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Tip: When determining a time limit, remember that players won't be as familiar with the level as you are. If you normally complete the level with the timer around 100, others might run out of time on their first try.
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@Roy - That's one cool boss. TBH I am not a fan of HP bars for bosses, I think it takes the Marioy feel away from it. Nonetheless, it's very good. I really gotta get into sprite programming :P

@DiscoMan, @dahnamics - Thanks, I plan to release the blocks at C3.
Dahnamics: The boss is really impressive. Though the other's are right about that time thing, but I think you have already solved that behind the scenes.

Roy: That boss is really good, but game play wise, I wouldn't really enjoy fighting it, considering I can do what you did half of the video, make it jump over you repeatedly while just shooting it. In my opinion, it should be able to do something else than just that to make it more than just... well that. But it is still really impressive!
Originally posted by metalgearhunter
Roy: That boss is really good, but game play wise, I wouldn't really enjoy fighting it, considering I can do what you did half of the video, make it jump over you repeatedly while just shooting it. In my opinion, it should be able to do something else than just that to make it more than just... well that. But it is still really impressive!


Well, I would like to improve it then. But how would you like to see it improved? I cannot do the following things:

1. Make the bullets do more damage. I gave them 2 damage per shot instead of 1 to try that out, but that really kills the battle. There's no challenge at all to it anymore then.
2. Increase or otherwise alter Ferdinand's XY speeds. I'm reluctant to doing this, as there's a feasible chance Ferdinand will go through a wall unintentionally and disappear. While I have some "protection code" for that, it doesn't really work well in all cases... so yeah, I hope I won't have to alter the speed.

What can I do?
If you can shoot upwards, then you can have Ferdinand go onto the ceiling or something.

Great boss anyways :>
Yeah...it's a bit "boring" right now. How about him suddenly stopping mid-arch, and then fall a few seconds later. Him bouncing every time is a bit repitive; how about a low bounce, a higher bounce, etc? To have a little more danger being below it and being above it.
Originally posted by Giant Shy Guy
Yeah...it's a bit "boring" right now. How about him suddenly stopping mid-arch, and then fall a few seconds later. Him bouncing every time is a bit repitive; how about a low bounce, a higher bounce, etc? To have a little more danger being below it and being above it.


Hm, that sounds like a plan.
Originally posted by Roy
Originally posted by metalgearhunter
Roy: mgh words
What can I do?

Maybe you could make it hop twice instead of just once, but I am not an ASMer, so I don't know if that would be possible.
Another option I would equip to him, since he is just boss 1, would be that he could drop a fuzzy/sparky on the ground that will slowly follow Mario every 3 damages to his health or something like that.
Last edited on 2012-04-26 03:15:34 PM by metalgearhunter.
That boss is neat; very original too. Technically, in response to how everybody is saying that the boss is too easy, I believe most bosses need their weak points. Over all, unless Mario's jumping hieght is higher than I remember it is, it would be pretty much difficult to jump over him all the time.

Otherwise, everybody is thinking about some ASM thing to put in there, why not put in a hazard or two (small pits leading to 1 tile munchers maybe?
V = Muncher
X = No Sprite Allowed Block

|X|
|V|
---

There shouldn't be anything wrong with that. And to stop him from falling in said pit, just put a "no sprite" block that won't allow him to pass. That way, Mario will be forced to jump sooner or later, seeing as Ferdinad eases down his speed around Mario.
Last edited on 2012-04-27 04:05:26 PM by S.C.O.R.P.I.O.N..
In the process of designing a new sprite: Kamek from level 6-8 in Yoshi's Island

Link
This is what I have so far for my flying Kamek sprite inspired by the same sprite in level 6-8 in Yoshi's Island.
Just updated the Giant Masked Koopa boss. I fixed the fireball routine and added another attack to its repertoire of attacks
Link
Well, I'm working with powerups for my hack and developed a WIP version of the Tanooki suit, there's some bugs in the code but they don't change anything in gameplay.

Link
Nice work. Can you take it across levels? I've been working on a certain powerup that will be revealed at C3 but I can't take it to sublevels or across levels
Well, you can take it to the other levels, considering that my hack uses some sort of an inventory system, you can change your powerups if you want but mainly this powerup is still a WIP.
Heh, not too bad. I'm afraid to tell that I have done it years ago though. :P

Video

It's pretty old so it definetely could have some improvement. Other than that, it's pretty decent. :P
I'm sure everyone's done the Tanooki suit

dahnamics: you'd have to have your code run in something else besides a custom sprite/generator/levelasm (for example, status bar routine). Any projectiles, though, can still be custom sprites.
Last edited on 2012-05-02 05:58:00 PM by Ladida.
Ice Man - Looks very good, although it's better if your code run in status bar (or some every frame) routine.

Ladida - Oh I see, but I tried to make it much more like the original suit, rather than holding a button indefinitely, thus making a bit easier as seen in your video (unless you've changed that aspect) but it's just one of my powerups I'm working on.
Originally posted by dahnamics
In the process of designing a new sprite: Kamek from level 6-8 in Yoshi's Island

Link
This is what I have so far for my flying Kamek sprite inspired by the same sprite in level 6-8 in Yoshi's Island.

OMG, OMG, OMG, OMG, OMG, OMG, OMG, OMG, OMG, OMG, OMG, OMG!

Dude, you have no idea how much I am LOVING this! Please, PLEASE finish this!

---
in a more professional approach

What you have is pretty good, but as said, it still needs mild work, but it is pretty well done from I what I see. The only problem I see from the looks of it that it vanishes and appears ON the screen instead of off.
Originally posted by metalgearhunter
Originally posted by dahnamics
In the process of designing a new sprite: Kamek from level 6-8 in Yoshi's Island

Link
This is what I have so far for my flying Kamek sprite inspired by the same sprite in level 6-8 in Yoshi's Island.

OMG, OMG, OMG, OMG, OMG, OMG, OMG, OMG, OMG, OMG, OMG, OMG!

Dude, you have no idea how much I am LOVING this! Please, PLEASE finish this!

---
in a more professional approach

What you have is pretty good, but as said, it still needs mild work, but it is pretty well done from I what I see. The only problem I see from the looks of it that it vanishes and appears ON the screen instead of off.

That's the issue. I'm having problems figuring out how to work with the offscreen flag. I know that the horizontal offscreen flag is $15A0 but I'm having trouble with the sprite because once it goes offscreen it doesn't go on to the next sprite state.
Hmmm...
I'm not familiar with, sprites, but, can't just chaeck if mario's screen (F1 in LM) is higher than something, it vvanishes in the end of another one?
I hacked the message box routine to add voice via the MSU1. Click here to download it. All it does is play the audio file that goes with the text box. I have yet to record any actual voices, but feel free to use that however you want. You don't have to credit me (but it would be nice!).
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