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A2MT Discussion: OW, Bosses, and Gimmicks

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Argumentable
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Re: A2MT Discussion: OW, Bosses, and Gimmicks

Post by Argumentable »

Throw in a bunch of red herrings too that lead you to areas that are extremely hidden but serve no purpose just to fuck with people
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Re: A2MT Discussion: OW, Bosses, and Gimmicks

Post by Kipernal »

Alex wrote:Seems simple enough to deal with. Am I correct in assuming this boss doesn't have any sort of hitbox at all?
That would be correct. You'd probably want to handle projectiles the same way the boss does: by not actually creating sprites but just drawing them and checking their proximity to the boss.
Alex wrote:Also: how challenging do you suppose it'd be to change the graphic? I assume not very, but I have to ask anyway.
Very easy:

Code: Select all

Xoffsets:	db $1A,$14,$24,$00,$10,$20,$30,$00,$10,$20,$30,$40,$00,$10,$20,$30
Yoffsets:	db $00,$10,$10,$20,$20,$20,$20,$30,$30,$30,$30,$30,$40,$40,$40,$40
Tiles:		db $00,$20,$22,$40,$42,$44,$46,$60,$62,$64,$66,$68,$02,$04,$06,$08
Change those values to change the tiles and their x and y offsets. In the actual graphics routine itself there's a "CPX #$0F"; change the $0F to however many tiles you're drawing - 1.

EDIT: Just gonna go ahead and highly endorse Septentrion Pleiades' idea (if we're both thinking of the same thing...?). It would lend itself well to the limited number of bullets possible and it would help to avert the problem with there being few sprite slots for projectiles.
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Re: A2MT Discussion: OW, Bosses, and Gimmicks

Post by raocow »

Alex wrote:
raocow wrote:Instead it should be HIDDEN in a hilariously unfair way, with unmarked map16 shenanigans.
Okay. Then you don't get to know where it is either. Duck on every single tile in the whole level to see if there's a pipe hidden somewhere.

Great gameplay.
I am willing to agree with this.
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Re: A2MT Discussion: OW, Bosses, and Gimmicks

Post by raocow »

Hahahaha, yes, yes, I'm sorry! I meant "further over there". That danmaku is definitely on the mainline, no discussion there!
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Re: A2MT Discussion: OW, Bosses, and Gimmicks

Post by Paralars »

the best idea I've had for further over there in its current state was to put it into the hardest submap in an alternate path that lets you skip the last 2-3 levels of that map if you can beat one gauntlet of madness instead.
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Re: A2MT Discussion: OW, Bosses, and Gimmicks

Post by raocow »

you get the password in the Credits level currently being worked on. So 'further over there' officially becomes 'post game'
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Re: A2MT Discussion: OW, Bosses, and Gimmicks

Post by limepie20 »

If we are gonna do that, might as well just have it be a parrot coin unlocked level. I don't see why not. Those are supposed to be the hardest anyway.
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Re: A2MT Discussion: OW, Bosses, and Gimmicks

Post by raocow »

I think it'd be neat to have basically two levels that are unlocked differently. So we have fot unlocked via passwords, and 'the muncher sea' with the parrot coins.
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Re: A2MT Discussion: OW, Bosses, and Gimmicks

Post by raocow »

I think it should be a room directly in bowser's castle, so even if you know about it 'in advance' you can't cheese it. Also it'd help out with your whole 'submap' thing.
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Re: A2MT Discussion: OW, Bosses, and Gimmicks

Post by limepie20 »

raocow wrote:I think it'd be neat to have basically two levels that are unlocked differently. So we have fot unlocked via passwords, and 'the muncher sea' with the parrot coins.
What happened to having like a level per world that's unlocked with parrot coins. I really liked that and hope we aren't discarding that idea.
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Re: A2MT Discussion: OW, Bosses, and Gimmicks

Post by raocow »

I never heard any feedback if that was actually possible to do or not, is the thing.
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Re: A2MT Discussion: OW, Bosses, and Gimmicks

Post by Paralars »

by the way, I liked that too, but is there actually proof that we can and will get that to work somehow?
I'd like to know, because right now, I slapped every level into a non-parrot-coin path in the overworld just for the worst case.

Speaking of which, what about the treasure display?

All I rememer from those topics was "that's actually pretty easy to make" and "that way is probably better"
Alex wrote: Anyway, a gallery would be relatively simple to make, honestly. You'd only need as many bytes of freespace as there are levels with parrot coins, really. I could devise something if nobody else was planning on giving it a shot, I suppose.
Diortem wrote:An easier alternative is to have the separate sprite (chest) appear that allows you to browse through all the treasures that have been found using the D-pad. This way most of the original chest code can be reused, which is already proven to work. It also allows you to re-read the description of the items that were found. I've already been working a bit on such a thing, but I haven't tested it yet.
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Re: A2MT Discussion: OW, Bosses, and Gimmicks

Post by raocow »

the password screen should use the graphic that m/m used in his MaGL contest that proudly displayed the talkhaus
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Re: A2MT Discussion: OW, Bosses, and Gimmicks

Post by raocow »

that was... fast
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Re: A2MT Discussion: OW, Bosses, and Gimmicks

Post by raocow »

Does the 'CREDIT' levels has something planned?

Because a smw-ed version of http://www.youtube.com/watch?v=VtIrMW5p ... ture=g-u-u would be amazing in a bucket.
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Re: A2MT Discussion: OW, Bosses, and Gimmicks

Post by raocow »

Yeah, I meant the level music. Isn't 'something' precise enough ?!?!
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Re: A2MT Discussion: OW, Bosses, and Gimmicks

Post by Paralars »

Like a bunch of other things, it would probably fit that sort of thing well.
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Re: A2MT Discussion: OW, Bosses, and Gimmicks

Post by limepie20 »

I mean I think the song's alright. I'm not averse to its utilization, but I believe it may not be the optimal choice. Of course, this is preference, so if everyone else prefers this song, we can use it.

When I first saw the credits sequence for asmt, I thought the music was chosen incredibly, and its effect was indelibly impressed on me. I don't know what it was about the song that I thought was so good. I guess I was just used to 'happy' music in the credits, and the song seemed to fit the style of the whole game. I don't want to copy asmt, but any song that isn't the generic, 'happy' credits theme I welcome wholeheartedly.

Again, one of the reasons I liked the credits theme so much was that it seemed to fit the overall style of the game. A2mt has not been put together yet and may end up feeling totally different from asmt, so if we decide to go down the 'style' route, maybe we should wait a while to discuss this decision.
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Re: A2MT Discussion: OW, Bosses, and Gimmicks

Post by Davvic »

Out of curiosity, do we have an official list of bosses yet? Like whats done and whats being worked on?
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Re: A2MT Discussion: OW, Bosses, and Gimmicks

Post by Paralars »

Here comes the official boss list:

viewtopic.php?f=9&t=1098&p=116224#p116224

also, there is the danmaku thing Alex is talking about
and the Garish boss Diortem is working on
and some smaller level bosses

The story related bosses that don't have anything would be:
Mishi
Science
Pandamona
Calleoca (YCZ made SOMEthing I think)
Iris
Nevada
Pily (chdata made half a thing that nobody has seen except for that YT test video)
Artist (let's just use redrawn vanilla Bowser for this :geek: )

The danmaku thing could actually be used for one of those,
also VideoGuy said he was gonna make "bosses"
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Re: A2MT Discussion: OW, Bosses, and Gimmicks

Post by raocow »

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Re: A2MT Discussion: OW, Bosses, and Gimmicks

Post by swirlybomb »

You could use my or Roo's interpretations, but I think those exist only within our own raocanons and aren't necessarily 'official' raocanon.

That's... a lot of bosses that don't have anything for them yet (except Mishi perhaps?). Is there going to be enough space in the rom to have that many custom bosses still?
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Re: A2MT Discussion: OW, Bosses, and Gimmicks

Post by Davvic »

raocow wrote:http://raocow.deviantart.com/gallery/?q=self#/d1lmvxu this is what you got to work from
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Re: A2MT Discussion: OW, Bosses, and Gimmicks

Post by Septentrion Pleiades »

Are any ASMers going to try my simple boss idea?
Septentrion Pleiades wrote:I don't like idea of pure cutscenes sibling. Maybe we should try to turn out some simple bosses with battle functioning off of level design. They wouldn't even need to be that much more complex than the bros turtles. Even jumping on a helpless guy at the end of a bunch of enemies would be more satisfying.
It can be extremely simple in design(think Cirno from Mariari), and then we can have level designer design the boss fight easily. We could even add a new custom generator(Simular to browser's fireballs coming from stage right). We could even have slightly different versions to work from.
Boss.png
I also approve of fan-visualized raocow as Final boss.
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Re: A2MT Discussion: OW, Bosses, and Gimmicks

Post by Cup »

You know, it's probably not going to be a popular idea, but considering the stage we are in the hack, and how there are actually zero sibling fights finished, might we look at changing the story?

We have a couple bosses otherwise --the ninja, the train, the blargg, the painter from kirby, etc-- who could each rule over a world end castle. It'd move us from 0 of 8 major bosses to something like 6 of 8.

Again not popular, but the fact of the matter is, if we can't do the story justice on a technical level, the other option would be to change the story. It's the most fluid thing here, and we have a lot of creative people here who could come up with something fun that suits our technical abilities.
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