I'm glad I'm not the only one who hate drawing its own sprites- the skin is the hardest part, but for the weapon, it may be much easier !
For the HUD, if you're the laziest of the laziests you can simply take the original from the core vanilla MM8BDM and recolorate them : you have a buster (through I doubt you'll use this one...) a hand/a kick (Charge Kick/Mega Ball), a "casting hand" (like Centaur Flash, also the casual "hand that will slap someone's ass" (used for instance for Scorch Wheel, Junk Shield), a classic punch (Hard Knuckles)... if you don't find something there, you might eventually pay a visit to YD's classes V6g, it has pretty much different arms visions for each robot master or exclusive poses (like Elec Man's ALTFIRE which points the fingers to the sky, or Magnet Man's ALT that shows a front punch... etc... Bomb Man that has a "here little dog, come and bite the food in my hand" sprite, etc...), and I'm sure he could share them for your class.
And the easier and eventually funnier is for the weapon in the world, also knows as "when you can see th projectile". The bigger your video game culture, the more animations from games you know and the more choice you could have. You could take a sprite from the core, yeah... but it's cooler if you put a new sprite, players like when they see new graphics.
So, if you have some good knowledge about other 8-bits games, you could search for some rips, or if you really need to use more detailed graphics, you can rawly convert it to 8-bits by reducing its sprite size by two (which will reduce the amount of details and stuff), and then double it again. There, you have your same sprite but with a more 8-bit pixel limitation.
These two tips above are how I did for making my sprites ^^'
BIGEDIT : My class's finished, I should send it to Coooldy Foooozion pretty soon. Too bad I can't get the bot retreating when it spots someone instead of going toward it, because my class is rather a fleeing type, I try getting help for fixing this.
Also, I'm an awful coder and programmer and player and everything that does with computer so don't expect something too much elaborated or good to play with or original...
Name: ckScetarckdceust
Armor: damage x2.5 (Mega Man = x1.0)
Speed: 0.4 (Mega Man = 0.8)
Jump: 1.3 (Mega Man = 1.0) double jump possible
Damage Type: "yellow/crashing stuff" (Crash/Flash Bomb, Star Crash)
Role: Healer/protecter/controller
Weakness: Scorch Wheel, Air Shooter, Water Wave, Dust Crusher and against Michael712, HumanDestroyer and Stardust herself
Resistances : MM1 weapons because MM1 best Megaman NES game, Gemini Laser, and against Daveris and Lego
Immune : Astro Crush (speed makes it almost unavoidable)
Weapon Dropped: Gemini Laser or Skull Barrier
Class skills : => Leaves a star powder trail behind her, helps making the opponent's way harder to get closer
==> Has a slow health regenerating system
WEP1
NORMAL FIRE releases a slow, weak, homing firefly. Leaves a light trail on its pass (akin to X's Izzy Glow's weapon from X5). On contact it explodes in a small radius and the burst completly flashes the victim(s)'s screen. This flash is weaker if the opponent is already flashed (preventing abuse). Bots don't care about how flashy their screen is, so it won't affect them
GROUND ALTFIRE instantly creates an area at the aim that damages and pushes players. Becomes stronger and bigger if used from far away, but won't do anything at all if used too close from the user. It can be used to block someone's way at distance, for instance, or just stalkin'
AIR ALTFIRE fires a huge mid-slow typhoon that flies upward in an arc. Typhoon has large hitbox and attract opponents for combo damage. If you repeatedly press ALTFIRE more times before the typhoon is fired, you can increase the number of shot typhoons, up to three
WEP2
NORMAL FIRE releases a fast, weak, bouncing "butterfly". If it hits someone, it curses this "someone" to face its opponents, and in addition will increase Stardust's regenerating power for some seconds
ALTFIRE makes the user hold a large protecting circle that blocks attacks (not some explosions through). If this shield gets hit, it will fire an extremely fast laser with splash, dealing rather high damage-- in some situations it can be easily avoiden by jumping over
ITEM : the Doll jauge is located below the weapons/health bars. It automatically fills with time but collecting weapon capsules makes the filling faster. When full, you receive 3 dolls to use. Press the item button to releases a doll and press it again to instantly stop it and it'll start slashing opponents where you stopped it. In short it's -finally- a only and quick damaging attack
Skin: Custom
yeah-
Known bugs : >If a fired doll contacts with a "Sky" (like Skull castle entrance), you couldn't send other until you die, through players tend to quickly stop the dolls so it's no big trouble
>The flashing firefly may interact with other flashing weapons and I don't know how good or bad it could end
>On some very rare occasion, when a player cursed by the butterfly dies, it may -for no reasons- spawns a copy picture of itself
>Probably not compatible yet with horizontal bars (sorry Lego)
Gameplay : Some people don't like using it, some people don't like fighting it because it's not fun. I agree with you completly. I should get fired, banned, exterminated and annihiliated in an execrable manner (not really, actually I'd suggest putting more mustard on the ckichen or mayonnaise on eggs if you don't like chocolate with oil and honey).
It's a class that requires less aiming skills, but can pretty much toy with one or several opponents, slowly taking away their health. Yeah, it dramatically trades armor, speed and attack damage, for indirect attacks, effects, regeneration and protection.
Most of her attacks are "large", that's why she shines in open area like Heat Man, Elec Man, Junk Man's stages, but can have difficulties in narrow stages like Flame Man, Flash Man, or Cut Man because the attacks get toward the walls. She's skilled in making each shot count.
It's important to know each of her defensive attacks to be safe. Because she only has 40 HP, attacks that deal more damage than that simply OHKO her, so it's her job to make this owning thing harder. To quote some weapons that OHKO : Drill Bomb (if at the core of the explosion), Napalm Bomb, Hard Knuckle, Super Arm (big boulder), a correctly placed Shadow Blade or Ring Boomerang, the core of a Rain Flush, Charge Kick, Thunder Claw, big Crystal Eye, Dust Crusher, Pharaoh Shot lv2 or more, etc...
It's not the class reserved for beginners because of her large weaponry variety that can take care of several situations, and because of her vulnerable status. So yeah, it needs some experience to know how to practise her.
An important note is that constantly firing the same thing (NORMALFIRE without stopping, for instance) is not the way to go. Simply because using the same fire type always and always is punished by an awful fire rate. Through, if you altern the NORMAL/ALTFIRE of a weapon, your fire rate is wayy smoother, and you could cover yourself with tones of stuff on the field, turning your opponents lost in your defense. Besides I studied her weapons to make them matching their respective ALT/NORMALFIRE : the fire alternating should work in a combo fashion.
That's it--
The star powder and health regenerating are small gimmick that are easy to get rid of so don't especially count of those to save the life but only on your own control and risks.
WEP1's ALTFIRE focuses on moving. NORMALFIRE is a good introducing to battle attack, flashing the foe, whereas GROUND ALTFIRE is great for "sniping" if you're waiting for an enemy to come, through expect them to rush at you if you get spotted because of your low speed and seeming low health. AIR ALTFIRE can be the alarm mode that can literally thrusts someone to the end of a hall if they get too close to you.
WEP2's more for close combat and "survival mode". NORMALFIRE is essential for the regenerating power and mixed with the protecting ALTFIRE, you can recover and attack the foe.
She's a kind of "annoying buzz" that annoys with effects, and because of her large sized attacks, she can pretty much fall some meteors craters at distance in an area where robots are playing together with WEP1's ALTFIRES and make their fight "poisoned" with the controlling effects (Flashing/Cursing). Through if she gets spotted, she can die in a half second by LaggyBlazko's Tommy Gun or TheBladeRoden's Autocannon if the user can't control her weapons correctly. 1vs1 can be deadly for a Stardust user not prepared to someone who quickly spin and attack around her.
Feel free to commonly switch between the weapons. Dolls are here to boost the power a little, and since they're items-classed you can use them at any time, in any weapon's firing. Don't save them, use them, that's my tip
I really hope you'll like the synergy and balancement type I wanted to reflect in my class, but you could see better how it works in-game
Strategy Guide/Tips : Coming soon if accepted
Credits : Material (sprites/sounds etc) are rewarded in a textfile in the class's folder
Otherwise special thanks for Ukiyama and Cooooooldy Fooooozion for answering my damn repetitive and annoying questions
And for the Puyo following my character skin to Geno
Also please try my bot to have a preview of how she can work. Use ADDBOT STARDUST in the console !
I did what I can to give her a good AI. That's why I'm proof to say that "Fighting her is like using drugs."
I might do Instangib weapons/add screenshots and additional stuff if it gets accepted.