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World 9 Boss: Doc Croc - YCZ, cstutor89 (ASM), WhiteYoshiEgg (GFX)

Complete

So... What's up in Bosstown?
...I completely forget what day is the "'official' remind everybody" day...
Currently balancing work and hobbies. Also I've got a job now.
Practice Makes Purrfect
Originally posted by sunwarrior25
So... What's up in Bosstown?

Due to a recent bout of procrastination striking again, not overly much. However, thanks to your reminder things are now getting back on track; right now I'm working on coding the extra sprite that will be used for the bomb/shockwave attack, the homing flying drone thing and the parts breaking off of the Doc's machine.

Also I have two weeks of Easter break coming up, so I should be able to get this thing finished somewhat soon.
My YouTube channel
Get the official ASMT resource pack here!

Yoshicookiezeus,i have some questions about that boss:

1)How mario beat that boss?
2)How that boss must be defeated?Dead or alive?
3)And the battlefield?With springboards?

Extras



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

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Considering the fact that there are springboards AND that the GFX have a cracked glass pod, then it's safe to say that Mario will be damaging Doc by stomps.


2 + 2, Roberto.

Originally posted by Roberto zampari
2)How that boss must be defeated?Dead or alive?

...are you asking if the boss should be defeated while it's still alive, or if it should be killed first?
I would appreciate if you could stop asking dumb questions about every piece of ASM you see.
<blm> zsnes users are the flatearthers of emulation
Originally posted by Alcaro
Originally posted by Roberto zampari
2)How that boss must be defeated?Dead or alive?

...are you asking if the boss should be defeated while it's still alive, or if it should be killed first?
I would appreciate if you could stop asking dumb questions about every piece of ASM you see.


He may have been asking whether you outright kill Doc Croc, or knock him out or at the last minute he runs away or something.

But idk :V
Later.
Err, considering he's a Mario foe, I'd imagine his final status would probably be along the lines of "falls of screen with no particular mention being made of vital signs one way or the other", as typical.
Managed to get around my procrastination tendencies for long enough to code two more attacks:





All that's left now before I can post a testable version is coding the homing drone and the last attack. Of course, then there's the matter of the graphics routine...
My YouTube channel
Get the official ASMT resource pack here!

I don't know how far you are into the graphics routine, but are these any better arranged?
GFX Page
Other GFX Page

I had squished things together before to save on graphical space, but I don't want to cause too much of a headache if I can help it.

Also, the other GFX page there still has plenty of room.
It's friday!

How's it going?

Is there anything you can think of I might need to add to the graphcis files?
Currently balancing work and hobbies. Also I've got a job now.
Practice Makes Purrfect
Originally posted by sunwarrior25
How's it going?

Why, I'm glad you asked. (because once again it helped me stop procrastinating and actually get something done. Homestuck is too addicting D:)

Doc Croc, version the first

Stuff I'm aware of:

- The graphics routine for the main boss sprite still isn't done
- The hitbox for the projectiles is kind of misaligned with the graphics, and sometimes hurts you when you are a screen above it
- The aiming routine for the homing projectiles is kind of terrible; I would very much appreciate if someone knew of a better one (I'm currently using a slightly adapted version of the one from the Magikoopa)
- The sprite just kind of stops doing anything once you defeat it, rather than ending the level (yay laziness)

Originally posted by sunwarrior25
Is there anything you can think of I might need to add to the graphcis files?

No, I have all the graphics that I need. Thanks for offering your help, though.
My YouTube channel
Get the official ASMT resource pack here!

Originally posted by yoshicookiezeus
. Homestuck is too addicting D:


Tell me about it.

Anyhoo, I tested out the boss, And i found that every once in a while, even when there aren't any projectiles of any kind on screen, that if i bounce and go higher then the screen i get hit. You said you were aware of it, but you said the hitbox for the projectiles were misaligned, yet there wasn't a projectile on screen.

Other then that it is a very fun boss, but i found some of his attacks were either hard to allow a hit on him, or hard to both dodge and attack.
Later.
The creativity of projectiles placements and moves is burning my eyes in a good way D=

Great job on this!
Originally posted by ShadowFire
Other then that it is a very fun boss, but i found some of his attacks were either hard to allow a hit on him, or hard to both dodge and attack.

Really? I found the total opposite, with the exception of the final attack... which was because I was waiting to see if it just kept on going forever or if it was going to end like the previous ones. I was very easily able to defeat him by just running to the springboards quickly and jumping on top of the boss, rinse and repeat until death occurs.

I think it would be good to lower the time he's vulnerable by a bit, upping the speed of projectiles as well as adding an attack where he rapidly warps around, and shooting three bullets in a spread pointed at the player whenever he appears, or some other pattern that would be somewhat tough to dodge. (Yes, I like great variety in my boss fights.)

Anyways, I like the boss idea and its execution, but it still needs some work if it's going to work in the final world.
aran - Graces of Heaven
I just realized how this boss reminded me so much of the Golden Diva. I do agree with GN that the boss is too...pattern-y.

It just avoid and jump...there is no other thing that hinders the player while he's above it.

Maybe I could it explain it better with this guy. It's just another case of avoid and hit, but there's there's a little bit more "danger" on jumping on the weak spots. Look at how the clown's nose is "always" (for the lack of the right word) protecting the weak spots.

So yeah...I really like the outcome, but it's a bit "underwhelming" (again, for the lack of a right word) being it the "last" boss.
I have to say, I really like that last attack, reminds me so much of touhou with all the bullets everywhere...
Your layout has been removed.
Very, very cool boss right there. I love the variety of projectiles and attacks, and I'm sure the final version will be great. Although, the one thing that bothers me is how you attack Doc Croc; with the springboards. It just seems... tacked on? Like, what kind of ultra-genius would leave what is essentially deathtraps for himself lying around the stage, and there's probably thousands of much more creative ways to harm a boss such as this.

Why not incorporate using the bomb against him? I can see the bomb dropping, bouncing a bit and flashing red before exploding into the normal attack, but giving Mario an increasingly shorter length of time to launch it back up in some sort of counter-attack. Of course, the bomb would have to be included in his basic attacks, but why not? It makes the player have to endure the beating a bit and get used to the new pattern while waiting for him to drop the bomb.

But, if you feel you're already too far in the production or that's too much work, it is indeed functional, and there's really no need to change it if you think otherwise. But, I really really really feel you should change it, even if not the bomb idea I proposed <:
Originally posted by Lynnes
Like, what kind of ultra-genius would leave what is essentially deathtraps for himself lying around the stage, and there's probably thousands of much more creative ways to harm a boss such as this.



For starters, Bowser and the hammer/switches. Second, the eggplants in many YI boss battles. Third, the spring thingymagigs with the Giant Goomba...

I can go on, but I do agree with you here.

I have no problem with these springboards, but I have a problem with how they are at the player's hands with little to no work get to it. If you noticed all boss battles in Mario (and Wario and YI) with items provided to battle the boss, the player still has to work to use or get these items.

I forgot to mention this, but yesterday it was easy for me to learn when the boss appears again. I just stay on one spring, jump at the right time, and stomp Doc and get to the other springboard. Rinse and repeat with the opposite springboard.

It's a little predictable at its current state, and how the arena is made, and the easiness to access these springboards, kills the difficulty of this boss for World 8.

Maybe have an attack that drives away Mario - a laser coming down maybe. I don't know. Maybe have that shockwave bomb drop more than once or with another attack. With the latter, the player has the fear of staying grounded and staying in the air.

and no ground pound? Blasphemy! All bosses need a ground pound move!

Extras



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

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Originally posted by Giant Shy Guy
For starters, Bowser and the hammer/switches. Second, the eggplants in many YI boss battles. Third, the spring thingymagigs with the Giant Goomba...



Originally posted by Lynnes
Like, what kind of ultra-genius would leave what is essentially deathtraps for himself lying around the stage


Originally posted by Giant Shy Guy
I have no problem with these springboards, but I have a problem with how they are at the player's hands with little to no work get to it. If you noticed all boss battles in Mario (and Wario and YI) with items provided to battle the boss, the player still has to work to use or get these items.

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