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| Boss Discussion: Design Phase |
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Forum Index - Events - SMW Central Production 2 - Boss Discussion: Design Phase |
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| Posted on 2011-10-06 01:44:59 PM |
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What about using stationary springboards instead? And if the boss battle spans more than one screen, you could use my edited version that doesn't process offscreen.
Actually, though, Vic Rattlehead gave me a better idea: What about having vents or something that blow spurts of smoke (or something) that launch Mario into the air? That would fit with the factory theme.
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| Posted on 2011-10-19 11:24:48 PM |
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For world 3 here is an idea, you could make graphics kinda like carols Arch-demon or something like that and make it an rpg boss from were Mario has learned abilities From world 1 and 2 and in the middle he gains powers its an interface at the bottom and you use the arrow keys to find one and B jump to choose it then it does a cool abilitie like slash or kick or something you can implement the graphics for it could do something like the thing in carols & heroes boss were you slash it up and it falls down doing like 3000 damage or something of the sort
(10000 hp)
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| Posted on 2011-10-20 12:40:22 AM |
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Originally posted by tr9536onFor world 3 here is an idea, you could make graphics kinda like carols Arch-demon or something like that and make it an rpg boss
I'm certain something like that won't fly here.
Quotefrom were Mario has learned abilities From world 1 and 2
This is part of the reason why you don't have a level reserved for this project.
W1 > W2 or W3 > W4 > W5 or W6 > W7 > W8 > W9.
World 2 can be skipped entirely, essentially screwing Mario over in this boss fight.
Quoteand in the middle he gains powers its an interface at the bottom and you use the arrow keys to find one and B jump to choose it then it does a cool abilitie like slash or kick or something you can implement the graphics for it could do something like the thing in carols & heroes boss were you slash it up and it falls down doing like 3000 damage or something of the sort
Carol's bosses aren't nearly looked up to as you might believe.
.....
By the way, your grammar is terrible. There was not a single comma, semicolon, colon, or period anywhere in that.
Moving on, as far as World 1 goes, how about a robot built by Doc Croc? It's not too unique since it burrows elements (or just outright combines them) from the Giant Monty Mole (SMWCP W2 Castle) and Major Burrows (SMG 1-2).
- It cannot be stomped.
- It attacks by charging towards Mario's general direction, hitting the walls will drop dirt clods that can harm Mario. Since this would be a World 1 boss, it can just bounce back in forth through the arena like a Koopa/Beetle shell.
- It emerges from the ground every now and then to throw spiky dirt clods towards Mario.
- It's harmed by picking up the clods (from the second bullet point) and hurling them at the boss while its head is above the ground.
- Three hits ends the fight.
Regarding World 3, I'll try to come up with a proposal, but due to the (unique) nature of the world, it may prove to be very troublesome to think up one that fits the context of the world.
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| Last edited on 2011-10-20 12:50:27 AM by MrDeePay. |
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| Posted on 2011-10-20 06:14:01 AM |
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Just an idea:
Maybe the World 3 boss could be some kind of mechanical dragon. Not exactly sure about the attacks though.
Also an idea for the concept of the World 6 boss:
Now, as it stands, it isn't confirmed, but assuming that the Blimp Duck IS going to be the World 6 boss, I was thinking it could be similar to the fight against Mega Titan from Kirby and the Amazing Mirror.
Example
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| Posted on 2011-10-20 07:27:45 AM |
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The Blimp Duck has pretty much been confirmed for a while now as the World 6 boss, and some designers had actually considered having him involved in their levels to some degree.
As for the World 3 Boss... lets see, when I think of industry popping up in an oriental setting, China comes to mind. So I'm thinking something with a Chinese flavor. Not pandas, I personally find a lot wrong with that.
TomPhanto just suggested a dragon. Well, assuming you're thinking of the kind of dragon I'm thinking of (that is, the serpentine variety), I'm thinking it could be comprised of segments (a head, three or four body segments, and a tail). The tail (or maybe head) would need to be stomped in order to harm it, the rest of the body just bounces you off (or it could be spiked, but that might be too much for World 3).
The attack pattern could involve having it weave through the room left and right, entering and leaving the screen with each pass. With each hit it takes, it moves faster. Occasionally, only it's head will pop out (or it just emerges so high up you can't hit it), and it spits out some fireballs that Mario must dodge.
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| Posted on 2011-10-20 07:40:54 AM |
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I still think we should go with the cyborg tree for the boss of World 1 because ha ha, cyborg tree. I imagine it scanning Mario upon arrival, and determining that his denim, work boots and facial hair are to be interpreted as his exhibiting a dangerously high probability of being a lumberjack, thus rendering him a candidate for extermination with extreme prejudice.
This, of course, need not rule out charging and burrowing attacks. In fact, I'm pretty sure a charging, burrowing cyborg tree would be the greatest first boss imaginable.
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| Posted on 2011-10-20 01:49:13 PM |
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Originally posted by Rameau's NephewI still think we should go with the cyborg tree for the boss of World 1 because ha ha, cyborg tree. I imagine it scanning Mario upon arrival, and determining that his denim, work boots and facial hair are to be interpreted as his exhibiting a dangerously high probability of being a lumberjack, thus rendering him a candidate for extermination with extreme prejudice.
This, of course, need not rule out charging and burrowing attacks. In fact, I'm pretty sure a charging, burrowing cyborg tree would be the greatest first boss imaginable.
I actually find this to be a really neat idea (the lumberjack part) and me loving it if it ever came to be would absolutely be what would be happening.
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| Posted on 2011-10-25 06:31:54 PM |
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After lot's of work, the Dryad Boss Graphics is almost done for coding.(Hooray)

The Attack frame.
Just wanted to say that.
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| Posted on 2011-10-26 02:33:40 PM |
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I don't think her belly should have so much detail...
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| Posted on 2011-10-26 03:25:48 PM |
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Originally posted by MagiluigiI don't think her belly should have so much detail...
Why?
Looks great to me. Good job!
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| Posted on 2011-10-26 03:58:45 PM |
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I don't know... it doesn't seem to "Mario-ish"... and to me, she's like this. You know, the lower part of her body is VERY detailed (especially the belly) and the head is like {;) (in other words, too cartoonish compared to the rest).
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| Posted on 2011-10-26 07:16:04 PM |
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The belly looks good for me, the arms looks too long for the body and the face is what really needs more details (like Magiluigi said). I think it needs more brighter colors and more fitting eyes which matches with the rest of the body.
Also, the lower part of her body that looks like a planter/platform, is supossed to rotate when she's moving or something?
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| Last edited on 2011-10-26 07:17:26 PM by Dakress. |
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| Posted on 2011-10-26 07:37:45 PM |
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hmm, i can do something about the face, let's see how it will turn out.
Originally posted by DakressI think it needs more brighter colors
A palette changing can easily be made once the boss is coded and working. I'm using this palettes just for drawing, they're not final.
Originally posted by DakressAlso, the lower part of her body that looks like a planter/platform, is supossed to rotate when she's moving or something?
No, it don't. I even tryed to make the leaves to move up and down, but it takes lot's of tiles, and would not be wise to waste tilespace with it.
Originally posted by Dakressthe arms looks too long for the body
It is just right. I guess you get this feeling by the fact she don't show any legs, thus, making the arms look long.
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| Posted on 2011-11-04 12:08:17 AM |
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I still say a really big ninja/samurai chuck would be an awesome boss for world 3, considering the ninja chucks everywhere. I'll try to dig up that doodle I made.
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| Last edited on 2011-11-04 12:08:47 AM by Teyla. |
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| Posted on 2011-11-04 12:25:06 AM |
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Boss threads have been made, courtesy of Lightvayne (they could probably actually be opened). Those who expressed interest in a specific boss were marked down for them, and if anything has changed, please let me know so I can edit them accordingly (of course, you'd make everyone happy if something -didn't- change, but I understand that certain situations arise).
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| Posted on 2011-11-04 12:28:55 AM |
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If everyone hasn't noticed yet, there are now individual threads located in each world to discuss the boss for that world. This way, ideas are not lost in this 20-page mess. If you would like to claim one of the bosses for gfx or coding, feel free to do so. Obviously, don't claim you'll code a boss if you have little to no ASM experience. Same goes for gfx, stick figures will not suffice(....well maybe world 9......nah..)
If you currently have claimed one of these bosses, please use the thread to show off your work and allow others to beta test it.
EDIT: fffffffninja'd
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| Last edited on 2011-11-04 12:32:53 AM by Lightvayne. |
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| Posted on 2011-11-04 06:28:18 PM |
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Well, after being MIA for so long, I finally decided to skim over the rest of this thread. So, now I have a couple of questions: are any of the bosses for the hack actually done yet? Also, just because someone has "claimed" a boss doesn't mean we can't offer our own suggestions at the most basic level, does it?
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| Posted on 2011-11-04 06:30:30 PM |
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4A, 4B and the 8th sub-boss are done. 2, 5, 6, 8, and the finale are in progress. 1, 3, and 7 are still entirely open for discussion (even despite the fact that people suggested the Mecha-Tree for world 1).
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| Last edited on 2011-11-04 06:30:47 PM by S.N.N.. |
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