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Welcome to hell. Bullet hell. (Now with an IPS!)

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The boss is still rather unfinished. It can fire bullets and switch between spellcards fine, but you can't see the time remaining between each attack nor can you retaliate. Though considering Mario isn't really the offensive type that second part isn't so much of an issue.

Also, I know these attacks are rather uninspired, but I was a bit rushed for time at the end. Consider them to be more like tech demos. The first attack demonstrates roughly how many bullets you can have on screen at once. It's nothing Touhou-worthy, but it's still quite a lot. The second attack demonstrates multi-colored bullets, firing bullets at an angle, as well as the fact that you can change how an attack functions during the attack itself. The third attack is to show that, yes, you can actually die. :P

If you're willing to ruffle through some rather messy code, here's the current boss sprite I'm using. To fire a bullet call
Code
ShootBulletXY(Xspeed,YSpeed,XPos,YPos,XAccel,YAccel,Type,Info)

or
Code
ShootBulletAngle(Angle,Speed,XPos,YPos,XAccel,YAccel,Type,Info)


XSpeed, Yspeed, and Speed are the speeds, Angle is angle to fire at (from 0 to 01FF) XPos and YPos are where the bullet is fired from, XAccel and YAccel determine how the bullet accelerates (for example, #$01 under YAccel would give a gravity-like effect). Type is the sprite tile to use for the bullet (0 is used to mean non-existant), and Info is any other information you want to store about the bullet.

So yeah, any comments?
I should get a new layout.

Probably won't, though.
Holy crap.

I've seen an attempt of a touhou inspired boss in SMW, but that didn't have nearly as many bullets on screen as this. The attacks look pretty cool too, but the second one does seem a bit more imaginative than the first. It must have been a lot of work to program those attacks, but the result is very impressive. Only the constant firing sound is annoying, you can barely hear the music. :<

Now you just gotta make Mario able to fight back. :D
That. Is. Freaking. Amazing.
Kipernal, fantastic work on this. The variety of the bullets' movements make it really feel like it's a real Touhou game. As Aqualakitu said, you probably had plenty of work to create this.
I wouldn't have thought that somebody will be able to create something epic like this, but it seems I was wrong. :P

Too bad this isn't ported music, though. =P
That's some helluva Cluster going on o.O

I wonder how big this could get =3
Oh, man! Everyone's gonna want this!!!
Your layout has been removed.
holy fu what the what is this little thing.

My reaction trough the video.
Oh wow. This sure blows my old Yukari boss and its 20 bullets per attack pattern right out of the water.

So all the bullet handling is done by the boss sprite itself? That's a great way to get around SMW's sprite slot limits, and I'm sort of jealous that I didn't think of it myself in my various attempts at SMW danmaku. :V now do Utsuho
My YouTube channel
Get the official ASMT resource pack here!

Well god damnit. I want to play this.

Extras



I should have something witty to put here (even if it's just to update dated info), shouldn't I?

Advertising Space

Kaguya's reaction to Mario's futile dodging: http://i54.tinypic.com/24uyn92.jpg


Pretty cool looking sprite, though.

Originally posted by Aqualakitu
It must have been a lot of work to program those attacks, but the result is very impressive. Only the constant firing sound is annoying, you can barely hear the music. :<

Now you just gotta make Mario able to fight back. :D


Yeah, programming it is a bit tricky, since I had to write my own routine for spellcard switching, bullet firing, etc. Making Mario fight back will be really difficult; there are pretty much no sprite slots left for any sort of projectile so the only thing I could think of are close range attacks. That might work, though...hmm...

Originally posted by Hadron
Too bad this isn't ported music, though. =P


Like I said, I was really pressed for time. I really wanted to port some music for it though, since it would've been a great compliment to A MAD SCHEME.

Originally posted by Sind
That's some helluva Cluster going on o.O

I wonder how big this could get =3


The first attack is roughly the maximum. Any more than that and bullets start flickering. More than that and they stop appearing. And it's not a cluster sprite, for the record. Everything is controlled by the boss sprite. It runs a giant loop every frame and recalculates the bullets' positions, proximity to Mario, etc. If it was a cluster sprite, I'd be much more limited.

Originally posted by The Thunder
Oh, man! Everyone's gonna want this!!!


If they can figure out how to use it I say go for it. But it's pretty difficult.

Originally posted by Maruhai
holy fu what the what is this little thing.

My reaction trough the video.


So I take it you like it then. #w{=)}

Originally posted by yoshicookiezeus
So all the bullet handling is done by the boss sprite itself? That's a great way to get around SMW's sprite slot limits, and I'm sort of jealous that I didn't think of it myself in my various attempts at SMW danmaku. :V


Yep, like I said above everything is controlled by the boss sprite.

Originally posted by yoshicookiezeus
now do Utsuho


Ahaha...I can't even get 32x32 bullets working, and you want sun-sized bullets?

Originally posted by Zildjian
Well god damnit. I want to play this.


You'll need a bit of extra code to get Mario's movement correct before inserting the boss.


Code
LDA $15
AND #$01
CMP #$01
BNE CheckLeft
LDA #$30
STA $7B
BRA NowForYSpeed
CheckLeft:
LDA $15
AND #$02
CMP #$02
BNE ZeroXSpeed
LDA #$CF
STA $7B
BRA NowForYSpeed
ZeroXSpeed:
STZ $7B

NowForYSpeed:
LDA $15
AND #$04
CMP #$04
BNE CheckUp
LDA #$30
STA $7D
BRA AndWereDone
CheckUp:
LDA $15
AND #$08
CMP #$08
BNE ZeroYSpeed
LDA #$CF
STA $7D
BRA AndWereDone
ZeroYSpeed:
STZ $7D
AndWereDone:
RTS


Put that in levelASM. You'll also need to patch this.

Originally posted by MrDeePay
Kaguya's reaction to Mario's futile dodging: http://i54.tinypic.com/24uyn92.jpg
Pretty cool looking sprite, though.


Thank you!

And thanks to everyone else as well who's commented!
I should get a new layout.

Probably won't, though.
Originally posted by Kipernal
Like I said, I was really pressed for time. I really wanted to port some music for it though, since it would've been a great compliment to A MAD SCHEME.


Well, I rather meant that "Too bad custom music can't be like this". :D But it was a nice song for the video, one of my favorites from Imperishable Night, actually.
Still, it's pretty awesome. I'll give it a try for sure.
There's a 99% chance that no one could finish this.
Is the boss's graphics on a layer, or are they using sprite tiles?

If you need more OAM space, just put the boss's graphics on layer 2.
That is pretty freaking sweet. It would be the best final boss ever.
8 Trials Await (2010) lol|
Originally posted by Blue_Raven
There's a 99% chance that no one could finish this.


Finish making it or finish playing it? :P

Originally posted by Kaijyuu
Is the boss's graphics on a layer, or are they using sprite tiles?

If you need more OAM space, just put the boss's graphics on layer 2.


They're using sprite tiles. Putting them on a layer was an idea I really should've thought of in the first place, but right now it wouldn't work since that background pretty eats up every tile in VRAM except for a few sprite tiles.

Originally posted by GearboxGoober
That is pretty freaking sweet. It would be the best final boss ever.


Why thank you.

Also, for anyone who wants to try this out for themselves, here's a patch. Note that you should not play this on Zsnes, since you'll experience some pretty major slowdown. Use bsnes or Snes9X instead. (I haven't actually tested the patch itself, but it should work.)
I should get a new layout.

Probably won't, though.
Code
And it's not a cluster sprite, for the record. Everything is controlled by the boss sprite. It runs a giant loop every frame and recalculates the bullets' positions, proximity to Mario, etc. If it was a cluster sprite, I'd be much more limited.


I see. I was starting to wonder how that was possible at all =P
Wouldn't it be better if Mario had more than 1 frame of animation?
Originally posted by YouAreSuperMario
Wouldn't it be better if Mario had more than 1 frame of animation?


Yes, but it wasn't very high on my priorities list. Finishing the boss was.
I should get a new layout.

Probably won't, though.
oh my god this is freaking amazing
Good fucking bye.
Haha, this is awesome.

Also incredibly freaking hard, it looks like. Still, it'd be cool to have as some kind of secret in a hack or something.
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