Banner
Views: 236,435,920
Time: 2013-05-23 03:34:55 PM
26 users online: o 1UPdudes, Alcaro, o AnybodyAgrees, Blakeoramo, Cesar the FoxWolf, o Deeke, Delta, DrkSephy, Dylancd5010, ErikAlay, o frostyfish88, o fsvgm777, gerg357, HyperMario, Ice Man, Ivan Sword54, Koopster, LadiesMan_217, LaughingLuigi, MarioBros980, MrDeePay, nickofzo, Ramidalv, Sokobansolver, o TRS, Yasuo - Guests: 44 - Bots: 8Users: 22,871 (1,275 active)
Latest: julian2908
Tip: Always check for updated files in the database by sorting them by "Date" in the various sections.
[Complete] World 7 Boss: Frank - cstutor89 (ASM), Alessio (GFX)
Forum Index - Events - SMW Central Production 2 - World 9 and Boss Threads - [Complete] World 7 Boss: Frank - cstutor89 (ASM), Alessio (GFX)
Pages: « 1 ... 4 5 6 7 8 9 10 » Thread Closed
Okay here's Version 0.7 with a couple of new things:
Link to Version 0.7: Version 0.7 of Boss

- I've added the death sequence to the mix. I've tried many times to get this priority to change but it just never seems to work the way I want it to. Setting the priority to 00 for the boss and 00/01/10 for the puddle never works.
- I've condensed all the graphics into 2 solid files now.

As far as the graphics go, I like the fact that there are two versions of this boss. Though I'm having a hard time finding the reward of doing both versions when this 8x8 construction of this boss is going to cost so much space (possibly I'm not sure how much space ASM actually takes) and lines of code just to see a few different pixels here and there. Shortening the code is also tough because all of the animations are not the same length or go through the same cycles, etc. Anyways, that's how I feel about the boss. At this point I can't think of anything else to fix unless other people bring up stuff. Frankly, adding all of those death animation tiles and crystals put it over the edge too.

As a side note, it seems like progress has been super slow in general for the project this month so far.
Just a suggestion: If you don't mind, qhen the boss gets defeated in the fire status, you could use exanimated palette to darken the palette (to simulate solidification, and there are enough slot for them) and then, make it explode. While for the ice status, i think the water sprite should not be that large: i thought to a more slow movement. Then the water graphics should be above the boss graphics. At least, those are suggestions: if you find trouble of doing that, we could just be limited to our possibilites.
I could do both of them. I'll probably use another palette for the fire animation.

I guess 3 tiles for water instead of 4. Um I've tried several times to fix that priority to put it above him but it never worked. I even set it to 11 and it still had him visible on an outline for it. And this boss is set to 00 the worst priority of the group.

What do you think about this whole graphics thing with the second form?
Which form? The ice? Actually, if the water sprite cannot get above the boss graphics, i will not even try to demand anything.
Oh, the whole drawing the second form of the boss. What should I do about that?
Originally posted by cstutor89
Oh, the whole drawing the second form of the boss. What should I do about that?


Ah, do you mean, changing the face? Well, actually, i don't know. Since i included the second status tiles in the original GFXs. Actually, do what you feel to do. The max i could ask you is to replace spikes with cannons of the second status.
Didn't somebody already suggest ExAnimation for that?
Originally posted by leod
Didn't somebody already suggest ExAnimation for that?

Yes, we did: the problem are the slots that is unknown if they are enough or not.
Originally posted by leod
Didn't somebody already suggest ExAnimation for that?


Yeah Teyla suggested that, but there's not enough room for all of that to fit.

EDIT: Not Teyla, um Lynnes.
Last edited on 2012-03-09 09:08:05 AM by cstutor89.
Originally posted by cstutor89
- I've added the death sequence to the mix. I've tried many times to get this priority to change but it just never seems to work the way I want it to. Setting the priority to 00 for the boss and 00/01/10 for the puddle never works.

When it comes to the priority of sprite tiles, the only thing that matters is the order of the tiles in the OAM. The priority bits of the properties only handles how the tiles are affected by layer priority.
@Yoshicookiezeus, how exactly do I go about changing the order, I'd like to put the tiles of water on top of the boss while it melts. Any help will be great.
By changing the order you draw the tiles in in the graphics routine. The Y value you get from the GetDrawInfo routine is the index to the OAM, so as you increase it throughout the graphics routine, your tiles get drawn later and later (and thus get more and more priority over other tiles).
Thanks YCZ that helped a lot. :)

Anyways time for Update 0.8, the link is here: World 7 Boss Update 0.8

Here's what I've changed since the last time:
- Water Droplet goes a bit slower and appears above the boss.
- I've decided to use the Horns of the Fire Boss as there's not enough space to do that (just barely not enough).
- Burned/Ash Colors are used for the Fire Boss Death.
- Slowed the tempo of the Boss melting and the water growing.

Enjoy! Now time for me to head off to bed. I hope this is the semi-finalized version of the boss.
Originally posted by cstutor89
Thanks YCZ that helped a lot. :)

Anyways time for Update 0.8, the link is here: World 7 Boss Update 0.8

Here's what I've changed since the last time:
- Water Droplet goes a bit slower and appears above the boss.
- I've decided to use the Horns of the Fire Boss as there's not enough space to do that (just barely not enough).
- Burned/Ash Colors are used for the Fire Boss Death.
- Slowed the tempo of the Boss melting and the water growing.

Enjoy! Now time for me to head off to bed. I hope this is the semi-finalized version of the boss.


Is that me or the patch works bad? It gives me Checksum fail. :(
When you'll be on, please, check your patch.
Last edited on 2012-03-16 09:57:57 AM by Alessio.
It doesn't work at all? That's the same smc I've been using this whole time to create the ips.
Originally posted by cstutor89
It doesn't work at all? That's the same smc I've been using this whole time to create the ips.


edit: it doesn't show up exgfxs. strange. I suggest you to check the ips file.
Last edited on 2012-03-16 02:46:49 PM by Alessio.
That's what I got:

Okay, I've fixed a few things. Dinomar if the horns are not right, can you let me know which ones needs to be swapped out for your tiles from the original file. Thanks. Here's Version 0.9 with the following changes: Version 0.9 for World 7 Boss

- Stops shaking if Mario dies.
- Freezes Mario in place if he's on the floor when the boss hits the floor.
- Fixed some of the walking horns.
That boss is looking great! What we need is the name for this boss.
I agree, this boss is looking very good, if not complete! You might want to consider allowing the player to spin-jump on the boss though.
Pages: « 1 ... 4 5 6 7 8 9 10 » Thread Closed
Forum Index - Events - SMW Central Production 2 - World 9 and Boss Threads - [Complete] World 7 Boss: Frank - cstutor89 (ASM), Alessio (GFX)

The purpose of this site is not to distribute copyrighted material, but to honor one of our favourite games.

Copyright © 2005 - 2013 - SMW Central
Legal Information - Link To Us


Total queries: 29

Menu