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.
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.


