sounds good too :) Kind of a 'high risk high reward' character since he has to get right in the enemy face.
 
I couldn't accomplish an on-and-off defense buff for Ryu the same way I did his Super Armor. :-\ Perhaps I wrote the script wrong. In any case, I just gave him a blanket 20% defense buff to compensate for now. Additionally, I've increased his moves attack power.

I also completely revamped Sonic to play like Rainbow Dash. However, he retains both his bouncing attack mechanic, and the running slide attack.

If you want to try both character updates out without me uploading a whole new PAK file, below are copies of the character's txt files. Paxplode the PAK, copy the code to their respective texts files in DATA/CHARS, repack the PAK, and enjoy.

Sonic.txt
Code:
name Sonic
type player
health 100
speed 10
running	30 3 2 1 1
jumpheight 3
gfxshadow 1
icon data/chars/sonic/icon.png
jumpmove 3 3
falldie 1
nodieblink 2
makeinv 4 0
nodrop 2
flash phit
noatflash 1

defense all 0.85

takedamagescript data/scripts/invis.c

combostyle 2
atchain 1 1 1

anim waiting
	offset 44 156
	frame data/chars/sonic/s1.png

anim select
	delay 30
		offset  29  69
	frame data/chars/sonic/1.png

anim idle
		offset  29  69
		bbox  23  49  13  20
	frame data/chars/sonic/1.png

anim walk
	loop 1
	delay 10
		offset  29  69
		bbox  23  49  13  20
	frame data/chars/sonic/2.png
	frame data/chars/sonic/3.png
	frame data/chars/sonic/4.png
	frame data/chars/sonic/3.png

anim run
	subentity dust
	spawnframe 0 0 0 0 0
	loop 1
	delay 7
		offset  29  69
		bbox  23  49  13  20
	frame data/chars/sonic/11.png
	frame data/chars/sonic/12.png
	frame data/chars/sonic/13.png
	frame data/chars/sonic/14.png

anim jump
	followanim 1
	followcond 1
	delay 4
		offset  29  69
	sound data/chars/sonic/jump.wav
		bbox  24  51  8  9
		attack1  19  46  19  19  25  0  0  1
	frame data/chars/sonic/6.png
	frame data/chars/sonic/7.png
	frame data/chars/sonic/8.png
	frame data/chars/sonic/9.png
	frame data/chars/sonic/10.png
	frame data/chars/sonic/6.png
	frame data/chars/sonic/7.png
	frame data/chars/sonic/8.png
	frame data/chars/sonic/9.png
	frame data/chars/sonic/10.png
	frame data/chars/sonic/6.png
	frame data/chars/sonic/7.png
	frame data/chars/sonic/8.png
	frame data/chars/sonic/9.png
	frame data/chars/sonic/10.png
	frame data/chars/sonic/6.png
	frame data/chars/sonic/7.png
	frame data/chars/sonic/8.png
	frame data/chars/sonic/9.png
	frame data/chars/sonic/10.png
	frame data/chars/sonic/6.png
	frame data/chars/sonic/7.png
	frame data/chars/sonic/8.png
	frame data/chars/sonic/9.png
	frame data/chars/sonic/10.png
	frame data/chars/sonic/6.png
	frame data/chars/sonic/7.png
	frame data/chars/sonic/8.png
	frame data/chars/sonic/9.png
	frame data/chars/sonic/10.png

anim walkoff
#	followanim 1
#	followcond 1
	delay 4
		offset  29  69
#	sound data/chars/sonic/jump.wav
		bbox  24  51  8  9
#		attack1  19  46  19  19  20
	frame data/chars/sonic/15.png


anim jumpland
	delay 2
	sound data/chars/megaman/land.wav
		offset  29  69
		bbox  23  49  13  20
	frame data/chars/sonic/1.png

anim pain
	delay 5
	jumpframe 0 1.5 -0.5
		offset  32  68
	frame data/chars/sonic/5.png
	frame data/chars/sonic/5.png
	frame data/chars/sonic/5.png
	frame data/chars/sonic/5.png
	#
	frame data/chars/sonic/5.png

anim pain2
	delay 5
	move -10
		offset  32  68
	frame data/chars/sonic/5.png
	frame data/chars/sonic/5.png
	frame data/chars/sonic/5.png
	frame data/chars/sonic/5.png
	move 0
	frame data/chars/sonic/5.png

#--------------------

anim attack1
	#jumpframe 0 1.7 0
	jumpframe 0 0.9 2.5
	landframe 6
	followanim 3
	followcond 1
	delay 6
		offset  29  69
		bbox  24  51  8  9
	#sound data/chars/sonic/son1.wav
		attack1  19  46  19  19  20  0  0  1
	frame data/chars/sonic/6.png
	frame data/chars/sonic/7.png
	frame data/chars/sonic/8.png
	frame data/chars/sonic/9.png
	frame data/chars/sonic/10.png
	attack 0
	delay 500
	frame data/chars/sonic/15.png
	delay 1
	frame data/chars/sonic/1.png

#--------------------

anim jumpattack
	followanim 3
	followcond 1
	#jumpframe 0 2 1
	jumpframe 0 -1 3
	delay 4
		offset  29  69
		bbox  24  51  8  9
		attack1  19  46  19  19  20  0  0  1
	frame data/chars/sonic/6.png
	frame data/chars/sonic/7.png
	frame data/chars/sonic/8.png
	frame data/chars/sonic/9.png
	frame data/chars/sonic/10.png
	frame data/chars/sonic/6.png
	frame data/chars/sonic/7.png
	frame data/chars/sonic/8.png
	frame data/chars/sonic/9.png
	frame data/chars/sonic/10.png
	frame data/chars/sonic/6.png
	frame data/chars/sonic/7.png
	frame data/chars/sonic/8.png
	frame data/chars/sonic/9.png
	frame data/chars/sonic/10.png
	frame data/chars/sonic/6.png
	frame data/chars/sonic/7.png
	frame data/chars/sonic/8.png
	frame data/chars/sonic/9.png
	frame data/chars/sonic/10.png
	frame data/chars/sonic/6.png
	frame data/chars/sonic/7.png
	frame data/chars/sonic/8.png
	frame data/chars/sonic/9.png
	frame data/chars/sonic/10.png
	frame data/chars/sonic/6.png
	frame data/chars/sonic/7.png
	frame data/chars/sonic/8.png
	frame data/chars/sonic/9.png
	frame data/chars/sonic/10.png


anim runattack
	subentity dust
	spawnframe 0 0 0 0 0
	move 10
	delay 5
		offset  29  69
	bbox 0
		attack1  19  52  25  20  20  0  0  1
	frame data/chars/sonic/16.png
	frame data/chars/sonic/16.png
	frame data/chars/sonic/16.png
	frame data/chars/sonic/16.png
	move 8
	frame data/chars/sonic/16.png
	move 6
	frame data/chars/sonic/16.png
	move 4
	frame data/chars/sonic/16.png
	move 2
		bbox  23  49  13  20
		Attack1  0
	frame data/chars/sonic/16.png

anim follow1
	followanim 2
	followcond 1
	jumpframe 0 2 1
	delay 4
		offset  29  69
		bbox  24  51  8  9
	frame data/chars/sonic/6.png
	frame data/chars/sonic/7.png
		attack1  19  46  19  19  25  0  0  1
	frame data/chars/sonic/8.png
	frame data/chars/sonic/9.png
	frame data/chars/sonic/10.png
	frame data/chars/sonic/6.png
	frame data/chars/sonic/7.png
	frame data/chars/sonic/8.png
	frame data/chars/sonic/9.png
	frame data/chars/sonic/10.png
	frame data/chars/sonic/6.png
	frame data/chars/sonic/7.png
	frame data/chars/sonic/8.png
	frame data/chars/sonic/9.png
	frame data/chars/sonic/10.png
	frame data/chars/sonic/6.png
	frame data/chars/sonic/7.png
	frame data/chars/sonic/8.png
	frame data/chars/sonic/9.png
	frame data/chars/sonic/10.png
	frame data/chars/sonic/6.png
	frame data/chars/sonic/7.png
	frame data/chars/sonic/8.png
	frame data/chars/sonic/9.png
	frame data/chars/sonic/10.png
	frame data/chars/sonic/6.png
	frame data/chars/sonic/7.png
	frame data/chars/sonic/8.png
	frame data/chars/sonic/9.png
	frame data/chars/sonic/10.png

anim follow2
	followanim 1
	followcond 1
	jumpframe 0 2 1
	delay 4
		offset  29  69
		bbox  24  51  8  9
	frame data/chars/sonic/6.png
	frame data/chars/sonic/7.png
		attack1  19  46  19  19  25  0  0  1
	frame data/chars/sonic/8.png
	frame data/chars/sonic/9.png
	frame data/chars/sonic/10.png
	frame data/chars/sonic/6.png
	frame data/chars/sonic/7.png
	frame data/chars/sonic/8.png
	frame data/chars/sonic/9.png
	frame data/chars/sonic/10.png
	frame data/chars/sonic/6.png
	frame data/chars/sonic/7.png
	frame data/chars/sonic/8.png
	frame data/chars/sonic/9.png
	frame data/chars/sonic/10.png
	frame data/chars/sonic/6.png
	frame data/chars/sonic/7.png
	frame data/chars/sonic/8.png
	frame data/chars/sonic/9.png
	frame data/chars/sonic/10.png
	frame data/chars/sonic/6.png
	frame data/chars/sonic/7.png
	frame data/chars/sonic/8.png
	frame data/chars/sonic/9.png
	frame data/chars/sonic/10.png
	frame data/chars/sonic/6.png
	frame data/chars/sonic/7.png
	frame data/chars/sonic/8.png
	frame data/chars/sonic/9.png
	frame data/chars/sonic/10.png

anim follow3
	jumpframe 0 1 -1
	landframe 6
	delay 4
		offset  29  69
		bbox  24  51  8  9
	frame data/chars/sonic/6.png
	frame data/chars/sonic/7.png
	frame data/chars/sonic/8.png
	frame data/chars/sonic/9.png
	frame data/chars/sonic/10.png
	delay 500
	frame data/chars/sonic/15.png
	delay 1
	frame data/chars/sonic/1.png

anim death
	delay 50
		offset  32  68
	frame data/chars/sonic/5.png
#
	delay 7
	sound data/chars/megaman/dead.wav
	offset 190 145
	frame data/chars/megaman/dead/1.gif
	offset 188 144
	frame data/chars/megaman/dead/2.gif
	frame data/chars/megaman/dead/3.gif
	frame data/chars/megaman/dead/4.gif
	frame data/chars/megaman/dead/5.gif
	frame data/chars/megaman/dead/6.gif
	frame data/chars/megaman/dead/7.gif
	frame data/chars/megaman/dead/8.gif
	frame data/chars/megaman/dead/9.gif
	frame data/chars/megaman/dead/10.gif
	offset 1000 1000
	frame data/chars/megaman/dead/10.gif

Ryu.txt
Code:
name Ryu
type player
health 100
speed 10
jumpheight 3
gfxshadow 1
icon data/chars/ryu/icon.png
jumpmove 3 3
falldie 1
nodieblink 2
makeinv 4 0
nodrop 2
flash phit
noatflash 1

load veg1

defense all 0.80

palette data/chars/ryu/pal.png

#animationscript data/scripts/script.c
takedamagescript data/scripts/invis.c

atchain 1 1 1 1 1 1 1 1 1

anim waiting
	offset 44 156
	frame data/chars/ryu/s1.png

anim select
	delay 30
		offset  29  69
	frame data/chars/ryu/1.png

anim idle
	@cmd changeentityproperty getlocalvar("self") "Nopain" 0
###
		offset  29  69
		bbox  23  49  13  20
	frame data/chars/ryu/1.png

anim walk
	@cmd changeentityproperty getlocalvar("self") "Nopain" 0
###
	loop 1
	delay 10
		offset  30  69
		bbox  23  50  14  18
	frame data/chars/ryu/2.png
		offset  34  69
		bbox  27  48  12  20
	frame data/chars/ryu/3.png
		offset  33  69
		bbox  25  49  13  19
	frame data/chars/ryu/4.png
		offset  34  69
		bbox  27  47  13  21
	frame data/chars/ryu/3.png

anim jump
	@cmd changeentityproperty getlocalvar("self") "Nopain" 0
###
		offset  32  69
		bbox  24  42  14  22
	frame data/chars/ryu/8.png

anim walkoff
	@cmd changeentityproperty getlocalvar("self") "Nopain" 0
###
		offset  32  69
		bbox  24  42  14  22
	frame data/chars/ryu/8.png

anim jumpland
	@cmd changeentityproperty getlocalvar("self") "Nopain" 0
###
	delay 2
	sound data/chars/megaman/land.wav
		offset  29  69
		bbox  23  49  13  20
	frame data/chars/ryu/1.png


anim pain
	delay 5
	jumpframe 0 1.5 -0.5
	#move -10
		offset  32  68
	frame data/chars/ryu/5.png
	frame data/chars/ryu/5.png
	frame data/chars/ryu/5.png
	frame data/chars/ryu/5.png
	#move 0
	frame data/chars/ryu/5.png


#------------------------------------------



anim attack1
	@cmd changeentityproperty getlocalvar("self") "Nopain" 0
###
	custknife veg1
	throwframe 4 1
		offset  29  69
		bbox  23  49  13  20
	delay 5
	frame data/chars/ryu/10.png
	frame data/chars/ryu/10a.png
	frame data/chars/ryu/11.png
	frame data/chars/ryu/11a.png
	delay 6
	frame data/chars/ryu/12.png
	delay 24
	frame data/chars/ryu/12a.png


#-----------------------------------------


anim jumpattack
	@cmd changeentityproperty getlocalvar("self") "Nopain" 0
###
	custknife veg1
	throwframe 4 1
		offset  29  69
		bbox  23  49  13  20
	delay 5
	frame data/chars/ryu/10.png
	frame data/chars/ryu/10a.png
	frame data/chars/ryu/11.png
	frame data/chars/ryu/11a.png
	delay 6
	frame data/chars/ryu/12.png
	delay 24
	frame data/chars/ryu/12a.png
#
		offset  32  69
		bbox  24  42  14  22
	frame data/chars/ryu/8.png

anim jumpattack2
	@cmd changeentityproperty getlocalvar("self") "Nopain" 1
###
		offset  29  69
		bbox  23  49  13  20
	jumpframe 1 1 1
	move 0
	delay 5
	frame data/chars/ryu/13.png
#
	delay 6
	attack 0
	frame data/chars/ryu/19.png
		attack1  27  53  16  12  25  0  0  1
	frame data/chars/ryu/20.png
		Attack1  0
	frame data/chars/ryu/21.png
		attack1  15  53  16  12  25  0  0  1
	frame data/chars/ryu/22.png
		Attack1  0
	frame data/chars/ryu/19.png
		attack1  27  53  16  12  25  0  0  1
	frame data/chars/ryu/20.png
		Attack1  0
	frame data/chars/ryu/21.png
		attack1  15  53  16  12  25  0  0  1
	frame data/chars/ryu/22.png
		Attack1  0
	frame data/chars/ryu/19.png
		attack1  27  53  16  12  25  0  0  1
	frame data/chars/ryu/20.png
		Attack1  0
	frame data/chars/ryu/21.png
		attack1  15  53  16  12  25  0  0  1
	frame data/chars/ryu/22.png
		Attack1  0
#
		offset  32  69
		bbox  24  42  14  22
	frame data/chars/ryu/8.png




anim duck
	@cmd changeentityproperty getlocalvar("self") "Nopain" 0
###
	delay 10
		offset  29  69
		bbox  23  49  13  20
	frame data/chars/ryu/1.png

anim duckattack
	@cmd changeentityproperty getlocalvar("self") "Nopain" 1
###
		offset  29  69
		bbox  23  49  13  20
	move 0
	delay 10
	frame data/chars/ryu/13.png
#
	delay 6
	move 4
	attack 0
	frame data/chars/ryu/19.png
		attack1  27  53  16  12  25  0  0  1
	frame data/chars/ryu/20.png
		Attack1  0
	frame data/chars/ryu/21.png
		attack1  15  53  16  12  25  0  0  1
	frame data/chars/ryu/22.png
		Attack1  0
	frame data/chars/ryu/19.png
		attack1  27  53  16  12  25  0  0  1
	frame data/chars/ryu/20.png
		Attack1  0
	frame data/chars/ryu/21.png
		attack1  15  53  16  12  25  0  0  1
	frame data/chars/ryu/22.png
		Attack1  0
	frame data/chars/ryu/19.png
		attack1  27  53  16  12  25  0  0  1
	frame data/chars/ryu/20.png
		Attack1  0
	frame data/chars/ryu/21.png
		attack1  15  53  16  12  25  0  0  1
	frame data/chars/ryu/22.png
		Attack1  0
#
	move 0
	delay 10
		bbox  23  49  13  20
	frame data/chars/ryu/13.png


anim slide
	@cmd changeentityproperty getlocalvar("self") "Nopain" 1
###
	jumpframe 1 3.5 0
		offset  29  69
		bbox  23  49  13  20
	delay 10
	frame data/chars/ryu/13.png
	move 5
		attack1  30  53  13  12  45  0  0  1
	frame data/chars/ryu/14.png
	delay 12
		attack1  33  42  10  25  45  0  0  1
	frame data/chars/ryu/15.png
	delay 13
	move 0
	frame data/chars/ryu/16.png
	delay 15
		Attack1  0
	frame data/chars/ryu/17.png
	frame data/chars/ryu/18.png

anim death
	delay 50
		offset  32  68
	frame data/chars/ryu/5.png
#
	delay 7
	sound data/chars/megaman/dead.wav
	offset 190 145
	frame data/chars/megaman/dead/1.gif
	offset 188 144
	frame data/chars/megaman/dead/2.gif
	frame data/chars/megaman/dead/3.gif
	frame data/chars/megaman/dead/4.gif
	frame data/chars/megaman/dead/5.gif
	frame data/chars/megaman/dead/6.gif
	frame data/chars/megaman/dead/7.gif
	frame data/chars/megaman/dead/8.gif
	frame data/chars/megaman/dead/9.gif
	frame data/chars/megaman/dead/10.gif
	offset 1000 1000
	frame data/chars/megaman/dead/10.gif
 
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