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World 8 Final Boss: Norveg - [ASM] HuFlungDu, [GFX] Ladida, antimatterhunter

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

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For someone who hasn't contributed a single beneficial resource (be it a level, ASM, GFX, etc.), you sure do like to try and push things around a lot.

Sometimes I like to think that Roberto is some kind of joke user created by the staff to show everyone how not to behave.
i just lurk sometimes
I actually have been working on this.

It's super rough right now, but imagine that without any bugs and you'll get an idea what I'm talking about.

Known problems:

a) You can't play it big because the smashing attack will instantly kill you due to sending you into the ground. They do the same when you are small, but you expect to instantly die when you are small.

b) Random number generator crap causing it to be difficult to hit him sometimes. I'm planning on implementing a weighted system that will increase the probability of getting an attack the more times in a row it is not done, but that's not done yet.

c) The intro looks weird and you can move during it. I don't really know what would be good in that space, so ideas would be great.

d) Sometimes when you get smashed by the fist and there is another fist nearby, you'll get a brk. Don't know why, but I'll work it out.

e) No sound or effect when you jump on the helmet, and also the helmet doesn't crack at all. Adding those later, and waiting on the cracked helmet GFX.

f) Obviously norveg isn't going to be just sitting in there with his jetpack, I just need graphics for him pulling levers and such.

g) Second time entering the level, the graphics go nuts for a second or so. Some uninitialized ram or something, I'll work it out.

This is just the first phase, but it's actually a good portion of the way complete, so there it is.

As I stated before, this is looking really promising so far.

a) Depending on the attack, it may not be a bad thing to have an attack or two insta kill Mario as long as it is not super hard to avoid.
b) Sounds good. When you finish that up, we may be able to use that part of the code to possibly fix up that tank boss that sorta has the same problem
c) Don't worry too much about the intro, we will probably throw a cutscene in there
d)Sounds good
e)when I was testing it, I didn't even know you could get up that high to attack him yet. I'll have to go back and play around with it a bit
f) I forgot to mention to you that antimatterhunter will be taking over the rest of the gfx requests that you will need for this boss. Make sure to contact him when you get a chance, one thing he wants to do is kind redraw Norveg himself
g) Yeah, I noticed that too, I'm sure you'll figure it out

Other than that, great job so far. ^_^
Layout by LDA during C3.


So I did this... kind of replaced Norveg so we could see more of our rat... Let me know what you think.
Your layout has been removed.
Originally posted by Lightvayne
a) Depending on the attack, it may not be a bad thing to have an attack or two insta kill Mario as long as it super hard to avoid.

I hope you meant it should not be hard to avoid, otherwise that's kind of ridiculous.

Originally posted by antimatterhunter
*image*

So I did this... kind of replaced Norveg so we could see more of our rat... Let me know what you think.

Somehow that reminds me a lot of Sly Cooper.

I haven't tried out the boss yet, so I might come back to the thread.
Want progress on 100 Rooms of Enemies: The Nightmare Edition? Go here to see.

(rip my other userbars momentarily)

On a whim, I decided to play the first level with the final boss IPS after testing the final boss, and the game crashed when I picked up an SMWC coin.

Perhaps the boss routine overwrote something?
Check out my music!
I removed every other sprite that isn't Norveg and a good number of the blocks. I suspect that may be related. It'll probably not be a problem when it gets put in for real.
Originally posted by Moose
the game crashed when I picked up an SMWC coin

SNN gave that bug to me last week. I guess HuFlungDu is using an old base ROM. (I don't even know if SNN has put up a fixed base ROM yet.)

Either way, HuFlungDu is innocent.

Edit: Wrong SMWCP...
<blm> zsnes users are the flatearthers of emulation

Go home Alcaro, you're drunk.

#smw{:trollface:}

USER WAS UNFORTUNATELY NOT BANNED FOR THIS POST
Layout by LDA during C3.
*slams ban hammer on Lightvayne*

Actually, I banned you... #smw{:trollface:}
for one minute

Your layout has been removed.
Fixed b, d, and g. The important bit is that I implemented the weighting system for the attacks. It seems to be working well here, but I can't play it enough to know for sure that it's working. So if other people could run this a few times and check for RNG cycles that would be great. 5 or more attacks in a row without a fist slam (or any particular attack) would be notable, 10 or more would be a big problem.
What level is the boss supposed to be on? 1D3 I presume? I can't even get it to load, the room loads, and nothing happens.
blunted

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

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Was never inserted in the first place.

sorry I guess I was way too high to realize
blunted
Proposal.

Graphics aren't done, so no shattering helmet, and one of the attacks he just throws black squares, and another he just kinda flips back and forth like a dumbass, but it's mechanically sound.

While I quite like the first phase, I think I might hate the second phase. Just play it and let me know what you think could make it better or whatever.
Not sure if just me (or because the lack of graphics), but Norveg hitbox could be adjusted a bit, here I got killed and here I can survive as small Mario.

If it's intentional because there aren't graphics for it yet (and I think it is, but saying it doesn't hurt), just ignore what I said above.

And as suggestion, I think it would be better if the closed hand pushes down Mario when the player hits the hand from below instead of moving Mario to the left/right.
Originally posted by LX5
And as suggestion, I think it would be better if the closed hand pushes down Mario when the player hits the hand from below instead of moving Mario to the left/right.

It does, it just doesn't work with large Mario. Solid sprites are hard, yo...
Some thoughts:

While this is one of the best custom bosses I've seen, it's a little too easy to be the final boss. Most of the difficulty comes from figuring out how to hit him in the first phase. Here's a list of misc things that would increase the boss difficulty and shouldn't be too hard to code:
Make him use both fists at once starting from 3 hits instead of 4
Increase the speed of his ramming attack in the second phase, and randomize the duration he waits before ramming you
Put a podoboo in the second phase

These are all just suggestions, but keep in mind that increasing the number of hits a boss takes is usually fake difficulty in my opinion. 11 hits is a good amount for the boss right now.
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Ham Sandwich progress: v1378 (Now with more arbitrary version numbering than ZGC!) Waiting to get around to working on it again.

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Layout by Counterfeit.
I definitely think there is something to say for it being easy. I'm pretty terrible at video games these days, so I don't make things very hard. At one point the slap down routine had a random timer, which made it WAY too hard, which is why I didn't add one to the charging state, but I think it's different because in the charging state you can see the rat, so yeah, I'll probably add that random timer there. I'll mess with the speeds as well.

The number of hits he takes is not an attempt to increase difficulty directly. The number of hits is just the easy values I could use for the times. Whenever you hit him, he uses a different recharge timer depending on his health, I believe it goes 60 frames, 40, 20, 0, then he starts using both hands at rates of 40, 20, then 0 frames, so it's actually those values that would need fixing.

Another thing I think might be good is increasing the size of the bomb explosions. Right now, you can just kinda stand off to the side and not be hurt, which makes that whole attack useless. If it would take up the whole standing area, you would have to leave before it landed, which wouldn't be easy enough with the current hand size, but with the 25% bigger hands I have now, I bet it would work fine. If we do that, we'll need real explosion graphics, this contact smoke won't do.

I probably won't add a podoboo to the second phase, it's not really my style to have obstacles not really related to the boss in the boss room. Plus that's not lava, it's toxic goop, so I don't think podoboo should be in there anyway.

Lightvayne suggested adding a shield above the rat's head when you hit him, to show that you aren't hurting him without dropping him into the lava, and I think that's a good idea, so if AMH is reading this, could we get some force field graphics? I'm thinking like a 1/4 shield that looks a little like the one in sonic. (If you don't respond I'll just PM you in a couple days <3)

Later today I'll upload a version with the larger hands and some minor graphic changes so we can see how that feels (it makes it easier to hit the rat, but also makes dodging the attacks more difficult), and then I have to take a break on this and work on something else, which hopefully won't take too long.