gfigueroa
Some things in that capx can be updated and made better, like rather then have the Y Vector set to -1 to have megaman fall i could have used an expression like "player.Platform.VectorY-player.Platform.VectorY" which gives a more natural feeling rather then the -1 it is set to which kinda makes it feel like you are forced to the ground.
A few animation things i would have liked to touch up and make better, would probably use a 2 sprite method rather then one sprite so the upper body and legs would stay fluid and insure the run animation was consistent even when running and shooting.
another option would be to have a instance variable that held the frame number of the run and just on return to the run set the animation frame number to that variable IDK probably a better way to do it.
but for the most part i am still happy with how it turned out. needs work still but feels almost right.
the slide is what is off the most, i would like for it to have a check to make sure no solids are offsetting the player on top and keep you in a slide as long as you are offset the solid.
I also use a set player.x method for the slide this is a bad method of performing this action, I later learned a much better way using vectors and max speed increase rather then using the method i have here which is buggy and will raise you off the ground if you slide into the wall.
I made a more megaman X styled dash that would work with tweaks as a megaman classic slide if you want it uses vectors and you can change direction mid slide which is nice but you might have to disable jump i don't remember how megaman classics slide works completely off hand.
I might go back to this after i finish my current game, as my next game is more in the vein of classic megaman only with time controls, but never hurts to look at games that did the genre you are trying out right.