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shit nobody gives a crap about (aka bosses)

This thread will sort everything related to bosses. You are free to contribute with ideas for them, as well as claiming them.

List:

¤ WORLD 1 - Ludwig Von Koopa
* As per Von Fahrenheit suggestions:
- Phase 1 is in the clown cars/whatever they're called.
- Phase 2 is do or die

Just do whatever you feel like. A standard Ludwig boss; something you'd fight in an original Mario game. I doubt Von Fahrenheit has time to hack anymore.

¤ WORLD 2 - Tutanreznor
* Throws bones
* Charges at Mario
* 5HP
* Method of damaging unknown, maybe if he hits the wall he takes a hit
* At the third hit he could "mummify" making him invincible for a while

¤ WORLD 3 - Foliage the Para-Plant
* 4HP
* Drops firebbals:
- From 2HP left onwards throws bigger fireballs
* Makes some cannons shoot either falling spinies or bombs.
- The bombs are used to damage it
* Faster from 2HP onwards
* A bit of invincibility after being hit.
* At half HP, it may do a random fire attack.
Progress: FINISHED (done by Erik557)

¤ WORLD 4 Miniboss - Ludwig
* i just used a japanerino boss and called it a day

¤ F I N A L E - Mario and Bowser
* Both fought together
* Attacks undecided

PHASE 1 FINISHED (modification of the Bowser dissasembly)
PHASE 2 CLAIMED BY ERIK557

Feel free to give your ideas, or even claim a boss.
I think coming up with a way of hurting bosses other than stomping them will be the single most important factor of how enjoyable they are to fight. I mean, look at games like Mega Man X and Yoshi's Island. Those have great, unique bosses that are all fought differently. Then look at pretty much any Mario game and spot the difference. You can only make a "jump on his head three times" boss so many times without it getting stale. Having a fresh main character is probably the best excuse to add some combat mechanics - at least for the bosses. Note that combat mechanics include movement options.

Now, I haven't thought too much about the other ones, but I have a really good idea for Ludwig. Morton and Ludwig could both have their Koopa Helicopters or whatever they're called (the ones you have in Smash) which would allow for very free movement and attack options. Having the first boss be a mirror match is also a nice way to get players into it. Phase 2 would start with both parties crashing their vehicles and deciding to duke it out til last man standing. Note that phase 2 needs the masked Dedede theme, as it's the ultimate grudge match song.

Another nice thing to add is some boss dialogue. A great example of this done well is Shovel Knight. It really adds tension to the fight and gives the boss some characterization. I actually have an unreleased message engine with portrait and scrolling text support if you want it.

allow shy guy emojis in post footers you cowards!
Originally posted by Von Fahrenheit
I think coming up with a way of hurting bosses other than stomping them will be the single most important factor of how enjoyable they are to fight. I mean, look at games like Mega Man X and Yoshi's Island. Those have great, unique bosses that are all fought differently. Then look at pretty much any Mario game and spot the difference. You can only make a "jump on his head three times" boss so many times without it getting stale. Having a fresh main character is probably the best excuse to add some combat mechanics - at least for the bosses. Note that combat mechanics include movement options.


I know how boring almost every boss battles in every Mario game/SMW hack, compared to other great games. Yet I don't know how you (or anyone else) may implement a special, cool damage routine, pattern. Though I agree.

Quote
Now, I haven't thought too much about the other ones, but I have a really good idea for Ludwig. Morton and Ludwig could both have their Koopa Helicopters or whatever they're called (the ones you have in Smash) which would allow for very free movement and attack options. Having the first boss be a mirror match is also a nice way to get players into it. Phase 2 would start with both parties crashing their vehicles and deciding to duke it out til last man standing.


These ideas are really good. I want to see how do you/the one who programs this implement the Koopa helicopter mechanic, and how do you damage it.

Quote
Note that phase 2 needs the masked Dedede theme, as it's the ultimate grudge match song.


I actually planned to compose boss battle themes for this, but IDK.

Quote
Another nice thing to add is some boss dialogue. A great example of this done well is Shovel Knight. It really adds tension to the fight and gives the boss some characterization. I actually have an unreleased message engine with portrait and scrolling text support if you want it.


This'll be done. In fact, I think I pointed the dialogues somewhere (maybe I didn't save the file)
Originally posted by Erik557
I actually planned to compose boss battle themes for this, but IDK.


I didn't know there were any composers working on this. A custom theme is obviously better than something from another game, so no worries.

As for boss dialogues, can we have portraits? I would really like portraits. And if you think the Ludwig idea is good enough I'll start working on it as soon as I get my hands on the proper resources.

allow shy guy emojis in post footers you cowards!
I'm fine with Ludwig's idea, it's magnificient. I already asked for GFX, but no idea on when will they get done.
In that case I'll start with placeholder GFX and write the tilemapper when I get the GFX.

allow shy guy emojis in post footers you cowards!
Originally posted by Von Fahrenheit
I didn't know there were any composers working on this.

hi

Originally posted by Von Fahrenheit
You can only make a "jump on his head three times" boss so many times without it getting stale.

Personally, I think that if the arenas and attack methods are varied and creative enough it doesn't matter.

In fact, all Yoshi's Island bosses except for Raphael the Raven, Roger the Potted Ghost, and Marching Milde used the eggs in some way but were creative with the arenas and the way they attacked. The gameplay didn't change at all in any case, except for maybe the final boss where the eggs work a little different.

Changing the gameplay too much will break the consistency of gameplay. Having the Koopa Clown Car in the first boss sounds...iffy, to be honest. You're abruptly going from basic platforming to a ride in a free-movement shump-esque scenerio in the first boss fight (unless you mean something different).
Originally posted by MercuryPenny
Originally posted by Von Fahrenheit
I didn't know there were any composers working on this.

hi


I meant no disrespect. Regarding bosses, though:

The point about Yoshi's Island is that as a designer you can do a lot more with its control-scheme than you can with SMW's. Yoshi can more horizontally, flutter-jump, and prep/throw eggs at the same time. It's super fluid and makes for some really good fights, though you can obviously over-simplify it as "throw eggs, beat boss". I'm all for simple gameplay during levels, which in my mind is SMW's strongest point. We're hacking SMW though, not making it. I think replacing weak concepts in the original game with more enjoyable ones is more important than consistency. It is my personal belief that in a relatively short, linear game the first and last boss fights are the most important and best suited to be spectacular. The middle ones can be less extravagant.

allow shy guy emojis in post footers you cowards!
I suppose you make a good point. If the level introduces the clown car beforehand I'm cool with it.
I have sorted the thread more. Note that ideas are still welcome and we need to decide the World 4 boss.

Also I removed the time limit for making a boss: I think it was a stupid idea.
Yeah! Well, I decided to claim airship boss. Maybe the next meet with Ludwig von Koopa aboard.
Who is your favourite player?

"Cristo Ronaldo, Suey!" - iShowSpeed
Originally posted by ForthRightMC
Yeah! Well, I decided to claim airship boss. Maybe the next meet with Ludwig von Koopa aboard.


Someone please tell me this is a dream.

Well, all I can say is good luck, I suppose.
( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)
Current Project: Vanilla Rendezvous, my project. Click here to see the C3 thread.

Finally back and more active than ever!

Quest on Full Moon Island 2

Go watch GamingWithDrew at http://www.twitch.tv/gamingwithdrew

My Backloggery

F-ForthRightMC can program? What is going on...
Well, if you think you can do it then shoot. It's not like we have an abundance of bosses.

allow shy guy emojis in post footers you cowards!
Wait, this isn't a joke?
Originally posted by Nin
Wait, this isn't a joke?


I'm afraid not.
( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)
Current Project: Vanilla Rendezvous, my project. Click here to see the C3 thread.

Finally back and more active than ever!

Quest on Full Moon Island 2

Go watch GamingWithDrew at http://www.twitch.tv/gamingwithdrew

My Backloggery

OH NO YO WON'T FORTH!

(unless you can asm i suppose)
Ultimate N00b boss is my bet.
This can't be serious.
We should let him do it, just to see what he can do. If he can actually produce a "proper" boss, I'll willingly have my name changed to DoesThisHackHaveCustomMusic.

No jokes.
( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)
Current Project: Vanilla Rendezvous, my project. Click here to see the C3 thread.

Finally back and more active than ever!

Quest on Full Moon Island 2

Go watch GamingWithDrew at http://www.twitch.tv/gamingwithdrew

My Backloggery

Make that "HasItGotCustomMusic". I'll one you up and make a ForthRightMC custom boss if he can do it. Man, that guy is like a walking meme around here. I think he might just be my spirit animal.

allow shy guy emojis in post footers you cowards!