| [Complete] World 1 Boss: Mecha-Tree - xlk (gfx), Ixtab (coding) |
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Forum Index - Events - SMW Central Production 2 - World 9 and Boss Threads - [Complete] World 1 Boss: Mecha-Tree - xlk (gfx), Ixtab (coding) |
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| Posted on 2012-03-03 03:22:17 PM |
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///says something about the height of vines and Small Mario
Anywho, it's a good start; now I know what'll do, I'm excited to see what'll be the end result!
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| Posted on 2012-03-03 06:39:04 PM |
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Give the vines no flashing block interactio, because I can kll them with these blocks.
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| Posted on 2012-03-03 06:45:56 PM |
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Originally posted by Ixtabalso the vines interact with throw blocks-- which is an easy fix.
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| Posted on 2012-03-03 09:31:28 PM |
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Sorry. Missed that.
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| Posted on 2012-03-04 03:08:35 AM |
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Leaves seem to kill you, but other than that, pretty good so far.
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| Posted on 2012-03-17 08:02:27 AM |
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Uh, any update on this by chance?
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| Posted on 2012-03-19 07:10:23 AM |
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Drop Ixtab a PM if he doesn't respond here in the next day or two. I know he's actually made some decent progress, and I'd really like to see this finished because of that.
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| Posted on 2012-03-19 07:17:57 PM |
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yea. it's spring break; i might finish by tomorrow since i have nothing else to do.
edit:vines go to floor. bobombs drop from tree on either side randomly. one vine per HP (counting up and starting at 0) but ends at 4 vines. it can have more health but i don't think drawing more than 4 vines is a good idea. vines only interact with mario, and no longer instant-kill. eye's hitbox is fixed (bigger). the pupil tile refuses to show up. i've been trying to figure it out for about half and hour now. i'll get it eventually.
edit:oh and i'm using $7E18A6 as a flag to spawn the vines. i probably should have mention this earlier. i don't think it's a problem since it's cleared on overworld/level load but just in case, i'm mentioning it.
edit:might as well post the update. would it be possible to add a block which is solid for sprites and passable for mario? if you notice, i put 2 invisible solid blocks in the corners to prevent the bobombs from going off screen.
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| Last edited on 2012-03-19 09:50:17 PM by Ixtab. |
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| Posted on 2012-03-19 10:46:09 PM |
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Originally posted by Ixtab would it be possible to add a block which is solid for sprites and passable for mario? if you notice, i put 2 invisible solid blocks in the corners to prevent the bobombs from going off screen.
Its already in the base rom. Block 302 - Mario can pass, sprites can't.
I'll try out the boss tomorrow. ;)
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| Posted on 2012-03-19 11:52:14 PM |
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Originally posted by Ixtabyea. it's spring break; i might finish by tomorrow since i have nothing else to do.
edit:vines go to floor. bobombs drop from tree on either side randomly. one vine per HP (counting up and starting at 0) but ends at 4 vines. it can have more health but i don't think drawing more than 4 vines is a good idea. vines only interact with mario, and no longer instant-kill. eye's hitbox is fixed (bigger). the pupil tile refuses to show up. i've been trying to figure it out for about half and hour now. i'll get it eventually.
edit:oh and i'm using $7E18A6 as a flag to spawn the vines. i probably should have mention this earlier. i don't think it's a problem since it's cleared on overworld/level load but just in case, i'm mentioning it.
edit: might as well post the update. would it be possible to add a block which is solid for sprites and passable for mario? if you notice, i put 2 invisible solid blocks in the corners to prevent the bobombs from going off screen.
I'd say the concept of this boss is pretty good, I don't know if the execution is quite there yet with what is done so far. Sometimes I don't get any Bob-ombs at all and then I'm forced to kill Mario so that the Bob-Ombs respawn. I've also noticed that on the first go around that the boss only spawns vines on the left side of the tree. The vines also get pushed down one square when they elongate as far as they go and the animation isn't as smooth when it disappears.
As for the eye not appearing, what kind of priority are you using on the boss? For $0303 are you using something that sets the priority bits 2 and 3 to 1 to set all of the priority higher than any Layer? Maybe the eye falls off the screen.
Other than that, pretty good so far.
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| Last edited on 2012-03-19 11:59:54 PM by cstutor89. |
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| Posted on 2012-03-20 09:05:05 AM |
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update 3
-vines really don't interact with bobombs now
-vines retract at a faster speed
-bobombs spawn (i didnt run into your problem but i changed it anyway)
-6 max hp (4 vines starting at 4 hp)
-more vine positions and added variation between the first 2 vines
-pupil movement
-hurt routine (pupil spin+sfx)
i would like it if someone made a better acorn animation. the palette needs to be fixed a little; the spin-jump-kill-stars look odd and the mushroom has black instead of white, but that may not be an issue.
edit:oh yea 2ish questions. should the bobombs display the exploding brick routine when it hits the eye? some other animation? and how to handle it after it's been killed? should it just end the level? is there a special cutscene-command or what?
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| Last edited on 2012-03-20 09:09:02 AM by Ixtab. |
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| Posted on 2012-03-20 01:22:18 PM |
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Seems like this boss has fixed a lot of the problems from the last update. It's pretty good for the most part.
As far as what the Bob-ombs can do - I kind of like the stars because they do explode and on contact the Bob-ombs should explode. As far the final death animation scene, maybe spin the eye around 5 times and then explode the eye with the level end. Here's the code I used for World 7's boss for the level end.
CodeGOAL: LDA #$04
STA $14C8,x ; Destroy Sprite
LDA #$08
STA $1DF9
INC $13C6 ; Prevent Mario from walking.
LDA #$FF ; \ Set Goal
STA $1493 ; /
LDA #$0B ; \ Set Ending Eusic
STA $1DFB ; /
RTS ; return
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| Posted on 2012-03-20 02:35:08 PM |
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I like how it turned out!
Four things:
- The invisible blocks
- Maybe the eye could follow Mario even as he jumps? It's a bit weird that it only looks below
- Some flashing animation or the ground rumbling could make the hurt routine a little less...monotonous?
- Speaking of monotonous...it feels a little repetitive to me. I know it's the first boss...but it feels underwhelming. For the most part I stood right by tree waiting for the acorn bombs to come to me, moving only to the left or to the right twice. Maybe after four hits, the boss could shake the ground? Since it's roots are underground, it can make sense that it could shake the ground.
EDIT: Gah! I should start proof-reading my posts
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| Last edited on 2012-03-20 04:27:59 PM by Punk Sarcophagus. |
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| Posted on 2012-03-20 04:00:05 PM |
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Don't worry about power-up's palettes; though the fireballs will prove to be a small issue, depending on what of the boss uses Palette A. Any power-ups can be provided right before the door/pipe to it.
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| Posted on 2012-03-20 04:35:40 PM |
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Looking good. I have a couple of things to add/agree with:
1. Is there any reason why you didn't enable layer priority on the tree itself (or should I say, the leaves)? Having the wires/vines coming out from underneath might look better than having them come out over top.
2. I'm going to agree that it needs a tad bit more variation if you're going to make it last six hits. Having the eye do something for the remaining 3 might be nice (eg. firing some fireballs in a circular motion) or making the ground shake.
Other than that, it's getting there. Keep it up.
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| Posted on 2012-03-20 04:46:03 PM |
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Originally posted by S.N.N.Having the eye do something for the remaining 3 might be nice (eg. firing some fireballs in a circular motion) or making the ground shake.
Circular fireballs seems a bit "hard" for world 1; but I gotta agree that the eye should shoot something. (Laser, maybe?)
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| Posted on 2012-03-20 05:00:50 PM |
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Quote- The invisible blocks
i don't know hot to set the blocks. could someone else do it when it's finished?
Quote- Maybe the eye could follow Mario even as he jumps? It's a bit weird that it only looks below
added
QuoteSome flashing animation or the ground rumbling could make the hurt routine a little less...monotonous?
i'll add the ground shaking part but the flashing would have to be exanimation, which i don't know how to do.
Quote1. Is there any reason why you didn't enable layer priority on the tree itself (or should I say, the leaves)? Having the wires/vines coming out from underneath might look better than having them come out over top.
i don't know what you mean. can you post a screen shot?
Quote- Speaking of monotonous...it feels a little repetitive to me. I know it's the first boss...but it feels underwhelming. For the most part I stood right by tree waiting for the acorn bombs to come to me, moving only to the left or to the right twice. Maybe after four hits, the boss could shake the ground? Since it's roots are underground, it can make sense that it could shake the ground.
Quote2. I'm going to agree that it needs a tad bit more variation if you're going to make it last six hits. Having the eye do something for the remaining 3 might be nice (eg. firing some fireballs in a circular motion) or making the ground shake.
i agree that it's a bit boring (although 6hp was just to test). however i think we should reconsider the wind-generator. it could start at the second/third hit and blow left or right, alternating. the ground-stun would be okay too. both or just one?
edit: and what is circular fireballs?
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| Last edited on 2012-03-20 05:01:35 PM by Ixtab. |
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| Posted on 2012-03-20 05:07:54 PM |
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Originally posted by Ixtabi don't know what you mean. can you post a screen shot?
The tiles on the tree have layer priority disabled on them, and because of that, Mario and the vines appear in front of it. I was merely asking why you didn't enable layer priority so that Mario and the vines appear behind it. That's all.
Originally posted by Ixtabi agree that it's a bit boring (although 6hp was just to test). however i think we should reconsider the wind-generator. it could start at the second/third hit and blow left or right, alternating. the ground-stun would be okay too. both or just one?
Don't use wind. Sonikku said something about him using it already in the world 2 boss, so it would be redundant to have it twice. THe ground stun/shake is a better idea in this case and more fitting.
Originally posted by Ixtabedit: and what is circular fireballs?
Firing fireballs slowly in a circular pattern around the eye, but in retrospect, it probably -would- be too hard, so ignore that one.
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| Posted on 2012-03-20 05:09:42 PM |
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Originally posted by IxtabQuote- The invisible blocks
i don't know hot to set the blocks. could someone else do it when it's finished?
First, delete those invisible blocks.
Second, open the graphics box thing and set BG3 to FF.
Third, open the objects window, go to Map16, and go on Page 3. You'll see two blocks with an M on it; the white one is the Block Sprites Block.
Originally posted by IxtabQuoteSome flashing animation or the ground rumbling could make the hurt routine a little less...monotonous?
i'll add the ground shaking part but the flashing would have to be exanimation, which i don't know how to do.
Ask cstutor. He did a lot with palette exanimation for the W7 boss, Frank. He can help you on that,
Quote1. Is there any reason why you didn't enable layer priority on the tree itself (or should I say, the leaves)? Having the wires/vines coming out from underneath might look better than having them come out over top.
i don't know what you mean. can you post a screen shot?</div></div>
Mario doesn't go behind the tree's leaves; SNN was ssuggesting to enable the MAP16's priority.
Originally posted by IxtabQuote- Speaking of monotonous...it feels a little repetitive to me. I know it's the first boss...but it feels underwhelming. For the most part I stood right by tree waiting for the acorn bombs to come to me, moving only to the left or to the right twice. Maybe after four hits, the boss could shake the ground? Since it's roots are underground, it can make sense that it could shake the ground.
Quote2. I'm going to agree that it needs a tad bit more variation if you're going to make it last six hits. Having the eye do something for the remaining 3 might be nice (eg. firing some fireballs in a circular motion) or making the ground shake.
i agree that it's a bit boring (although 6hp was just to test). however i think we should reconsider the wind-generator. it could start at the second/third hit and blow left or right, alternating. the ground-stun would be okay too. both or just one?
Wind-generator? How will that work out?
Also, by the circular fireballs, it's just the extended sprite fireball being thrown in a circular motion.
Although I don't quite like the idea of it for W1. The suggestion was for the eye to shoot a "fairly hard for W1" fireball pattern.
edit: and what is circular fireballs?</div></div>
~~~
EDIT: By the by, I purposely ignored SNN's post when it came up as I posted this one.
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| Last edited on 2012-03-20 05:10:41 PM by Punk Sarcophagus. |
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| Posted on 2012-03-20 08:38:01 PM |
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i still don't understand this layer/mario/leaves thing.

i don't see what the problem is.
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Forum Index - Events - SMW Central Production 2 - World 9 and Boss Threads - [Complete] World 1 Boss: Mecha-Tree - xlk (gfx), Ixtab (coding) |