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Buzz Bomber v1.0

SMW Sprites → Buzz Bomber v1.0

Submission Details

Name: Buzz Bomber v1.0
Authors: Eminus, Von Fahrenheit
Tool: PIXI
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: Yes
Description: This Sonic-inspired sprite will fly in and unleash its ammo in the form of fireballs. How much ammo it has without and with the extra bit can be very easily changed in the defines. The sprite is very simple and has pretty standard interaction.

Requested for the Strongest Sprite Workshop 2020 by Green Jerry
Tags: enemy lorom sa-1
Comments: 3 (jump to comments)
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Comments (3)

 Kevin Link
Tested with: Lunar Magic 3.21, PIXI 1.31, SA-1 1.32, Snes9x 1.60. No major issues found, so accepted. I did find a few quirks, most caused by the custom interaction used here:
- The interaction with Mario can be janky sometimes, especially if being big Mario. For example, if you jump into a ceiling and touch the sprite, it'll register as being jumped on even if you should've being hit. Also jumping at the sprite at the right angle will register a jump instead of a hit. I think it's partly because it doesn't check if Mario is going downwards, so it can lead to some janky results like it happens for the Rex in vanilla. For example, jumping under it and getting hit will also register a jump after taking damage, even if you're just going up. I guess it makes the sprite a bit more lenient, although this gets compensated by its hitbox getting pretty big while shooting.
- When getting hit on Yoshi by the sprite, it'll almost always result in its death right after.
- The sprite interacts (well, kinda) with slopes, but it doesn't interact with other blocks. I don't know if it was intentional but it's kind of neat that it follows the slope's (and purple triangles) surface, although it looks weird if it comes from the opposite side of the slope (it'll just get shifted up the slope immediately).
- The sprite gets killed by any sprite thrown at it, even Keys or P-Switches.
- It can't get killed by sliding even if changing the setting in the json file.
- Seems weird to have 2 predefined ammo options controlled by the extra bit, when you could just have the value set with the extra byte.

Also note that it uses a fairly high number of tiles (8 while shooting) so try to not have too many of them on screen. For example, with NMSTL, having 7 on screen causes Mario's head to flash when the sprite is shooting.
Would You Like To Make A Genesis Size Next?
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