Language…
20 users online: akidaban,  bebn legg, cardboardcell, Duende, EvanEMV, Evernn, Hamilton64, Hanox, Koopster,  Lazy, LightAligns, lincade,  Major Flare, Manuel128,  NopeContest, Pink Gold Peach, smwln,  Teows, twicepipes, ZachJamesGames - Guests: 76 - Bots: 165
Users: 55,575 (2,478 active)
Latest user: Manuel128

World 6 Boss: Hartfowl - HuFlungDu[ASM] & Ladida[GFX]

Complete

There could be certain enemies an obstacles which can get in Mario's way and slow him down (allowing the boss to get still further ahead of him), and certain non-ideal paths functioning as the long route which do the same. On the other hand, more favored routes, strategic bounces off of enemies, and perhaps certain objects which give Mario a small speed boost would allow him to gain on the boss and deliver an attack. Upon taking damage, the boss could likewise get a small speed boost, placing a bit of distance between him and Mario again, preventing multiple successful attacks in rapid sequence.
Hey guys, I am actually still working on this. Currently I have the wheel's mode 7 working (I still need graphics that don't suck) and I have the circular motion of the buckets going so they follow as the wheel rotates. Currently I'm fighting a very difficult graphics routine (I need to draw 8 buckets all in different places within the single sprite, kinda annoying) where some of the buckets are not showing up when they should and some of them are showing up where they shouldn't. After that I should be able to post a little video.

That said, if someone makes a different boss, competition breeds excellence so it doesn't hurt to have more choices that people can choose between.

Hurray for activity on this boss.
Glad to hear you are working on it. You may need to post a bit more information on the graphics though and how you have them set up. Can't wait to see the video.
Layout by LDA during C3.
Originally posted by Lightvayne
You may need to post a bit more information on the graphics though and how you have them set up

Because mode 7 does not have the ability to flip tiles vertically or horizontally, I'm just using one big graphic file that just has the wheel drawn in fully assembled. If someone thinks they can fit it into a smaller space I have a program I wrote to easily make mode 7 tilemaps, so the tilemapping isn't an issue, it just needs to have every tile it needs available, with no mirroring.
Are you able to continue working on it without the graphics for now, or are they vital at this point? I'm thinking I can get Magiluigi to draw them up soon, but he's currently working on some general sprite graphics right now and I don't want to overburden him.
We can always burden Dinomar or Ludus :D

All kidding aside, I'm finally relieved this guy is still alive. :>
Originally posted by GSG
Ludus

Eh?

Well, i wouldn't mind. What is it to do?



Like /Everlude
Follow @Ludus.Art

Originally posted by S.N.N.
Are you able to continue working on it without the graphics for now, or are they vital at this point? I'm thinking I can get Magiluigi to draw them up soon, but he's currently working on some general sprite graphics right now and I don't want to overburden him.

They are not vital to continue, I'm just being a squeaky wheel. My placeholder graphics are totally fine for now.

So are with doing the Gfx for this Ludus? I'll place you on this list if you are.

HuFlungDu, Its been about a week or so now since we last heard from you, got any news for us?
Layout by LDA during C3.
Yeah, i'll be working on this. Just need to know what frames HFD will be needing. I'll send a PM to him right now to settle things.



Like /Everlude
Follow @Ludus.Art


*pokes HuFlungDu again*

Wakey wakey, eggs and bacon-y
Layout by LDA during C3.
Originally posted by Lightvayne
*pokes HuFlungDu again*

Wakey wakey, eggs and bacon-y

My car is broken, my weekends go to that. Weekdays are for job search. I don't know when I'm going to be working on this again. Last weekend I worked on the graphics routine for a couple hours and got nowhere. I don't know why the things are drawing incorrectly, might try disabling off screen checking.
Got some time today and worked out the bug that was keeping me from posting a video. So here is a progress update. It exists and does stuff. I'm sure you can see why I want graphics so badly. Eventually it's going to need maybe some kind of sprite background or something to not look totally dull, and there will be ground with either IRQ or HDMA. However, the fight will only happen above, and if you fall you will die. Basically, you jump on the bottom while it's not moving, it will rotate you to the top where you will see the duck and the fight will commence. He will try to hurt you and you will try to avoid his attacks, whatever those end up being. He's going to also change the direction the wheel rotates.
Looks good so far. Is there a reason why the ferris wheel flashes for a brief moment from a very small version to the big version at the very beginning?
Originally posted by cstutor89
Is there a reason why the ferris wheel flashes for a brief moment from a very small version to the big version at the very beginning?

There is a reason, but I don't know what it is yet.
Since that quirk only appears during the fadein, you could try calling your main routine at the end of your init routine. It doesn't work on all bugs like that, but it's worth a try.
<blm> zsnes users are the flatearthers of emulation
I think the problem is that I'm not using or setting the mode 7 registers directly, and the RAM addresses I'm using don't get updated until the level starts. I think if I set the mode 7 registers directly during level INIT it might fix it.

Extras



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

Advertising Space

I prefer Rameau's proposal in that the green duck at the end of Carnival Capers be the boss instead of a white one.

Originally posted by MrDeePay
I prefer Rameau's proposal in that the green duck at the end of Carnival Capers be the boss instead of a white one.

I agree with that.

Complete