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Bosses
Forum Index - Sunken Ghost Ship - Old Contests & Events - SMW Central Production 1.5 - Bosses
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Yeah don't worry about it, I was never clear enough.
Re: world 5's boss:

leod's 24hosmw entry

I really enjoyed this one. I thought it was super fair and super intuitive, and I've actually been considering how well it would work in world 5. Obviously we'd have to change the graphics from the Big Boo to the "Deedle Ball", but I think it would make for an enjoyable fight.

Thoughts?
Wait, what? Since when did somebody create fun shmup gameplay in a SMW hack? This beats Permafrost Caverns's sky pop section by a mile.

Reskin the graphics to something that fits the level, and I could definitely see this replacing phase 2 of the Spider Guardian. I would still keep phase 1, though, so Mario has to defeat it to obtain the spider glove.

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Then someone should come up with a good idea for its graphics (and then someone else draws them).
Doesn't have to fit the big boo tilemap, can be anything of any size with whatever animations.

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Originally posted by leod
Then someone should come up with a good idea for its graphics (and then someone else draws them).
Doesn't have to fit the big boo tilemap, can be anything of any size with whatever animations.

Will keep in mind! I'm sure we can find someone to draw stuff for it, once we figure out how we want it to look.

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In other news, I managed to get a beta of the SNN boss fight that was comfortable with.

http://bin.smwcentral.net/u/4803/SnnBossBeta.ips
The hit detection on this one is much better than before - good job. I have a couple of small suggestions:

-Try making the notes move just a tad slower.
-Is it possible to come up with different note patterns besides the one you currently have (two in a wave pattern)? If the boss is going to take > 3 hits, I think you should either have variation in the way the notes move or an additional factor in the battle.
Played it for the first time today, and I agree with S.N.N. on both counts. At first I just assumed you were supposed to dodge the notes, since they moved so fast.

The hit detection is pretty good, but there were a few times a note went straight through the head without hitting. I assume it flew too high in those cases, but it looked a bit odd.

It would be nice to have this battle play out like Neo Cortex from Crash Bandicoot 1. That is, have differently-shaped musical notes and symbols that have different movement patterns, including one that you can jump on to send back for a hit (the others you'd only be able to spinbounce off of, at most). For example:

--Moves forward in a wave pattern
--Zigzags down the screen at right angles (left -> down -> right -> down -> left -> etc.)
--Moves in circles as it goes forward
--Bounces around screen diagonally a few times before leaving / vanishing
--Bounces forward in arcs like a ball
--Homes in on players slowly, can be sent back by jumping on it

Of course, you wouldn't use them all at the same time, but go through different phases. I realize that might be asking a lot, though; I'm just brainstorming.

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Youtube (Main) | Youtube (Alt) | Bandcamp | DeviantART
Originally posted by AxemJinx
Played it for the first time today, and I agree with S.N.N. on both counts. At first I just assumed you were supposed to dodge the notes, since they moved so fast.

The hit detection is pretty good, but there were a few times a note went straight through the head without hitting. I assume it flew too high in those cases, but it looked a bit odd.

It would be nice to have this battle play out like Neo Cortex from Crash Bandicoot 1. That is, have differently-shaped musical notes and symbols that have different movement patterns, including one that you can jump on to send back for a hit (the others you'd only be able to spinbounce off of, at most). For example:

--Moves forward in a wave pattern
--Zigzags down the screen at right angles (left -> down -> right -> down -> left -> etc.)
--Moves in circles as it goes forward
--Bounces around screen diagonally a few times before leaving / vanishing
--Bounces forward in arcs like a ball
--Homes in on players slowly, can be sent back by jumping on it

Of course, you wouldn't use them all at the same time, but go through different phases. I realize that might be asking a lot, though; I'm just brainstorming.


I can manage most of this, but it will take me some time to do.
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Forum Index - Sunken Ghost Ship - Old Contests & Events - SMW Central Production 1.5 - Bosses

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