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Author Topic: Skullman  (Read 39965 times)

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Offline Manic

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Re: Skullman
« Reply #225 on: October 31, 2011, 03:26:48 AM »
Well, all of his spritework is pretty much finished, so I'm just waiting on Acey to have time to program him whenever he's willing to. :P

Offline laspacho

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Re: Skullman
« Reply #226 on: October 31, 2011, 11:02:21 AM »
Well, all of his spritework is pretty much finished, so I'm just waiting on Acey to have time to program him whenever he's willing to. :P

Now that Xmen has been released it's RMM time.   :thumbsup:

Offline Acey

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Re: Skullman
« Reply #227 on: October 31, 2011, 02:00:03 PM »
Now that Xmen has been released it's RMM time.   :thumbsup:

Busy busy!

 :) \-/o :thumbsup: :rulez: ^^(PM)^ >o:-( :w00t: ::salute::

Offline Manic

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Re: Skullman
« Reply #228 on: November 05, 2011, 09:46:28 PM »
Along with Skullman's facelift, I decided to give his own stage a facelift as well. ^-^
Here's how it used to look:


And here's how it looks now, I removed the old Skull Joe and made a much better looking one that matches the background:


Offline TGM

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Re: Skullman
« Reply #229 on: November 05, 2011, 09:52:17 PM »
Along with Skullman's facelift, I decided to give his own stage a facelift as well. ^-^
Here's how it used to look:


And here's how it looks now, I removed the old Skull Joe and made a much better looking one that matches the background:



I need to try harder  \-/o

Offline SanjiSasuke

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Re: Skullman
« Reply #230 on: November 05, 2011, 09:52:48 PM »
Looking great. This stuff looks like pro-stuff from the big blue letters themselves.

Offline TheClone45

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Re: Skullman
« Reply #231 on: November 06, 2011, 11:03:39 AM »
Well, all of his spritework is pretty much finished, so I'm just waiting on Acey to have time to program him whenever he's willing to. :P

Wasn't Bowasiel was going code your skullman?

By theclone45 at 2011-01-02

Offline Manic

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Re: Skullman
« Reply #232 on: November 06, 2011, 02:51:28 PM »
He was, but I've lost contact with him, so I'm not sure where he's been, but Acey's going to be finishing up what we've started thankfully. :thumbsup:

Offline Ganbare-Lucifer

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Re: Skullman
« Reply #233 on: November 06, 2011, 05:42:38 PM »
Acey... ACEY!?!?

OH NO! I WANT SKULL MAN FOR WINMUGEN TOO!

Please... not him D:
(click to show/hide)
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Offline Rage

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Re: Skullman
« Reply #234 on: November 06, 2011, 05:49:51 PM »
Acey... ACEY!?!?

OH NO! I WANT SKULL MAN FOR WINMUGEN TOO!

Please... not him D:
Dont do that. Acey is one of the best coders in mugen. Your doing a wip for MMRM right.... so chances are Acey will probably have some involvement in your character too. up grade and you'll be good.  :-w

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Offline ExeLord

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Re: Skullman
« Reply #235 on: November 06, 2011, 05:58:16 PM »
Yep, agree with Rage on that. You make it sound like coded by Acey=something bad. It isn't and 1.0 isn't something bad too. Acey is cool! :cool :w00t: ^:)^
What consumer society is?

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Offline Ganbare-Lucifer

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Re: Skullman
« Reply #236 on: November 06, 2011, 06:49:52 PM »
I actually know he is good...

but i also want some chars in WinMugen, because it's too good AS 1.0...

and i'll not leave WinMugen...
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Offline Rage

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Re: Skullman
« Reply #237 on: November 06, 2011, 06:53:48 PM »
I actually know he is good...

but i also want some chars in WinMugen, because it's too good AS 1.0...

and i'll not leave WinMugen...
what about your wip? he's in MMRM so thats 1.0? R u going to code one for your self... :-"

Manic sorry for being off topic

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Offline TGM

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Re: Skullman
« Reply #238 on: November 06, 2011, 07:02:55 PM »
Never miss with the chief  8) and great progress there Manic

(click to show/hide)


Offline Tha Lando ( Le CROM )

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Re: Skullman
« Reply #239 on: November 06, 2011, 07:07:47 PM »
Never miss with the chief  8) and great progress there Manic

(click to show/hide)



you will bro and from what i saw, lookin good man. ::salute::

Offline Manic

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Re: Skullman
« Reply #240 on: February 20, 2014, 08:55:41 AM »
Super three year bump. :-"
I decided however to go back and rework his basics to make him more unique. Wanted to see what everyone's opinion was. (And just checked.. I've been working/reworking on Skullman since before '09.. :-SS )

Aerial HK - Used to be a simple buster shot


Missile-type weapon shots, based on Samus' arsenal in Metroid, used to reuse the Gatling sprites

(LK) (HK)
Standing LK, replaced the old one to be the new standing HK, which was a buster shot


Crouching HK, used to be a buster shot


Crouching HP, reuses the standing MP, but I gave him arm spikes to differentiate it more from it.


Finalized version of the transformation pose.

Skullman's stage. Added a bit more stuff into the background, and changed the positioning of the Skull Joe. Still refining stuff.
(click to show/hide)

I haven't had a coder for years, so there has been absolutely nothing new added to the extremely old version that I have that was coded years ago on an old RMM template.

Offline warecus

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Re: Skullman
« Reply #241 on: February 20, 2014, 06:18:18 PM »
looks hella awesome

Offline TK8314

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Re: Skullman
« Reply #242 on: September 27, 2014, 08:41:00 PM »
Super three year bump. :-"
I decided however to go back and rework his basics to make him more unique. Wanted to see what everyone's opinion was. (And just checked.. I've been working/reworking on Skullman since before '09.. :-SS )

Aerial HK - Used to be a simple buster shot


Missile-type weapon shots, based on Samus' arsenal in Metroid, used to reuse the Gatling sprites

(LK) (HK)
Standing LK, replaced the old one to be the new standing HK, which was a buster shot


Crouching HK, used to be a buster shot


Crouching HP, reuses the standing MP, but I gave him arm spikes to differentiate it more from it.


Finalized version of the transformation pose.

Skullman's stage. Added a bit more stuff into the background, and changed the positioning of the Skull Joe. Still refining stuff.
(click to show/hide)

I haven't had a coder for years, so there has been absolutely nothing new added to the extremely old version that I have that was coded years ago on an old RMM template.

Heya Manic, if you need a coder to put together Skull Man I know someone who can do it.  I have a friend named CaptainRussia who's pretty good at creating AI too.  :3



Offline Manic

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Re: Skullman
« Reply #243 on: September 27, 2014, 11:49:39 PM »
Well sure, have him contact me and I'll see what can be done / discussed.

Offline O Ilusionista

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Re: Skullman
« Reply #244 on: July 09, 2018, 10:29:25 AM »
I decided to reopen this topic.
Initially, I was going to code Skull Man, but I have too much on my hands for now.

So, AJrenalin will be coding him.

Offline OUTCOLD

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Re: Skullman
« Reply #245 on: July 09, 2018, 10:44:52 AM »
Quote
So, AJrenalin will be coding him.

With Pleasure!   :w00t: ::salute::

Offline Magma MK-II

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Re: Skullman
« Reply #246 on: July 09, 2018, 10:59:33 AM »
That's great! Really looking forward to it!

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Re: Skullman
« Reply #247 on: July 09, 2018, 11:29:52 AM »
Very good news!!  ^^(PM)^
 

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Re: Skullman
« Reply #248 on: July 11, 2018, 11:00:29 PM »
Those new sprites are a HUGE upgrade from the old ones the face has sooo much more detail. Just so you know where i am at with him i am on state 100-106 (The dashes)

Stance done
Walk Done
Jumps Done
Crouch Done

I will try to have all his basic attacks finished and coded by tonight or tomorrow. In the mean time anyone got any good ideas on Powersets before i get to them?

EDIT: Never-mind about the Powersets i just found the sprite sheet and it contains all the Powersets already, i was using individual sprites from a folder. Manic you did an amazing job keeping everything in order.
« Last Edit: July 11, 2018, 11:24:49 PM by AJrenalin »

Offline laspacho

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Re: Skullman
« Reply #249 on: July 11, 2018, 11:39:50 PM »
Beyond what Manic has this stuff looked kinda neat as I browsed around the net.  I don't know if it will be useful or not.





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