Name: | Ultimate Noob Sprite v1.3.4 |
Author: | Iceguy |
Added: | |
Version History: | View |
Tool: | PIXI |
Type: | Standard |
Dynamic: | No |
Disassembly: | No |
Includes GFX: | No |
Description: | This is the infamous "Ultimate Noob Boss" made by Iceguy. It is now back with a new name that implies it can be used for more than boss fights. It has quite a few attacks and is very customizable. Read the comments in the .asm file for details. |
Tags: | boss customizable enemy lorom sa-1 |
Comments: | 45 (jump to comments) |
Rating: |
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Comments (45)
BUT one thing that ruins everything is that the sprite in some cases preserves the properties of the states if dying and restarting the level...I don't think it is the retry uberasm patch.....for example if the player dies when the sprite is dropping then it drops still as soon as the player restarts the level with retry...if exiting the level and reentering then everything is fine again....anybody know how to fix this please?
EDIT: It seems that I fixed it with a
Just paste the following somewhere between the sprite's routines without overwriting any of them:
And presto! Now, when placing the new pointer in a state, you do it like this:
Which comes with the plus you can make the timer be whatever in any state you want, not unlike how Daizo Dee Von's tweaked version works for determining the sprite's speed in each state (the code in question is compatible with that version too):
(This pointer doesn't work well with the sprite's built-in Health bar though, so be mindful of that it you wanna use it).
The ultimate noob boss
Accepted.
Fixed gravity define behavior. Just a matter of changing one specific check for that in the code. Rise and Drop also work properly, too. Thanks to Roberto zampari for reporting it out.
Good MiniBoss
Extra comment: Even nowadays, this sprite has great potential, despite being overused and often badly implemented in hacks. It's an annoying sprite only if you don't know how to design a level with it and its properties.
unknown command. [JMP <Aniptr,x>]
unknown command. [JMP <carryptr,x>]
unknown command. [JMP <deathptr,x>]
unknown command. [JMP <ptrptr,x>]
Probably not a good idea to use it as a non-boss sprite, because if you place more than one in a level, sometimes they can act weird. The most notable issue is regarding animations. If, for example, you're using 2 sprites with animation change states, when one of them is hit to change animation, will also make all other change as well. I don't know if I explained very well, but yeah, I don't recommend using more than one of this sprite in a same level unless you can work around these issues.edit: issue no longer exists.
Is it using the "if this option is set, then include this code" in ASM rather than the rep-1 trick?
...unless you have his permission, but I doubt that.