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World 2 Boss: Alraune - Magi[GFX], cstutor89[ASM]
Forum Index - Events - Super Mario World Central Production 2 Completion Project - World 2 - World 2 Boss: Alraune - Magi[GFX], cstutor89[ASM]
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There's actually a lot of stuff in this ExGFX file (like munchers) but I have no idea what they're for and the description that I was given doesn't explain some of it. I'm sure I could get them into the battle somehow.
Originally posted by Rameau's Nephew
Since the boss is established as being fond of Piranha Plants/Munchers, perhaps they might be worked into the battle somehow (as summons, etc.)?


Don't make it too similar to YCZ's Muncher Boss that appears in ASMT though.

EDIT: The graphics for this boss needs a outlin-ization. It currently feels like it'll fit more in Pon-Pon Palace.
I'm not sure if it needs outlining as GSG has stated but I do think these graphics need some touching up because sizes-wise all of the arms/body/face/hands are all of different sizes which makes coding the graphics section of this boss a pain in the neck.

I really should be updating a lot more often - August has been a really bad month for me, so much stuff to do. Once the rest of August finishes up, I should be more available. As far as what I actually have done so far, it's basically code some of the graphics, throw the leaves, and establishing the destruction of the bramble.
Okay just a quick update so far ... I should have something posted tomorrow sometime with a test IPS and/or Youtube video. So far what I've accomplished is:

- State 0: Dancing
- State 1: Rising Bramble
- State 2: Falling Piranhas
- State 3: Dropping Small & Large Berries (I guess they're apples right now)
- State 4 (LOW HP ONLY - Always): Throwing Leaves

State Progression right now is => 0, 1, 3, 0, 0, 2, 3, 0. Tomorrow, I should be trying to accomplish getting an actual hit on the boss and crashing into the wall and causing a shockwave as a step before the berries drop.

Another note is, graphically, is anyone up to the challenge to modify the graphics files for this boss? This boss is far much more complicated size-wise due to the sizes of the arms, body, face, etc. really not being perfect 8x8 or 16x16 squares - some are just one extra pixel wasting an extra 8x8 square. Also a lot of the graphics stuff I can't seem to find a usage for them or can be deleted. If this could be reduced down to a 32x32 or a 48x32 (height x width) that would help a lot.

EDIT: I can post something if someone can post after this one to prevent the 24-hour reposting thingy ...
Originally posted by cstutor89
EDIT: I can post something if someone can post after this one to prevent the 24-hour reposting thingy ...


I'll do the honors. And I'm looking forward to actually seeing progress on this boss.

--------------------
I no longer have interest in SMW Hacking as I did when I first started several years ago.
Thanks TomPhanto.

Okay, here's the 1st update (Version 0.1) of Dryad => Link

There are a couple of bugs that I do know of:
1. Something is happening with the bramble (The 1st Bramble doesn't even hurt Mario but the other does for some reason). I'm not sure what's causing that problem.
2. Graphics are glitched for the Time-Ticking Blueberry (need graphics for this one).
3. Dryad's Graphics for the Hands are missing - mainly because I'm not sure if the graphics will be continued to be used or not.
4. Slowdown and Disappearing Sprites (Sprite Memory Problems) - may possibly be from Dryad?
5. Lenient Hit Detection for Dryad (will be fixed when graphics are decided so I can get a better feel for where the collision box should be).
First off, in game, the Dryad really and her part really need outlines. (And a name, it was bound to be said by me sooner or later :L)

Second...

I don't how I feel about this boss. It's seems too messy and too much like the first boss Truntech(?) - except the Dryad's mobile and you have to stomp her.

It's an early version, but currently it doesn't really give me a pumped up vibe to fight the boss like how all the other bosses has had.

Now, what I suggest is try to make better use of her petals and other objects to differ her from the mech-tree; and get rid of the bob-ombs, which feel pasted. It really feels like the petals and flowers are her signature powers. There's also that log and apple. The apple as a football is actually a cool idea. The log...hrm.

I'm really confused on why she's levitating, though that may stem from my imagining her as immobile. :x

Maybe instead of jumping on the apples/berries/whatever, why not utilize the log? She homes on you, so how about as she summons a log, which I guess will be a custom sprite, to hurt her you have to home her under a falling log that she summons.

All in all...the boss feels a lot like the mecha tree and isn't really engagingly captivating.

Extras



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

Advertising Space

Originally posted by Giant Shy Guy
I don't how I feel about this boss. It's seems too messy and too much like the first boss Truntech(?) - except the Dryad's mobile and you have to stomp her.


All in all...the boss feels a lot like the mecha tree and isn't really engagingly captivating.


The two bosses have very, very few similarities.

Originally posted by MrDeePay
The two bosses have very, very few similarities.


The bob-ombs, the shaking, and the homing roots/brambles are enough for me to think "Wait, didn't I already do this already?"
Originally posted by Giant Shy Guy
First off, in game, the Dryad really and her part really need outlines. (And a name, it was bound to be said by me sooner or later :L)

Second...

I don't how I feel about this boss. It's seems too messy and too much like the first boss Truntech(?) - except the Dryad's mobile and you have to stomp her.

It's an early version, but currently it doesn't really give me a pumped up vibe to fight the boss like how all the other bosses has had.

Now, what I suggest is try to make better use of her petals and other objects to differ her from the mech-tree; and get rid of the bob-ombs, which feel pasted. It really feels like the petals and flowers are her signature powers. There's also that log and apple. The apple as a football is actually a cool idea. The log...hrm.

I'm really confused on why she's levitating, though that may stem from my imagining her as immobile. :x

Maybe instead of jumping on the apples/berries/whatever, why not utilize the log? She homes on you, so how about as she summons a log, which I guess will be a custom sprite, to hurt her you have to home her under a falling log that she summons.

All in all...the boss feels a lot like the mecha tree and isn't really engagingly captivating.


Okay, I understand about the whole bob-ombs stuff. Originally my plan was to use Mega Moles as giant oversized Blueberries/Apples but I haven't found a way around the coloring issues with Mega Mole. It seems it was hardcoded to be palette 08 which is Mario's palette as well (ugh! unless code hijacking is used which I have no idea how to do that).

I really tried to make this boss as different as possible from Mecha Tree but also within the limitations of what the graphics were made. I don't think there's that much similarity with that of Mecha Tree - attacks are more spread out, more variety of attacks, attacks go in the opposite direction and boss moves. Though, I don't think it was a good idea to do all of the graphics first before any of the attacks were really conceptualized. Which leads me to the graphics, there was so many things that were made (arms wise) that it left out all of the room for more attacks or defenses which make the boss more exciting. The size of Dryad doesn't really excite me that much either because it's like 96x64 (o_O) which means it hogs up a lot of room. There's not really a clipping that works for a boss this size at least that I know of so the only way around that is doing position checking with X's and Y's and checking Mario's speed and the way he hits it, etc.

As far as the log, I'm not sure what I should have used that for. I thought the piranha plants would suffice the usage of the log but okay. As far as movement, the description I was given had no information about whether it should move or be stationary.

I have to think about this boss a little bit more. I'd rather prefer a smaller boss (of size 32x32, 48x32, or 48x48) that twirls around to make Dryad throwing stuff more reasonable. Attacks-wise would be Thorn Throwing Roses, Piranha Shower, Petal Rain, Bramble Summoning, and Berries/Apples Falling.
Originally posted by cstutor89
I have to think about this boss a little bit more. I'd rather prefer a smaller boss (of size 32x32, 48x32, or 48x48) that twirls around to make Dryad throwing stuff more reasonable. Attacks-wise would be Thorn Throwing Roses, Piranha Shower, Petal Rain, Bramble Summoning, and Berries/Apples Falling.


So in other words...a "dancing" dryad?

That puts a smile on my face for some reason. :>

Resizing the boss to a smaller one actually seems reasonable - she is quite huge compared to Mario and all the other bosses. (48x32 sounds good). I think I imagined her as stationary because of how she already takes up a bunch of space in the small, one screen room, and having her move about makes it look cramped.

You should contact Ludus about resizing the Dryad (herself; I think the other parts like the apple, logs, berries and such are fine) If it's more flexible, then I'm all for it. (AND OUTLINES D:)

For now, maybe you can use placeholders?
Originally posted by cstutor89
I have to think about this boss a little bit more. I'd rather prefer a smaller boss (of size 32x32, 48x32, or 48x48) that twirls around to make Dryad throwing stuff more reasonable. Attacks-wise would be Thorn Throwing Roses, Piranha Shower, Petal Rain, Bramble Summoning, and Berries/Apples Falling.


I'd tend to think that would make for a more interesting and distinctive boss as well; this one does seem a little too...ham-fisted and heavy-handed in her battle tactics, which seems odd for such a being, from one would expect a touch more lithesomeness. I also don't think the whole bouncing into the wall and stunning Mario integrates very well with the homing brambles, as it tends to render him completely unable to avoid the second bramble if he doesn't predict it ahead of time. A more mobile opponent with more summon and rain-based attack would indeed probably seem more logical for this type of foe, as well as removing some of the shades of the Mecha-Tree (which I admit I picked up on slightly as well).
Here

I guess this would help you get more ideas on attacks and overall movement of the Dryad.



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Now that I have my computer under control ... thank freaking goodness, I can finally get back to what I said I was going to do ... Dryad and the clipping.

Is someone willing to maybe change the graphics of Dryad a bit so the size is a lot easier to work with?
I'll see what i can do, since i'm the one in charge of her's anyway. Any preference of size?



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48x32 I think would be good. Is there a possibly to make frame animations that have Dryad twirl?
@Ludus or cstutor: Did anything come out of this yet, or do the graphics still need to be dealt with?
Oh my, i completely forgot about it. Sorry, lot's of stuff on my head >_<

Well, got free time now, so i'll work on that.



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Right now all I need to do to finish up Dryad is the graphics routine.

Started From zero. It's been a while since i did pixel art.
Anything you guys want to point before i start doing the other frames?



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Pages: « 1 2 3 4 5 6 »
Forum Index - Events - Super Mario World Central Production 2 Completion Project - World 2 - World 2 Boss: Alraune - Magi[GFX], cstutor89[ASM]

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