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ASM Projects show-off thread

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First I check all sprites to see if there's any springboards nearby, and if I find one, I check if it collides with any spinies.
I also had to edit the Mario/Spiny interaction so it's 16x1 instead of 16x16, I often died when a spiny hit both the springboard and Mario's head before doing that.

In case anyone cares, the boss code is 1868 lines.
<blm> zsnes users are the flatearthers of emulation
Very nice! I'm wondering how you got so many sprite tiles onscreen at once, though, unless the boss is on layer 2.
I should get a new layout.

Probably won't, though.
I just fill more than half of the OAM. There's not much other stuff nearby (just a few spinies and springboards), so they fit in $0300-$03E0, and the boss uses the rest.
Putting it on layer 2 would've been a good idea if I thought of it earlier, but now it's on the sprite layer and I see no reason to move it. Additionally, putting it on the sprite layer gives me higher precision on where the tiles should be.
<blm> zsnes users are the flatearthers of emulation
Mini Necky

The version that was already here wasn't dynamic, so I made my own :)

Alcaro: Awesome work! This was an amazing idea to hurt the boss.
Originally posted by Alcaro
I make'd custom bosser

Video
is good???

Edit: Replaced the screenshot.
Edit 2: Made it more obvious that there's a video in here.


That's a pretty cool boss, but you might want to add a few attacks. Especially the second phase is over pretty fast, so maybe you should do something to make it harder to jump on the ballons.
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
That's really quite awesome, Alcaro. I love the springboard shooting spinies back at him idea.

His movement patterns really remind me of SMW bowser for some reason, though. I understand you can't make him too erratic else it'll be way too hard to shoot spinies back at him, but something other than hovering back and forth followed by hopping would be good.


@undefined.

Nifty. I'd make those nut projectiles spinjumpable, though.
@Alcaro: It would be really interesting if the boss actually got closer and closer to the ground as you get more spinys to hit him. That would also work when he starts jumping. Allowing the balance of the attacks to get a little different as you beat him.

Basically, pattern would be:
1. Flying back and forth
1.1. gets closer to ground -> Get's a little harder to beat
2. Jumping back and forth
2.1. gets closer to ground -> Get's a little easier to beat
Originally posted by RPG Hacker
you might want to add a few attacks

I can't deny that it is a bit simple, but I can't think of anything else I could add. And even if I did have any ideas, I could either make a boring pattern of dropping a spiny, drop some other item, repeat, or I could make it luck-based (but iirc SMWCP's final boss failed at that, and I don't think I can succeed at something Roy failed at).

Originally posted by Kaijyuu
His movement patterns really remind me of SMW bowser for some reason, though.

I didn't notice that myself, but they are indeed very similar (even the "toss its projectiles at its head to hurt it" part is the same, the only major difference is that the spinies are trickier to control than the mechakoopas). Maybe I was subconciously thinking of Bowser when I made it, or maybe me and Nintendo randomly got similar ideas for attack patterns.

Originally posted by DaxterSpeed
It would be really interesting if the boss actually got closer and closer to the ground as you get more spinys to hit him.

Good idea. Added. That should make its first three balloons a little more varied.

Originally posted by DaxterSpeed
2. Jumping back and forth
2.1. gets closer to ground -> Get's a little easier to beat

It already does this, but the previous video didn't show it very well. However, it does more than jump lower - it also waits shorter between its jumps , so it actually gets harder when it loses its balloons (it still jumps higher than Mario's springboard, so you can't get any quick hits that way).
Since the last video didn't give a fair image of his second phase, here's a better one.


undefinied3: That looks nice. It looks a bit weird that their rocks are bigger than their heads, but if they did so in DKC, I guess they should keeping doing it. Putting the rocks behind their heads might make it look less weird, but I'm not sure how hard that'd be. Adding some movement can't hurt either.
<blm> zsnes users are the flatearthers of emulation
Originally posted by Alcaro
Originally posted by RPG Hacker
you might want to add a few attacks

I can't deny that it is a bit simple, but I can't think of anything else I could add. And even if I did have any ideas, I could either make a boring pattern of dropping a spiny, drop some other item, repeat, or I could make it luck-based (but iirc SMWCP's final boss failed at that, and I don't think I can succeed at something Roy failed at).


Maybe you should get some inspiration from the Mega Man games, since those usually have some very good bosses with attack patterns that provide a good challenge while still making it possible to dodge them with some training. Of course, since in Mario you don't have a life bar, you would have to tone them down a bit, but since most of the challenge in Mega Man games comes from the bosses doing a lot of stuff at the same time you should be fine by just making the SMW boss do only one thing at a time.

An attack idea I had was a lightning the octopus shoots from his mouth, which, when it hits the ground, turns into two sparks of which one moves to the left and the other one to the right (see Sheep Man from Mega Man 10). It might not be a new attack, but that doesn't make it any worse and combined with the spinies on the ground it might be challenging to deal with. Also, since the Octopus is a robot, the lightning would be very fitting.
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
AMAZING BOSS,ALCARO,some questions about that boss:

1)What size of that boss?
2)Too hard to make it?
3)That springboard is normal or custom sprite?
4)Planning release for that C3?
Originally posted by Roberto zampari
AMAZING BOSS,ALCARO,some questions about that boss:

1)What size of that boss?
2)Too hard to make it?
3)That springboard is normal or custom sprite?
4)Planning release for that C3?

1. The boss is 96x80, the balloons are 32x32. I never counted how big the combination is.
2. No, it was pretty straightforward. The hardest part was thinking up how it should act.
3. The entire boss is just a (huge) levelasm-like code. Neither the springboard nor the spinies are modified, except by my code.
4. No, it's for my hack and my hack only. If I released it, my hack would be less unique. Besides, Seeing the same boss everywhere gets boring (I get sad when a door leads to an unmodified Bowser battle).
<blm> zsnes users are the flatearthers of emulation
So that's why you wanted to check sprites' positions relative to the current sprite...I thought it might be something like that. That's cool...now I kind of want to make a homing powerup for one of my hacks.

----------------

I'm working on a hack! Check it out here. Progress: 64/95 levels.
YOU GOT:

DIVE MISSILE
AND
NEEDLE CANNON

sorry had to be done
There was a signature here.


It's gone now.
Not bad, but the code should already be there within my HDMA Effects package. However, I suggest you to use my hdma.asm as well.
Very nice work, although they already exist from what I've heard. You've made a good effort though. I appreciate that.
Watch out for a newbie!
My first ASM hack, haters will hate!
made a custom Dry bones named "Curse Bone" thanks by the SMW Sprite disassembly "dry bone"
the curse bone does not damage, only making you small.
when they run in at you, you jump or them or just poke on them, you will get small. After the curse is complete, they die xD
great at castle/Ghost stage you NEED to be big/have flower or cape to proceed.

Curse Bone is coming at you

He hits you, he dies but you get small

lol

my first ASM hack! I am proud :3
(and My first post in a couple of years)
Doing my own ExGFX.
STATUS: Making Wario Land 4 ExGFX beach set










If you take "THE BADDEST HACK I HAVE PLAYED" please say why it sucks ._.'
That's pretty creative. Could go well with puzzles, but I don't see other uses for it.
Your layout has been removed.
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