~THREAD RULES~
* no julius tier shit for now
shitpost:
raocow wrote:I am being shot at, and I am being advertised petrol at the same time. We must be in America.
That's a really neat idea. I believe I've already mentioned this, but I'd also want an HP system for the boss battle (and associated stage, most likely) I'm going to make, since it relies on Demo being caped.KobaBeach wrote: ↑2 years ago real talk i think a boss where you have to set fire to bits of the arena and goad the boss into burning their ass would be a funny boss
basically carol's adon toad +1
you'd need a hitpoint system to keep fire mario forever without breaking the game
also maybe freeram to store demo/iris' status and item box, pre-fireball
i tried fleshing this out in my Mind Palace but it just came out as a carol boss oop
don't mind me im just pirating star ocean 4 and 5 on my ps3 triple
finally. sans in super mario worl (im stopping at true pacifist)Super Maks 64 wrote: ↑2 years ago -A boss that's an amalgamation of various bosses from the JRPGs you have in your backlog, in style of Brutal Mario's various homages; preferrably with at least one mode 7 phase.
i'll try 2 make it happen
Fireball Whisky Boss
in sublevel FB feel free (though try and keep the sprite as it fits the level)Flandre Scarlet/Ned Flanders mashup boss would be funny (while poking fun at raocow's pronunciation)
Big same, I just worry about plotting them out.PSI Ninja wrote: ↑2 years ago In general, I would like to see bosses that the player can more actively fight against. Bosses where you're always free to deal damage, instead of needing to wait around for them to reveal their weak point or to spawn a projectile that the player can throw. As far as design goes, this could mean giving the player more opportunities to jump on the boss's head, reducing or removing the invincibility/rage periods after the boss takes a hit, or giving the player a projectile-based powerup that can't be lost (e.g., Fire Flower). The aforementioned HP system could be used to help with the latter.
both is good
sonikku is doing it with dynamic sprites i think
I see the creature being layer 2 DMA'd in, the arms possibly being cluster sprites (wrong usage of this type of sprite??) and the hands being composed of like one large sprite each? SA-1 allows for less sprite tile limitations along with a larger amount of sprites on screen, so this seems relatively doable. Yeah, I think it might be possible?camwoodstock wrote: ↑1 year ago &: Once upon a time we had an idea for a boss design that isn't really... A direct reference to anything, it'd just be a neat setpiece for a Wham-Bam-Rock-esque "floating hands that are fighting you" fight. The main idea we had was that the fight would basically be that, but you'd need to stomp on the hands to damage it. The "creature" would be some nebulous blob of sorts, but the only details you can make out are the silhouette of the beast, the arm and hand of the enemy (the "arm" being 3 circular sprites, kind of like a Petz game), and a big main cyclops eyeball in the background. I took the liberty of drawing it as a reference if someone thinks anything of it.
&: Yeah, this is very much a Treasure-esque boss. Or at least, whatever the trick was to make Wham Bam Rock tick. I'm not too versed, but with the 3 "arm" sprites and the hand, implying the pattern relies basically entirely on the hand doing fancy tricks and no projectiles, that's at least 4 "sprites", right? And SMW is limited to 8 or so, if we recall. We do have a bit of wiggle room on that front.KobaBeach wrote: ↑1 year agoI see the creature being layer 2 DMA'd in, the arms possibly being cluster sprites (wrong usage of this type of sprite??) and the hands being composed of like one large sprite each? SA-1 allows for less sprite tile limitations along with a larger amount of sprites on screen, so this seems relatively doable. Yeah, I think it might be possible?camwoodstock wrote: ↑1 year ago &: Once upon a time we had an idea for a boss design that isn't really... A direct reference to anything, it'd just be a neat setpiece for a Wham-Bam-Rock-esque "floating hands that are fighting you" fight. The main idea we had was that the fight would basically be that, but you'd need to stomp on the hands to damage it. The "creature" would be some nebulous blob of sorts, but the only details you can make out are the silhouette of the beast, the arm and hand of the enemy (the "arm" being 3 circular sprites, kind of like a Petz game), and a big main cyclops eyeball in the background. I took the liberty of drawing it as a reference if someone thinks anything of it.
I could ask rextep (I'm friends with them on MyAnimeList and I can reach them through Heraga, I believe) for assistance on studying Treasure's trigonometry method for Alien Soldier and Gunstar Heroes on MegaDrive for the arm routines, which they used for Bowser's Brother in SMW Gaiden, which also had multi jointed arms (wrong term?).
I'm not sure how hard transferring Treasure's routines from 68000 (MD) to 65c816 (SNES) is.
Vanilla is limited to 8, SA-1 can handle like 12 without lag, I think. And I'm thinking of making the arm sprites, cluster sprites, so we're not taking up normal sprite real estate in the memory. I just wonder how much we'll have of graphical real-estate for the hands, I don't know if 32x32 will be grandiose enough. Maybe 48x32/32x48/whatever?camwoodstock wrote: ↑1 year ago &: Yeah, this is very much a Treasure-esque boss. Or at least, whatever the trick was to make Wham Bam Rock tick. I'm not too versed, but with the 3 "arm" sprites and the hand, implying the pattern relies basically entirely on the hand doing fancy tricks and no projectiles, that's at least 4 "sprites", right? And SMW is limited to 8 or so, if we recall. We do have a bit of wiggle room on that front.
brother that's hashtag relatable
sorry i'm kind of hyper right now and cannot look at your boss but keep it up brother
Bowser is dead, so he is a Ghost Bowser and Ghost Clown Car, flying around in the pattern of vanilla boo boss throwing ghost mechakoopas.