Ghoul Man RMN: 3 Ghoul Man was originally built to oversee and be apart of a haunted house attraction. RaMoon took him and upgraded him, giving him the ability to phase in and out of existence. He also gave him his Spirit Knife, a powerful dagger of energy he throws at enemies. Wily wanted him to be the RKN Techno, but due to lack of CPU space because of the phase-drive and the installation of the Overdrive, he was made Ghoul Man. Weapon: Spirit Knife Attacks: He repeats his first ground attack phase 25 times, then does his Overdrive, then for them rinse and repeat. Whenever he has an Hp bar, he will heal 1/4 Hp everytime he uses Overdrive Overdrive: The the beginning each phase of the overdrive begins with a green beam, which gives you 2.5 seconds to find a safe spot before being blasted by a same size beam that is blue that grows to be fairly big...the final phases beam will be tricky. This is the A.I. for Ghoul Man. I kept a daily record of what I did.
March 10: Happy Mario Day! Got the sprites (props to @legobuzz12 for the Mega Man Game Engine, it allowed me to get the sprite.) Started the sprites. Attempting to get run script ready. (@legobuzz12, your code for the player sprite is AMAZING and also frustrating to hunt down all of the active code that is messing with what I am trying to do!) March 11: Running animation and size done at 8:03 a.m. Press "r" to see running animation. Idle shooting sprite finished. Press "s" to see. Jump also completed, press "j". I also recommend to press each button ONCE per green flag click. Reason being is that it tends to glitch of multiple are pressed. Space returns it to idle sprite. I also got running shot done, press "t" to see. Started working on wing form sprites. March 12: All previous button presses are null. Began working on A.I and added basic ground and background. At the moment, the A.I is a little slow. March 13: Fixed the slowness bug, added Spirit Knife weapon sprite. Other attacks will come later. March ? (I forgot to log it!!!!): made run shot sprite and running shot animation. March 22: Changed run shot A.I. Started and completed Overdrive. Ouch, that may be difficult. Next is Air attacks and that's all folks! (I will do Hp bar, music, and proper background and floor whenever I make the boss test). March 26: Finished. Fixed jumping, run speed, and overdrive slightly as well as phase-shifting animation. Air attacks are a no go. (For now....) March 27: Made him run faster.