| [Complete] World 7 Boss: Frank - cstutor89 (ASM), Alessio (GFX) |
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Forum Index - Events - SMW Central Production 2 - World 9 and Boss Threads - [Complete] World 7 Boss: Frank - cstutor89 (ASM), Alessio (GFX) |
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| Posted on 2012-03-05 10:11:55 AM |
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Okay, I've updated the boss a bit. I hope this is going in the right direction as I've added about another 600-700 lines of code due to the graphics, and that's just the easy one, the Ice form of the boss with 16x16 tiles neatly in place. Changes since Version 0.2:
- Boss moves slightly faster while walking (by 8 points).
- Graphics are added to include all of the motions for the boss.
- Falling Spikes don't follow Mario anymore.
- Skating Ice/Fire Spike goes a bit slower.
- Skating Ice/Fire Spike has the boss flash before it appears.
- Chaos Crystal Attack is finished up.
- Crystals and the Boss don't affect/can't be affected by Mario directly by touch/hit.
- 4 Crystals appear not 3.
- Crystals flash multiple colors before detonation
- Boss flashes for a few seconds before it appears after CCA.
- Death animation is updated a bit.
As for what is left:
- Key still needs better graphics as a flashing ice/fireball.
- Is there a way to change ExSprite's Graphics Locations?
- Death Animation needs to be done (requires Layer 2 work).
Dinomar, if you could draw a 16x16 ice/fireball for this boss to represent the key that would be great.
Leod, a while back you mentioned the BG having some color issues. I did fix the cut-off portion of that, though checking Pyro-Cryo Castle one more time those same colors are used here. I do agree that this BG is off in color but I couldn't find anything remotely good to represent that white without it looking strange as those orange dots also use the same white too. Personally, I don't like the BG for Pyro-Cryo Castle and some of the FG elements that were used here as you can't create an environment setting for a boss. But I feel I should use it because it was for the castle itself and would fit it. I feel like I need to fix it, but I'm not sure how I'd go about it.
I tried to stay tough with this boss seeing it is towards the end of the game but also not too tough that it's virtually impossible to avoid attacks. Anyways here's the link to an IPS version 0.3: IPS
Or to a Video: Video
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| Posted on 2012-03-05 01:21:17 PM |
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Wow, it looks very nice!!! But i would suggest some stuff that i think there would not be that hard to do:

The first frame, when the boss turns around to walk, should last less than it is in the IPS you linked: it's animation speed should be equal to the walking speed.
The second frame should have fireballs coming from the tip of his horn. So it will really look like it shoots fireballs from its horn-volcano.
The rest seems very cool, i like it!
I have also beaten the boss. Now its difficulty is right, i think, but i also think that the chaos crystal should be adapted a little: it's enough that Mario is ducking on the left of the arena and the crystals don't attack you at all.
The hurt animation is weird, but i think it's unfinished, since i think i have been very clear with my indications in the spritesheets i included in the zip i gave you.
I hope to see more updates soon enough.
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| Posted on 2012-03-05 02:48:05 PM |
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From your first line I take that you're still going to add the different horns/faces?
Also how does the death animation require layer 2?
As for the BG colours, dunnolo leave it like that then I guess.
The only issue I really have with it right now is that the simple fire/ice ball throwing attack is a tiny bit too hard to avoid for my tastes, maybe you could make it throw less balls with a little larger delay?
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| Posted on 2012-03-05 05:28:43 PM |
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I'm not sure about whether to do this different faces/horns mainly because I like it the way it is and I'd have to build the boss piece by piece in an 8x8 style fashion. Also plus another 600-700 lines of code and well the file is getting sort of big now at 64kb and almost 2,000 lines of code o_O. I like the death animation of just popping but the water rising as the boss falls is not too hard but just more code. As far as what I've fixed for Version 0.4:
- Fireballs are lowered from 8 to 6 and have twice a break between each one.
- Shortened the first and last frames of the walking phase.
- Fireballs are fixed to come out of the horn.
- The CCA has a feature now where if Mario comes close to it, it has a short blinking phase and then detonates.
- Fixed the hurt stage a bit.
Might have missed this in the last post Dinomar, but can you draw up some kind of fire/iceball for the boss? It needs to go into the spot where the Key appears. Thanks.
Link to Version 0.4:Link
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| Posted on 2012-03-05 05:44:34 PM |
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Originally posted by cstutor89
Might have missed this in the last post Dinomar, but can you draw up some kind of fire/iceball for the boss? It needs to go into the spot where the Key appears. Thanks.
Oh i wanted to ask that, actually, but must it be 16x16 or 8x8? And what do you mean by Key?
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| Posted on 2012-03-05 06:04:08 PM |
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Putting aside the graphical and color issues I had, I thought the boss looked well so far.
Honestly, I found it sometimes too difficult to avoid the fireballs with the frostee around, and the hopping flame was well get in my way.
And in addition, I had a major issue with a new attack the boss learns after it's third hit. The real issue is that there isn't enough time to react to the exploding crystals that go so quickly.
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| Posted on 2012-03-05 06:25:59 PM |
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Originally posted by cstutor89I'm not sure about whether to do this different faces/horns mainly because I like it the way it is and I'd have to build the boss piece by piece in an 8x8 style fashion. Also plus another 600-700 lines of code and well the file is getting sort of big now at 64kb and almost 2,000 lines of code o_O.
You know, you could just use Lunar Magic's on/off exanimation feature to change the face and horn graphics, no need for it to be difficult. It will probably be a piece of cake that way, and there's really no reason you shouldn't.
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| Posted on 2012-03-05 06:47:51 PM |
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@Dinomar 16x16. The sprite that appears when the boss finishes the falling attack is a key. It needs to replace the key's graphics.
@TomPhanto I can increase the amount of time before they react when next to Mario for the CCA. As for the fireball attack w/ Frostee or Hopping Flame that is a tricky one. Part of this boss is also not letting things go out of control and finding the right time to throw the ball. I think the fireballs are a lot easier to dodge now, now that they are slower and less frequent. But I can see why the F/HP would make this difficult.
@Lynnes I could try that. Totally forgot about that ... lmao. Though I would have to make sure all of those pieces are in the same file ...ugh, but yeah that could work.
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EDIT: Oh no, I totally forgot I used up so much ExAnim for the color palette swaps .... I only have 4 spots left. Ugh, now I would have to manual 8x8 inserts?
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| Posted on 2012-03-06 05:07:20 AM |
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Oh god, why didn't i thought it was the key sprite? I just realized that before, though.
Anyway, Here you go
Actually, i put them to replace the frostee only because you could cut and paste them in SP1.
Also i thought the changing faces could work with ExAnimation too, but i am afraid of the not enough slots.
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| Last edited on 2012-03-06 05:08:50 AM by Alessio. |
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| Posted on 2012-03-06 05:52:04 PM |
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Okay, I've got some good news and some bad news. The good news is thank you Dinomar for drawing that ball sprite for the Key. I got that to work and colored correctly. I've also added a few things:
- Added a bit more time before the crystals explode.
- The Key is replaced with the Ball with the right colors.
- Boss flashes before it explodes (death animation).
Link to version 0.5: Version 0.5
The not so great news is the deal with the Horns and Death Animation Sequence. I honestly have no clue how the 8x8 tiles supposed to go. I've seen maybe one file that builds sprites in an 8x8 fashion using some +4,+8,+something with OAM registers $0300,301,302, etc. but I've never worked with any of that before so IDK. As far as what Lynnes suggested of using ExAnim, that would have worked beautifully if I didn't use up most of the room for the palettes. Plus Dinomar brought up the fact that maybe there's not enough room to do all of it. I only know how to change the palette of the BG in the Sprite ASM, there's probably a way to do palette changes but I have no idea on that either.
As far as the Death Animation sequence goes, that one is something that is kind of iffy. I like the idea and it makes sense but I do have some issues with the route to build this. I could go 1 of 3 ways with this:
1. Build it in the Sprite itself.
2. Build a new Sprite for it.
3. Put this on Layer 2 and BG on Layer 1 or 3.
I've been trying to work with Path 1 and have come up with some weird and nasty results. The values of free space for $300 go only up to $30F which are used for the boss itself. After $310 the graphics for Mario glitches and it doesn't work. Using $200 (as I did for Vic Rattlehead's level) doesn't quite work either as some of the $300 tiles flip and rotate, etc. I could do Path 2 but I don't think building another sprite is advantageous considering this boss counts as 1 on top of the 2 more with the sliding pillar and crystals. I feel like that's too much for just this simple boss. As for Path 3, the issue I have is a ExGFX problem. Pyro-Cryo's level EXGFX, doesn't have any room to add graphics to that file. And there's problems with the FG's open space that creates cutoff and all of that. Layer 1 has cutoff and Layer 3 has color limitations (like 5 or so and right now the BG uses row 3 not row 1 and pretty much the whole row of colors). I also don't know very much about Layer 3 in general.
I also don't know how to reroute ExSprite graphics or Key graphics. I'd like to move the graphics for the Key and Hammers to one of the two files being used for the boss otherwise 4 is needed.
I'm kind of stuck now as far as building ASM. Unless there's problems with the attacks or difficulty, I can't really fix anything else. And I'm not sure if they're necessary for completion either as it looks fine as it is right now but probably someone would disagree with that.
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| Posted on 2012-03-06 08:14:57 PM |
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The Hopping Flame just gets in the way too much, mostly because of the small flames it leaves behind AND the fact that it has a 25% chance of jumping towards Mario. The Frostee isn't as much of an annoyance since it can be defeated with a Cape or Fireball, but the Flame can only be dispatched using capes. I say replace that enemy with one that isn't nearly as annoying.
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| Last edited on 2012-03-07 12:44:51 AM by MrDeePay. |
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| Posted on 2012-03-06 08:30:21 PM |
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Here are the fire enemies that we should pick:
Fire Bro (May not be necessary)
A custom flame (That does not hop and does not leave behind any small flames) that moves and follows you. And its walk speed is probably the same as, or a bit slower or faster (Faster might not be fair) than a Frostee, but does not slip because it's fire.
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| Last edited on 2012-03-06 08:33:20 PM by Woody. |
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| Posted on 2012-03-06 08:34:30 PM |
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Sure I could change the Hopping Flame. Would the Fire Snake be better choice as it does follow Mario though it doesn't leave small flames behind? I have enough room (I think) to put that in this file.
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| Posted on 2012-03-06 08:48:52 PM |
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There isn't enough space in the files you're using for even a Fire Snake, unless you use another custom sprite that has a different tilemap compared to the one Axem's using.
Originally posted by WoodyHere are the fire enemies that we should pick:
Don't get too far ahead of yourself again.
QuoteFire Bro (May not be necessary)
Nowhere nearly enough space in the file anyway.
A custom flame (That does not hop and does not leave behind any small flames) that moves and follows you. And its walk speed is probably the same as, or a bit slower or faster (Faster might not be fair) than a Frostee, but does not slip because it's fire.</div></div>
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| Posted on 2012-03-06 08:52:39 PM |
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Something like the walking candle flame from SMB3 might work here, actually (was reminded of that by MrDeePay mentioning a custom flame). If that sprite isn't already on the site, then it should be easy enough to code anyway.
Your call, but I definitely agree that the hopping flame is a bit too much to handle.
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| Posted on 2012-03-06 09:00:45 PM |
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Originally posted by S.N.N.Something like the walking candle flame from SMB3 might work here, actually (was reminded of that by MrDeePay mentioning a custom flame). If that sprite isn't already on the site, then it should be easy enough to code anyway.
http://www.smwcentral.net/download.php?id=35&type=sprites
If you go with this, then you should consider increasing the walk speed of the sprite so THAT doesn't get in the way of Mario similar to what the Hopping Flame does.
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| Posted on 2012-03-06 09:18:36 PM |
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I just finished looking at the ExGFX for the Hot Foot which is basically the walking candle flame and that does take 4 spots as much
as the Fire Snake, unless I eliminate one of the frames. Having the Hot Foot too adds another sprite on top of the 3 already for this boss and I think that's too much.
I think I've just figured out in my head how to remap all of these graphics (particularly the Key and the Hammer ExSprite which are 3 tiles total) into 2 files. I haven't coded the horns mainly because I'm looking for a way to remap first and see how much room is left. We've already established that 2 ExGFX files are quite a lot already for a boss and 3 is just excessive. What I'm finding a problem is whether or not everything can fit here. Plus I'm not sure how much space this big ASM file will be to this game. There's a lot of space issues I have with this boss that I have to sort out.
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| Posted on 2012-03-06 10:28:33 PM |
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Also Hot Foot won't work here; its essentially a walking Boo.
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| Posted on 2012-03-07 05:04:55 AM |
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As for the horn and the faces, i may help you for that, if you want: But if things get too difficult, i don't want to demand anything.
Also, i have found a strange bug involving ball's behavior. Let's starting from palette: In the ice status, the first time i hit the ON/OFF switch with the ball, everything is ok, but if i hit it the second time, the key palette changes again to fire and then, we find the mess: the palette, hitting the switch continuously, doesn't change anymore: it'll remain red. If i hit the switch the first time in the fire status, the palette won't change at all, actually. Now, going with the behavior: in the first time, it works well, but the second time i hit the switch, seems like that, after that, i can hurt the boss in any status, indipendently from the fact it is ice or fire. Why don't you try it yourself? I really would check the routine of this boss, if possible.
At least, i would make the switch switchable only depending from the status of the boss.
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| Last edited on 2012-03-07 05:41:37 AM by Alessio. |
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| Posted on 2012-03-07 10:07:12 AM |
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Okay, I've made a few changes now:
- Removed that color/behavior glitch that Dinomar pointed out below.
- Removed the ExSprite Flame left by the Hopping Flame.
- Remapped the Key to the right ExGFX file.
- Removed 1 of the ExGFX files (now it's down to 3).
I still though need to remap the Hammer graphics as that will remove another one of the ExGFX files. I've asked on the ASM thread about this problem and YCZ did give a good answer. Though I'm not sure if the data is represented in a different way or something because I can't seem to find the data anywhere in the $200's. And I still have space issues as well.
Version 0.6: Link
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