[A2MT SPOILERS] A2MT final boss "discussion" thread
- Jesuiscontent
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Re: [A2MT SPOILERS] A2MT final boss "discussion" thread
It's cool you got motivation again for this but save some for A3MT lomao
- Picochilla
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Re: [A2MT SPOILERS] A2MT final boss "discussion" thread
How about a Rubber Duck trowing Keys of death around?
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- Icelink256
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Re: [A2MT SPOILERS] A2MT final boss "discussion" thread
Holy CRAP! Is that what the boss graphic is needed for!? O_oalex2 wrote:For the people who might read this thread for whatever reason and have no context: this is the concept I'm going after for the boss.
...Okay. Does she need to be animated in any way?
Like a basic floating animation, or is she just a "prop" boss? (still sprite/bg element)
Re: [A2MT SPOILERS] A2MT final boss "discussion" thread
So, given that there's no A2MT (or A3MT for that matter), what's this for again?
Just some sort of personal project you'll be releasing in IPS form for the chronically bored on these forums? Something you plan to show off at C3 this year? Something else?
Just some sort of personal project you'll be releasing in IPS form for the chronically bored on these forums? Something you plan to show off at C3 this year? Something else?
Gaming Reinvented, coming soon!
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Re: [A2MT SPOILERS] A2MT final boss "discussion" thread
It's for adding to A2MT as well as getting into rao's LP hopefully.
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- BobisOnlyBob
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Re: [A2MT SPOILERS] A2MT final boss "discussion" thread
I think the plan is to create this as a capstone to A2MT, when it's all over, probably as a standalone level for raocow. If it doesn't get finished in time it'll either make its way into another "ASM" (how appropriate) project in some form or another.
Best of luck with it. I can't read asm much, but I'll help with moral support here.
Do you have a design for the final boss, then, or is it undecided? I have a fantastically stupid idea, but it might be more effort than it's worth.
Best of luck with it. I can't read asm much, but I'll help with moral support here.
Do you have a design for the final boss, then, or is it undecided? I have a fantastically stupid idea, but it might be more effort than it's worth.
- BobisOnlyBob
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Re: [A2MT SPOILERS] A2MT final boss "discussion" thread
Design as in character. As in, does it even have to be 2hu-like?
- KobaBeach
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Re: [A2MT SPOILERS] A2MT final boss "discussion" thread
alex2 wrote:I already decided that Nitori is the final boss
because she is mai waifu
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Re: [A2MT SPOILERS] A2MT final boss "discussion" thread
no problem DJSecretalex2 wrote:yes koba that was the reason thank you
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MaGL Patch Collection / vg backlog spreadsheet / animu list / mcmangos / steam
oogggghhhh games aren't art Fuck You Roger Ebert *kills him with a hamemr*
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oogggghhhh games aren't art Fuck You Roger Ebert *kills him with a hamemr*
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Re: [A2MT SPOILERS] A2MT final boss "discussion" thread
Alex-senpai that's so lewd~alex2 wrote:I will shit in your butthole boy
(okay I am really derailing this thread, I apologize for it and I'll stop now)
#1 mega cd enjoyer AND "making fun of"-er
MaGL Patch Collection / vg backlog spreadsheet / animu list / mcmangos / steam
oogggghhhh games aren't art Fuck You Roger Ebert *kills him with a hamemr*
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oogggghhhh games aren't art Fuck You Roger Ebert *kills him with a hamemr*
Re: [A2MT SPOILERS] A2MT final boss "discussion" thread
Danmaku is never not terrible in a platformer, just throwing that out there.
Re: [A2MT SPOILERS] A2MT final boss "discussion" thread
If it's any consolation (and given alex's history), he's going to get sick/bored of this and not finish it anyway.Ometeotl wrote:Danmaku is never not terrible in a platformer, just throwing that out there.
Good thing he can't retaliate and swear at me for another 20 hours or so when he's unbanned!
Re: [A2MT SPOILERS] A2MT final boss "discussion" thread
I believe in you, alex2!!!!!!!
- worldpeace125
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Re: [A2MT SPOILERS] A2MT final boss "discussion" thread
Yay another danmaku art from SMW!
I explored the dead thread, and the plan you were going to implement seems interesting. About the lag, from my experience, I believe that the most time-consuming part is drawing many sprite tiles which seems to be a kind of a system function so cannot be optimized or customized(I could be wrong). As more and more OAM slots are allocated to draw something, the overall routine becomes heavier. And at that point, I believe other subroutines - OAM management/collision detection/etc - are much smaller than drawing. Of course it's unlikely to happen but if using the algorithm of No More Sprite Tile Limits for allocating every single OAM, it would be very inefficient. Within a "reasonable" scope, optimization in sprite routines wouldn't affect the speed that much because of drawing. Skipping useless routines by defining custom game mode you mentioned would be beneficial though I have no idea how much it'll improve.
In the final boss of JUMP currently I'm working on(which is non SA-1), 40~45 projectiles of a 16*16 tile having only minimal functions (moving with velocity and checking collision) works quite well without slowdown, but having one missile of 23 tiles and 4~5 lasers of 6~8 tiles causes slowdown in SNES. though no lags in ZSNES with perc2exec=150 but it might be a cheat. This is a basis of my hypothesis and what I need to somehow fix .
As you would already know, Vitor Vilela is another guy who built a danmaku system in SMW and designs boss patterns. But he uses SA-1, so...
I'm really looking forward to how you would build the system as well as your danmaku patterns. Best of luck to you!
e: I guess drawing a 8*8 tile should be done faster than a 16*16 tile, from watching the video.
I explored the dead thread, and the plan you were going to implement seems interesting. About the lag, from my experience, I believe that the most time-consuming part is drawing many sprite tiles which seems to be a kind of a system function so cannot be optimized or customized(I could be wrong). As more and more OAM slots are allocated to draw something, the overall routine becomes heavier. And at that point, I believe other subroutines - OAM management/collision detection/etc - are much smaller than drawing. Of course it's unlikely to happen but if using the algorithm of No More Sprite Tile Limits for allocating every single OAM, it would be very inefficient. Within a "reasonable" scope, optimization in sprite routines wouldn't affect the speed that much because of drawing. Skipping useless routines by defining custom game mode you mentioned would be beneficial though I have no idea how much it'll improve.
In the final boss of JUMP currently I'm working on(which is non SA-1), 40~45 projectiles of a 16*16 tile having only minimal functions (moving with velocity and checking collision) works quite well without slowdown, but having one missile of 23 tiles and 4~5 lasers of 6~8 tiles causes slowdown in SNES. though no lags in ZSNES with perc2exec=150 but it might be a cheat. This is a basis of my hypothesis and what I need to somehow fix .
As you would already know, Vitor Vilela is another guy who built a danmaku system in SMW and designs boss patterns. But he uses SA-1, so...
I'm really looking forward to how you would build the system as well as your danmaku patterns. Best of luck to you!
e: I guess drawing a 8*8 tile should be done faster than a 16*16 tile, from watching the video.
- worldpeace125
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Re: [A2MT SPOILERS] A2MT final boss "discussion" thread
That's surprising and betrays my experiences! Definitely I'm going to try that method.
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Re: [A2MT SPOILERS] A2MT final boss "discussion" thread
Is this thing still going? I suppose it should be up to a competent spellcard working by now if the rom is cooperating.
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Re: [A2MT SPOILERS] A2MT final boss "discussion" thread
You can expect a pretty huge post or two from Alex soon from what he's been telling me.
Oh man it's a Youtube: https://www.youtube.com/user/BwarchtheGamer
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Re: [A2MT SPOILERS] A2MT final boss "discussion" thread
When Alex says a huge post he MEANS, A HUGE POST.Bwarch wrote:You can expect a pretty huge post or two from Alex soon from what he's been telling me.
Well done good sir, well done.
Oh man it's a Youtube: https://www.youtube.com/user/BwarchtheGamer
- swirlybomb
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Re: [A2MT SPOILERS] A2MT final boss "discussion" thread
See also: Why I don't expect to ever try and be a programmer.
Goodness me.
So does all that equal something functional at this stage, or not yet?
Goodness me.
So does all that equal something functional at this stage, or not yet?
anonymousbl00dlust wrote:All the obstacles in my level can be beaten on the players first attempt without any 'future predicting'.
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Re: [A2MT SPOILERS] A2MT final boss "discussion" thread
[6/27/2014 3:48:17 AM] TheGreekBrit: are you ready
[6/27/2014 3:48:38 AM] TheGreekBrit: viewtopic.php?f=11&t=14735&p=224549#p224548
[6/27/2014 3:48:46 AM] Bwarch: The world is not ready.
[6/27/2014 3:49:30 AM] Bwarch: lmao
[6/27/2014 3:49:37 AM] Bwarch: Okay so this isn't actually even code
[6/27/2014 3:49:40 AM] Bwarch: It's a CHART
[6/27/2014 3:49:41 AM] Bwarch: RIGHT?
[6/27/2014 3:49:50 AM] TheGreekBrit: to some extent
[6/27/2014 3:49:56 AM] TheGreekBrit: I said it would be a flowchart
[6/27/2014 3:48:38 AM] TheGreekBrit: viewtopic.php?f=11&t=14735&p=224549#p224548
[6/27/2014 3:48:46 AM] Bwarch: The world is not ready.
[6/27/2014 3:49:30 AM] Bwarch: lmao
[6/27/2014 3:49:37 AM] Bwarch: Okay so this isn't actually even code
[6/27/2014 3:49:40 AM] Bwarch: It's a CHART
[6/27/2014 3:49:41 AM] Bwarch: RIGHT?
[6/27/2014 3:49:50 AM] TheGreekBrit: to some extent
[6/27/2014 3:49:56 AM] TheGreekBrit: I said it would be a flowchart
Oh man it's a Youtube: https://www.youtube.com/user/BwarchtheGamer
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Re: [A2MT SPOILERS] A2MT final boss "discussion" thread
SNES is hardly anything close to modern Program. This is also Alex's own flowchart format and it doesn't have comprehensive remarks within the flowchart.swirlybomb wrote:See also: Why I don't expect to ever try and be a programmer.
Goodness me.
So does all that equal something functional at this stage, or not yet?
As far a I can tell, there are two separate spellcards / four attack states, and I guess the run up to the fight. Graphics are at the end of the loop. I don't understand much either.
- swirlybomb
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Re: [A2MT SPOILERS] A2MT final boss "discussion" thread
okayit's a flowchart ya dingus
anonymousbl00dlust wrote:All the obstacles in my level can be beaten on the players first attempt without any 'future predicting'.
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Re: [A2MT SPOILERS] A2MT final boss "discussion" thread
I'm impressed it's just a chart myself since it looks so MUCH like code to an outsider.
PROGRAMMERS.
PROGRAMMERS.
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- Jesuiscontent
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Re: [A2MT SPOILERS] A2MT final boss "discussion" thread
Make it a survival thing. The only point to touhou shit is to survive anyways
e : it'll also make it easier on the performance side of things too I suppose??
e : it'll also make it easier on the performance side of things too I suppose??
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Re: [A2MT SPOILERS] A2MT final boss "discussion" thread
Survival, offensive just doesn't sound fun at all. With how much emphasis there is on dodging it would most likely be a pain to have to concentrate on fight as well. The gameplay seems to carry itself just fine on the avoidance aspect from what I've seen of most of this type of thing.
Oh man it's a Youtube: https://www.youtube.com/user/BwarchtheGamer