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World 7 Boss: Hindenbird - Kipernal/MarioE (ASM), Alessio (GFX)

W.I.P.

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

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I take it you didn't notice that Kips said in his last post that he wanted the boss to have a hurt pose drawn.

Originally posted by MrDeePay
I take it you didn't notice that Kips said in his last post that he wanted the boss to have a hurt pose drawn.


Yeah...

no...

I only skimmed through the threads for pictures...

Sorry bout' that.

Hey Kip, happen to have anything we can test?
Layout by LDA during C3.
By Sunday or Monday I'll have something playable. The only things really missing are graphics (which Dinomar is taking care of), the interaction routine (which is fairly trivial), and the smash attack (Been saving it for last because it's the most complicated. Specifically the dodging part.). Hopefully at least one of those will be in what I release, but if not, then at least it will still be something substantial.
I should get a new layout.

Probably won't, though.
Whee progress. There's a video and a patch; take your pick. Incidentally, I didn't get interaction or the third attack finished; I instead went on a massive bug-killing spree which took me way longer to finish than I thought it would. Anyway, watch/play the demo and tell me what you guys think so far.
I should get a new layout.

Probably won't, though.
Looks pretty good so far. There's a strange thing where if Mario is running really fast on the blimp, the boss seems to just ram from one side of the blimp to the other and stops on the wall for a short period of time. Maybe slow down the increasing ramping speed a bit or quicken the slowing speed a bit will alleviate that problem. Other than that I didn't find anything really wrong attacks wise.
Wait; I though it was gonna ground pount or something and Mario gets flung by the "wave" caused on the ground? O=

Although, I only watched the video...

But anywho, this is really looking great! Great job!

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

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Originally posted by Giant Shy Guy
Wait; I though it was gonna ground pount or something and Mario gets flung by the "wave" caused on the ground? O=


...

Originally posted by Kipernal
I didn't get... ...the third attack finished

Originally posted by Kipernal
The main things missing at this point are the last attack


Well I have to criticize all the random stuff Mr. Hindenquack throws at you. The bullet bills seems to be pretty hard to avoid, seing how you even as the creator, lost your cape to them. I would suggest to make less bullets appear on screen or to reduce there speed or something.

What I think what's weird is the enemies falling on you. I have no idea with what they could be replaced, however...

And the duck needs more than this attacks, INCLUDING the planned-but-not-already-coded stomp attack. What about a sweep across the screen in a "U" formation? Or something similar...

However, the critic above is only about the attacks themselves, the boss and the arena are great
Originally posted by Shog
Well I have to criticize all the random stuff Mr. Hindenquack throws at you. The bullet bills seems to be pretty hard to avoid, seing how you even as the creator, lost your cape to them. I would suggest to make less bullets appear on screen or to reduce there speed or something.

What I think what's weird is the enemies falling on you. I have no idea with what they could be replaced, however...

And the duck needs more than this attacks, INCLUDING the planned-but-not-already-coded stomp attack. What about a sweep across the screen in a "U" formation? Or something similar...

However, the critic above is only about the attacks themselves, the boss and the arena are great



I think the Bullet Bills are justifiable. This is World 6, and even I, a very inexperienced player who gave up on level 1 of A Strange Mission, think it's okay.

And plus it's not that Hard to dodge, actually.
Originally posted by cstutor89
There's a strange thing where if Mario is running really fast on the blimp, the boss seems to just ram from one side of the blimp to the other and stops on the wall for a short period of time. Maybe slow down the increasing ramping speed a bit or quicken the slowing speed a bit will alleviate that problem. Other than that I didn't find anything really wrong attacks wise.


Yeah, I knew about that, but I wasn't sure what the best way to fix it was. The main thing I don't want is for the boss to drift offscreen, so this was a quick-and-dirty fix. I'll see what I can do.

Originally posted by Shog
Well I have to criticize all the random stuff Mr. Hindenquack throws at you. The bullet bills seems to be pretty hard to avoid, seing how you even as the creator, lost your cape to them. I would suggest to make less bullets appear on screen or to reduce there speed or something.


Except I was playing particularly poorly. I might be inclined to agree with you if you couldn't jump on bullet bills, but I don't think the attack is that hard for a boss this late into the game. Of course, if more people think otherwise I'll reconsider.

Originally posted by Shog
What I think what's weird is the enemies falling on you. I have no idea with what they could be replaced, however...


He's just summoning generic enemies like a lot of other bosses. It's a Mario game; there's not much need to think things like that through so thoroughly (at least in my opinion).

Originally posted by Shog
And the duck needs more than this attacks, INCLUDING the planned-but-not-already-coded stomp attack. What about a sweep across the screen in a "U" formation? Or something similar...


The problem with that is that any attack that's not the bullet bill attack, the dashing attack, or the smash attack wastes the player's time because they're the only time the boss is vulnerable. Plus, the whole shtick behind this boss is that he's mostly smart enough to stay out of reach of Mario (hence him dodging most attacks). Doing a sweep like that would just be asking for Mario to stomp him, which would be out of character.


I appreciate the feedback, though, even if I'm not sure I totally agree with it. If other people do, however, I'll consider making those changes.
I should get a new layout.

Probably won't, though.
I have to say, I absolutely love it's movement pattern. It's haphazard, natural, and it's just awesome as hell to watch. The bullet bill attack is cool, although the divebomb, while good in theroey, could use some touching up. It looks a little fast, and it was a tough to dodge. Could just be me though.

Originally posted by Shog
What I think what's weird is the enemies falling on you. I have no idea with what they could be replaced, however...

I have to agree with this, actually, but not because it's "weird", I just feel spawning enemies is a pretty lame attack; it could, and should, be replaced by something much cooler. Maybe dropping bouncing spikey balls, or a laser? Really, anything would be better than encountering basic enemies, let alone the most overused ones out there.

I mean, you don't necesarily have to take it out, but I feel that, a boss as cool and well made as this, should have some more interesting maneuvers, you know?

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

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Proposing a BG for the boss arena thanks to a BG I found in the graphics section. You could even set it to scroll and have a lightning effect (seeing as the level name is Stormy Stronghold).

Originally posted by MrDeePay
Proposing a BG for the boss arena thanks to a BG I found in the graphics section. You could even set it to scroll and have a lightning effect (seeing as the level name is Stormy Stronghold).


Oh, yes, that's almost exactly what I had in mind. That would be perfect!

...your image reminded me of something, though: is it to easy to farm for 1-ups on the bullet bills? I could always disable it for this fight, but I'm not sure if other people find it easy enough to warrant that.

Originally posted by Lynnes
I have to agree with this, actually, but not because it's "weird", I just feel spawning enemies is a pretty lame attack; it could, and should, be replaced by something much cooler. Maybe dropping bouncing spikey balls, or a laser? Really, anything would be better than encountering basic enemies, let alone the most overused ones out there.

I mean, you don't necesarily have to take it out, but I feel that, a boss as cool and well made as this, should have some more interesting maneuvers, you know?


Yeah, I think I get what you're saying. I might have an idea, so I guess we'll see what comes of it (definitely keeping at least one throwable enemy, though; I worked too hard to get the boss to dodge stuff and I don't really want it to go to waste :P).
I should get a new layout.

Probably won't, though.

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

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Originally posted by Kipernal
...your image reminded me of something, though: is it to easy to farm for 1-ups on the bullet bills? I could always disable it for this fight, but I'm not sure if other people find it easy enough to warrant that.


I can't pull it off consistently, but persistent players shouldn't have too much trouble pulling it off. The choice is yours, but I'd disable that just to be safe.

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Yeah, I think I get what you're saying. I might have an idea, so I guess we'll see what comes of it (definitely keeping at least one throwable enemy, though; I worked too hard to get the boss to dodge stuff and I don't really want it to go to waste :P).



How about slow-falling enemies that somewhat try to home in on Mario's X position?

I finally got around to actually trying out the boss, and I think it's very nice. I do, however, have a couple of suggestions:

- As MrDeePay indirectly pointed out, I think you should remove the 1UPs you can get from bouncing on the Bullet Bills. It's not very hard to do, either. (for me, at least)
- I think it would be better if instead of suddenly stopping horizontal movement when moving on to another attack, the boss could either keep his speed or slow down before moving up.
- It looks a little weird that when you throw a shell up at the opposite end of the screen of where the boss is located, the boss still moves up. It's just a nitpick though, and given your comments of how much you worked on the dodging, it might be more work than it's worth.

Looking forward to seeing the final attack, though. :)
aran - Graces of Heaven
Originally posted by MrDeePay
Proposing a BG for the boss arena thanks to a BG I found in the graphics section.

I like it, but it's from another game, so I don't know if this is really a keeper.
Check out my music!
What game is it from? I don't recognize the style.

...which reminds me, that desert BG is from another game as well, and it's the only resource in the hack that is (as far as I'm aware). I wonder what we can do to fix that.

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Dammit, I was hoping that wasn't a ripped BG.

Originally posted by S.N.N.
What game is it from? I don't recognize the style.

Apparently, it's from an SNES shmup called Axelay

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...which reminds me, that desert BG is from another game as well, and it's the only resource in the hack that is (as far as I'm aware). I wonder what we can do to fix that.



You could try to contact:
- Mineyl, which I doubt will work out well seeing as he "quietly" left this project.
- Magiluigi if he can at least try to come up with more BGs.
- Ludus, who's already at work with various BGs.
- Nep-Enut, who makes some very good BGs and/or may be willing to lend some to this. Hell, he even did a very impressive NSMB-inspirted desert a month or so back.
- WYE, who might be able to pull up another BG.

Exveryone else I could point you to either are more adept at FGs or sprites. By the way, that other game is Asterix

W.I.P.