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The boss is still rather unfinished. It can fire bullets and switch between spellcards fine, but you can't see the time remaining between each attack nor can you retaliate. Though considering Mario isn't really the offensive type that second part isn't so much of an issue.
Also, I know these attacks are rather uninspired, but I was a bit rushed for time at the end. Consider them to be more like tech demos. The first attack demonstrates roughly how many bullets you can have on screen at once. It's nothing Touhou-worthy, but it's still quite a lot. The second attack demonstrates multi-colored bullets, firing bullets at an angle, as well as the fact that you can change how an attack functions during the attack itself. The third attack is to show that, yes, you can actually die.
If you're willing to ruffle through some rather messy code, here's the current boss sprite I'm using. To fire a bullet call
or
XSpeed, Yspeed, and Speed are the speeds, Angle is angle to fire at (from 0 to 01FF) XPos and YPos are where the bullet is fired from, XAccel and YAccel determine how the bullet accelerates (for example, #$01 under YAccel would give a gravity-like effect). Type is the sprite tile to use for the bullet (0 is used to mean non-existant), and Info is any other information you want to store about the bullet.
So yeah, any comments?
The boss is still rather unfinished. It can fire bullets and switch between spellcards fine, but you can't see the time remaining between each attack nor can you retaliate. Though considering Mario isn't really the offensive type that second part isn't so much of an issue.
Also, I know these attacks are rather uninspired, but I was a bit rushed for time at the end. Consider them to be more like tech demos. The first attack demonstrates roughly how many bullets you can have on screen at once. It's nothing Touhou-worthy, but it's still quite a lot. The second attack demonstrates multi-colored bullets, firing bullets at an angle, as well as the fact that you can change how an attack functions during the attack itself. The third attack is to show that, yes, you can actually die.
If you're willing to ruffle through some rather messy code, here's the current boss sprite I'm using. To fire a bullet call
Code
ShootBulletXY(Xspeed,YSpeed,XPos,YPos,XAccel,YAccel,Type,Info)
or
Code
ShootBulletAngle(Angle,Speed,XPos,YPos,XAccel,YAccel,Type,Info)
XSpeed, Yspeed, and Speed are the speeds, Angle is angle to fire at (from 0 to 01FF) XPos and YPos are where the bullet is fired from, XAccel and YAccel determine how the bullet accelerates (for example, #$01 under YAccel would give a gravity-like effect). Type is the sprite tile to use for the bullet (0 is used to mean non-existant), and Info is any other information you want to store about the bullet.
So yeah, any comments?
I should get a new layout.
Probably won't, though.
Probably won't, though.