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Roberto Zampari reveals his true form: The Thread (aka Sonikku's C3 thing)

over the last couple weeks i've been putting together something during the days i've not been working and the days i've not been obsessively playing tf2. overall, most of the work has been just within the last 2-3 days.

anyways, truth is, i wanted to release something this year, and i scrambled for ideas. i looked back on old stuff for inspiration and found something... awful, but with a lot of potential and room for improvement.

you might remember SMWCP1; i programmed a few bosses for the project when i was.. admittedly newer to programming boss sprites. lots of clusterfuck code (this hasn't changed at all), lots of good concepts with bad execution, and so on. one of the sprites i made specifically for SMWCP1 was used as the desert world's boss - Tutankoopa. it was a mess of code, and SNN was on my ass about it for a good few months while i made both the graphics and ASM. the graphics have held up - if i do say so myself - but the ASM however was obviously dated and lacking; the RNG for it's attacks could leave you in a hell of it teleporting back and forth for no reason, with no real attacks for a good while.

you might see where i'm going with this:

i'm releasing a new version of the boss for public use. if you want to see how it behaves, i made a video demonstrating the boss in it's entirety. if you can't tell what the boss does, i'll briefly explain each feature:

Tutankoopa himself:
- randomly warps around in a similar way to a Magikoopa before attacking.
- chooses 1 of 3 attacks randomly; will attempt to rarely choose the attack it's vulnerable to but will automatically choose it if it hasn't for a few attack turns.
- at half health (customizable), each attack is slightly changed to be more difficult.

his attacks:
      Giant Chomp:
      - spawns in the center of the screen (or above mario at 1/2 health); causes a quake that drops rocks that can harm Tutankoopa.
      Falling rocks:
      - falls around the player and will damage him on-contact. they will lack all object interaction until they reach the vertical position the player was at when they spawned (so that they will always fall through map tiles until needed). when Tutankoopa is at 1/2 health, they drop a lot faster.
      - if 4 of them hit Tutankoopa, that'll knock him out-cold for a bit; use that time to deliver additional damage!
      Pet/Guard Chomp:
      - hops around in an erratic pattern before charging at the player and falling offscreen
      - attack pattern changes when spawned at 1/2 health, hopping towards the player and pausing up to 5 times
      Shells:
      - Tutankoopa himself steps in to attack; he'll pick up and throw a shell towards the player (which move faster when spawned at 1/2 health) which bounces around the arena for a while before disappearing.

now because nobody actually read this, that means nobody actually wants this boss:

[DOWNLOAD]

do note that this may still have bugs, so if you find any feel free to PM them to me and i'll attempt to fix them. once i feel that it has been tested enough, it will get an official release and thus released into the sprites section.



Not a big fan of luck-based bosses... although this is pretty interesting and a well-made one. Glad you relased it for the public, nice job!
*waits for Roberto's post*
This was cool!

I'm going to use it!
Awesome. Your sprites are always good!
Current game playing: FarCry 6 (PS5)
Last game completed: Life is Strange: True Colors (PS5)

Work in progress:
Super Mario 16: Subcon Crisis
https://www.smwcentral.net/?p=viewthread&t=122231&page=1&pid=1608414#p1608414

Newest Release:
Super Mario World Master Quest Reborn
Super Mario Bros 2: Mega Mario X



Download Super Mario World Master Quest Reborn here
https://www.smwcentral.net/?p=viewthread&t=105940

Alex No's Hack Collection
https://www.smwcentral.net/?p=viewthread&t=94705

Game Trailer
https://www.youtube.com/watch?v=_fPdeCep5DM&lc=z23udtjo0vadvfdulacdp433vduwlk5ygsmwjbdh1plw03c010c
Nice work!

I really like the tweaks you made.
It's a good release and will probably get used often (maybe too often, as all good and functional custom bosses #tb{;)})

I was looking for a boss fitting into a desert world and this seems just right. Will probably tweak it a bit, but you did a really great job.

Thanks for releasing it!
My Youtube channel

Currently working on:
Project C

Finished project:
Nice change on the Tutankoopa boss, Sonikku.
However, i expected more the Giant Mole Boss from SMWCP1.
Could you release it?
Oh hey, this thing. This was definitely one of my favourite bosses from SMWCP, but there are still a couple of things about it that bother me. The main thing is having to hit the boss multiple times while he's down, which doesn't really seem to add much to the battle other than making it drag on for much longer if you don't figure out that you can do it (which isn't entirely intuitive, I've never seen another boss that works in this way). And the giant chomp just kind of disappearing looks a bit silly; I'm guessing it works this way so it doesn't run into the player, but wouldn't it be better if it just fell off the bottom of the screen?

Still, thanks for releasing this. More actually interesting bosses being available for people to use can only be a good thing.
My YouTube channel
Get the official ASMT resource pack here!

I always like seeing fights from other games interpreted into an SMW setting. This one I'd say works great for the purpose as well. Of course, I also loved him in Paper Mario, and in SMWCP so I might be just super happy to be able to look at the code.

Extras



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

Advertising Space

Originally posted by Roberto zampari
Nice change on the Tutankoopa boss, Sonikku.
However, i expected more the Giant Mole Boss from SMWCP1.
Could you release it?


Be glad you got this. Stop acting greedy by asking for more.

10/10 boss

Sonikku quality~

Originally posted by Roberto zampari
Nice change on the Tutankoopa boss, Sonikku.
However, i expected more the Giant Mole Boss from SMWCP1.
Could you release it?

wow roberto i didn't expect your peni- true form would look like this
HackPortsASM"Uploader"

Originally posted by Wakana
Not a big fan of luck-based bosses... although this is pretty interesting and a well-made one. Glad you relased it for the public, nice job!
*waits for Roberto's post*


i tried to keep it as un-luck-based as possible; the RNG is kind of like so:

1. get random number and choose the attack; rocks, chomp, or shell
2. if shell or chomp, increase variable A and decrease variable B by 1. if rocks, skip to 4.
3. get value of variable A
   3a. if less than x, select that attack (either shell or chomp) and skip to 5.
   3b. if more than x, skip to 4.
4. clear variable A and set variable B to y.
   4a. if variable B is zero, select rocks and skip to 5.
   4b. if variable B is nonzero, select either shell or chomp and skip to 5.
5. end routine; proceed by finishing the attack and teleporting before skipping back to 1.

in essence, it'll ensure that rocks are always chosen after "x" turns if they weren't already, and also delay it so rocks will not be able to be chosen again for "y" turns. this is to ensure that the RNG cannot be manipulated in a TAS or dumb luck to quickly end the boss in 3~ turns. the old version of the boss was.. significantly worse in that regard; it'd *just* randomly choose 1 of 4 attacks (teleportation, chomp, rocks, or shell), with nothing stopping the boss from repeatedly choosing say.. chomp or teleportation seven times in a row; video for reference.

Originally posted by Roberto zampari
Nice change on the Tutankoopa boss, Sonikku.
However, i expected more the Giant Mole Boss from SMWCP1.
Could you release it?


i reprogrammed tutankoopa entirely from scratch and that in itself was a tedious task especially commenting the code so it's fairly readable by those wanting to read through my code. i am not going to reprogram the giant mole boss as well - not this c3 at least.

Originally posted by yoshicookiezeus
The main thing is having to hit the boss multiple times while he's down, which doesn't really seem to add much to the battle other than making it drag on for much longer if you don't figure out that you can do it (which isn't entirely intuitive, I've never seen another boss that works in this way). And the giant chomp just kind of disappearing looks a bit silly; I'm guessing it works this way so it doesn't run into the player, but wouldn't it be better if it just fell off the bottom of the screen?


i will most likely add more features in a later update to the boss. i might give a few settings for customizing damage (so that you can null the rock-based damage and only give stomp-based, etc.) as well as immediately knocking tutankoopa out of his "stunned" state when stomped. either way, i tried to keep it similar to the source material while making it less RPG-style; the original boss you -could- stomp (but was fairly resistant towards them), being more vulnerable to damage after being hit by falling rocks due to his chomp spell and so on; either way, i see what you mean and might tweak it so people can customize it more to their favor.

the giant chomp doesn't disappear as abruptly as youtube shows; both tutankoopa and the giant chomp use a virtually identical appearing/disappearing animation (though granted, it doesn't look great in 30fps or lower), where they flicker back and forth quickly before actually being physical; here's a (semi-slow) gfycat webm of it to see what i mean better



It's nice to see you fix this sprite up a bit and release it. As people have said, could be useful for people wanting a more interesting boss in a desert themed world. Or maybe a Paper Mario style hack, given that the Koopa Bros, Crystal King and Jr Troopa have been released already.
For gaming news and Wario discussions, check out Gaming Reinvented and Wario Forums respectively.

As for Mario's Nightmare Quest? Well, it's currently on Fusion Gameworks, ROM Hacking.net or the GCN at the moment.