Unfortunately, this has been a rather busy week for me, so I don't have enough to warrent a new patch (again, unless, for some reason, someone really wants it).
Originally posted by AlexanderLooks great! The only real issue that I could find is the inconsistencies about when you're able to hit him when he's doing his "rushing from the side" attack. Seems like I could hit him the first time he did it (not the first pass), but any times after that, he'd hurt me if I tried to jump on him.
That's because after you hit him the first time, he dons a spiky helmet for subsequent dashing attacks. I've added sparkles to his helmet (like Mario's invincibility sparkles) to make this a bit clearer.
Originally posted by AlexanderAlso, if you're standing in the center of the screen, he kinda flips out with his direction (he hovers back and forth while idle, but he also tries to face in your direction).
Not sure I can do a whole lot about that. ...well, actually, maybe I could make him have a minimum speed before turning around...I'll see how that works.
Originally posted by Rameau's NephewIt seems to me that depending whether or not the boss decideds to favor you with the attacks he uses, three hits can seem too few, just the right amount, or even excessive. During my first few unsuccessful attempts at the boss, three seemed like it would be an appropriate number, as he did a good mix of new and repeat attacks. The first time I did beat him, on the other hand, he hardly repeated any attacks at all, so the battle seemed far too short. And in one particular instance, he kept repeating the dash and especially the bullet attack over and over again, and on the rare instances where he did indeed dive, only did so on the extreme right side of the screen, so Mario never bounced properly, resulting in the battle dragging on for far too long. It sort of seems to be the luck of the draw which one of these scenarios the player gets.
What I could do is manipulate the random number generator so that the boss will always do one "real" attack (where the player hits), one "fake" attack (where the player cannot hit), and then leans further away from that attack afterwards.
Originally posted by Rameau's NephewThat said, I suspect five hits might shift things too far in the opposite direction, as well as requiring two new attacks, repeating the previous ones, both of which might make the battle continue on for too long. Perhaps a good compromise might be to raise the number of hits to four, and add one more final attack, which the boss only performs after you've thwarted him in all his previous attacks.
I like the idea, but I can't come up with a "fitting" final attack. To make it truly final, one of them has to die (otherwise the attack repeating itself over and over will feel dull, scripted, and anticlimactic), which will make it either too easy or too hard.
Originally posted by Rameau's NephewOriginally posted by KipernalThat being said, Mario should no longer fall through the floor during the smash attack.
This did actually happen to me just once, right as the floor was about to settle down. I wasn't able to duplicate it again, so it's apparently a rarity, but not an impossibility.
This should be
actually fixed now. It seemed to be caused by Mario being under the "normal" floor height on the very last frame of the effect, so when everything returned to normal, the special physics stopped, but because Mario was still under the floor by just a few pixels, he continued to fall. Now, whenever the floor is still, the game refuses to let Mario be beneath it.
Originally posted by CrystalJadeStrikeHave you worked out the death sprite animation frames yet? I suggest his jetpack blows up and he falls into the background in cinders.
Right now, he blows up like a bob-omb, but if the general consensus is to switch it to his jetpack exploding, I can do that instead.
Originally posted by LightvayneI'm loving this boss battle so far. A few tings to point out;
-During the bullet bill attack, if the boss coming from the right side of the screen, he is facing the wrong way.
This was mentioned in my release post, but, while I was just going to fix it and be done with it, I rather liked Rameau's Nephew's idea of having the boss accidentally "wander" into view while facing the cannons offscreen, and then facing Mario and dodging him the other times. It actually makes a bit more sense this way, as well.
Originally posted by Lightvayne- I had a weird glitch during the around where jumped up above the screen using the bullet bills and somehow manged the freeze the game
That's a glitch with SMW, not the boss. I think the Feather power-up Fix patch would fix it.
Originally posted by DinomarI actually proposed something of similar to Kipernal, even if it works a bit differently, but i am not sure if he will do it: i guess due of lack of time and ROM space, though. We'll see what Kipernal wants to do.
Yeah, at this point it's looking like ROM space would be the biggest issue. It would require that the cloud background be preassembled in the GFX files so that we could use large sprites to fill the background (16 64x64 sprites composing the background, with the boss on mode 7's layer 1), wasting a lot of ROM space with duplicate tiles. And even if that weren't the case, the background size would be limited to 128x128 (tiled), while the current one is 256x256. It was a good idea, but not really worth it for a 2-second cutscene.