| World 6 Boss: Hindenbird - Kipernal (ASM), Alessio (GFX) |
|
Forum Index - Events - SMW Central Production 2 - World 9 and Boss Threads - World 6 Boss: Hindenbird - Kipernal (ASM), Alessio (GFX) |
|
|
|
|
| Posted on 2012-06-03 04:33:45 AM |
Link | Quote |
|
Mode 2? Looks fun.
For that tile, you could try $210E, the vertical offset of layer 1. I haven't studied how $210E interacts with mode 2, but it should be worth a try. (If you're doing something on layer 2, use $2110.)
Edit: If it doesn't work, maybe you can scroll it off screen with $210D? I'd prefer not shrinking the screen if not needed.
And yeah, I prefer the first one as well.
|
| Last edited on 2012-06-03 04:34:56 AM by Alcaro. |
|
| Posted on 2012-06-03 01:30:24 PM |
Link | Quote |
|
|
Instead of rising/sinking areas, how about actuall waves?
|
|
| Posted on 2012-06-04 04:06:18 PM |
Link | Quote |
|
Alright, the top one it is.
Originally posted by Giant Shy GuyOn a different note, I used Hidenbird as the final name in the credits list, which seems to be a popular name, so I'm here to ask if it's good.
That's fine with me; it's the name people seem to be using and, well, I think it's the best-sounding name proposed so far.
Originally posted by AlcaroFor that tile, you could try $210E, the vertical offset of layer 1. I haven't studied how $210E interacts with mode 2, but it should be worth a try. (If you're doing something on layer 2, use $2110.)
Ah, I forgot about that. Thanks for reminding me.
Originally posted by xlkInstead of rising/sinking areas, how about actuall waves?
I'm likely not going to do that mostly because that would be a lot more difficult to simulate. The current method just applies a rather simple formula to every tile, but if I wanted actual waves, each tile's offset would depend on several other factors besides just its x position and for how long the shock wave has been going on. The added benefit of a bit more realism doesn't balance out the work that would need to be put in, I feel, especially when it's not integral to the actual fight itself.
Also, I still need a background for this fight. If anyone is willing to draw up something similar to what MrDeePay showed, that would be awesome (the same for the foreground would also be rather nice).
|
| Last edited on 2012-06-04 04:07:23 PM by Kipernal. |
|
| Posted on 2012-07-21 06:56:47 PM |
Link | Quote |
|
|
Kip, you got anything to show us this week?
|
|
| Posted on 2012-07-21 07:02:54 PM |
Link | Quote |
|
|
Or this month
|
|
| Posted on 2012-07-23 12:21:50 AM |
Link | Quote |
|
|
...this is getting silly. I'm setting a hard deadline for myself: This boss will be finished and in a completely playable state by no later than August 15. And to make sure I keep this promise, I'm going to give an update every Wednesday up until then. Count on it.
|
|
| Posted on 2012-07-23 10:02:24 AM |
Link | Quote |
|
|
Awesome, thats great to hear, I'll be looking forward to the updates
|
|
| Posted on 2012-07-25 01:24:30 AM |
Link | Quote |
|
It's Wednesday! (Also a patch if you want to play it).
Major changes:
-The smash attack has been partially coded. The Mario-blimp interaction physics are not much more than just functional, however (it shouldn't take too long to get it working well, though they probably won't look anything like they do now).
-Graphics are near 100% complete (only things not implemented are when the boss is shooting bullet bills and some smash-related poses). Just for the record, Dinomar's work on this boss's graphics has been absolutely amazing; thanks again.
-No more infinite 1-up chains from the bullet bill attack.
-Left-most tile now animates properly.
-Many minor other changes (for example, the dash attack can now start from either side of the screen instead of just the left side. Stuff like that).
Bugs I know about (that I can think of off the top of my head...):
-The boss still hugs the side of the screen on occasion.
-Glitchy enemy graphics
-The smash attack occasionally causes the boss to disappear if Mario is launched too high.
-The boss's graphics appear flipped when shooting bullet bills from the right side.
-The arena looks off while the level fade-in effect is animating.
-The background is glitchy.
Next update will probably see the completion of the smash attack. Maybe interaction between the boss and Mario as well.
Also, just as a reminder, if anyone's willing to draw one up, I could still use a background for this stage...and a foreground...
|
|
| Posted on 2012-07-25 05:16:08 AM |
Link | Quote |
|
Awesome work Kipernal
|
|
| Posted on 2012-07-25 07:07:37 AM |
Link | Quote |
|
|
Earlier the thread, someone suggested that in keeping with the name, this boss ought to explode when defeated. Looking at this current version, I can't help but think this would be a very appropriate and amusing touch.
|
|
| Posted on 2012-07-25 07:21:53 AM |
Link | Quote |
|
|
Am I the only one who thinks that might be a bit in poor taste?
|
|
| Posted on 2012-07-25 07:27:23 AM |
Link | Quote |
|
You sound like GSG earlier in the project when he didn't want us to use anything related to religion as a weapon.
Nobody's really gonna be pissed about it or anything, it's just a little homage to the real thing.
It's not like we're letting him fly against two sky scrapers while wearing a turban!
|
|
| Posted on 2012-07-26 05:48:04 PM |
Link | Quote |
|
When the boss is stand still, make its animation a bit faster, so the jetpack fire can animate properly without an absurd slow motion.
Other than that, god, that looks awesome!
|
|
| Posted on 2012-07-27 10:34:25 PM |
Link | Quote |
|
Originally posted by KipernalI could still use a background for this stage...and a foreground...

A friend made this one. It can be looped so some ASM trickery to make it scroll mid-battle (or even during the level itself, hint hint wink wink) is a plus. Ripping is gonna be a bitch, though.
|
|
| Posted on 2012-07-28 02:27:59 AM |
Link | Quote |
|
Originally posted by MrDeePayOriginally posted by KipernalI could still use a background for this stage...and a foreground...
A friend made this one. It can be looped so some ASM trickery to make it scroll mid-battle (or even during the level itself, hint hint wink wink) is a plus. Ripping is gonna be a bitch, though.
This BG seems like it could be ripped for layer 3, so Kipernal will have layer 2 for free use, or even bigger(nearer) cloud BG.
|
|
| Posted on 2012-07-28 03:15:11 AM |
Link | Quote |
|
|
This boss uses mode 2, and there is no such thing as layer 3 in mode 2.
|
|
| Posted on 2012-07-28 03:18:16 AM |
Link | Quote |
|
|
Says you
|
|
|
|
| Posted on 2012-07-28 09:10:15 AM |
Link | Quote |
|
|
Death to all the non-believers!
|
|
| Posted on 2012-07-28 02:53:02 PM |
Link | Quote |
|
That smash attack is something. I laugh (in a good way) when that attack comes up. So far the boss looks pretty good for the most part minus the exceptions already noted. There's some funky weird graphics when the Duck throws out a Mechakoopa though ...
The BG looks nice for the boss, MrDeePay.
|
|
|
|
|
|
|
Forum Index - Events - SMW Central Production 2 - World 9 and Boss Threads - World 6 Boss: Hindenbird - Kipernal (ASM), Alessio (GFX) |