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SMW-Like Lemmy Boss

SMW Sprites → SMW-Like Lemmy Boss

Submission Details

Name: SMW-Like Lemmy Boss
Author: Major Flare
Added:
Tool: PIXI
Type: Standard
Dynamic: No
Disassembly: No
Includes GFX: Yes
Description: In order to offer more boss variety to our sprite section, I present you... a SMW-Like Lemmy Boss, inspired on the SMB3 version as well, coded for me to use in Mario's Enigmatic Tales.

This boss is simple: He walks around tossing balls at you. These balls, if jumped on, either shatter, bounce the player or plain hurt. It also can enter in danger-mode and conjure balls from the sky. When hurt, it shell-runs for a bit (for this sprite to work, block the sides of the arena with walls.)

To be assembled with PIXI. Please credit if used, I took some time coding this from scratch.
Tags: boss enemy koopaling lemmy lorom sa-1
Comments: 9 (jump to comments)
Rating:
5.0 (1 rating)
No rating
Download 7.20 KiB | 541 downloads

Screenshots

Comments (9)

MegaSonic1999 Link
Needs an update for ending the level after the boss is defeated
MegaSonic1999 Link
How to end level with this boss?
Kaion Link
#smrpg{:3} mano essas ROMS são MT boas
Link13 Link
Well designed. But does not trigger clear flag, it loops the level instead.
MegaSonic1999 Link
The only way I found for now is set screen exit to teleport to a goal
 RussianMan Link
Tested With:
-Lunar Magic 3.33
-PIXI 1.32
-bsnes v115
-SA-1 1.40

Moved graphical tables and WalkSpeeds table to the top for the ease of editing. Added .json for the boss (I didn't add one for the ball since it isn't meant to be used standalone). Ticked "Process interaction with Mario every frame" for Lemmy's ball projectile to make it less likely for the player to clip into them and take unfair damage.

While the boss is functional, I think it could've benefitted from more customizability options. You can't edit its ball throw timings for instance without searching for it in the code somewhere. You have shell state speed define, but not walking speed define and instead it's a table that was down among the code before I moved it up. Also, it could've used better documentation. I thought it throwing three balls instead of one was a glitch. I mean, you can kinda see it in the screenshot, but still. And it's random wether it spawns one ball or three for every hit point from what I can tell. That also could've been customizable, like removing that state outright, or making it consistent. Also note, that it doesn't trigger normal victory when defeated, you'll get teleported using current screen's exit, which isn't mentioned anywhere either. Lastly, I find it curious how the balls can't interact with other sprites like shells or yoshi's tongue, but lemmy can be killed or eaten normally, though that doesn't result in a win. That's not a major issue, I imagine this boss isn't meant to have these things, and it's nothing a couple config edits can't solve.
buggy789 Link
Oooohhh.. I have some evil ideas on how to use this boss.
ASSATAKKU Link
Why didn't you use the graphics from "Super Mario Maker 2"?
Apple Boy Link
Because it's more SMW-Like than SMM2-Like