Author Topic: EvilMariobot's House of Bull****  (Read 6621 times)

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Offline Del

Re: EvilMariobot's House of Bull****
« Reply #30 on: November 30, 2011, 05:50:37 pm »
why pick a boss that is complicated to sprite AND to code like Gleeok? new sprites would need to be made from scratch to port him into platforming, and those necks look painful to code (Volvagia was a pretty odd pick too)

I think this one would be much better, all the sprites need is some reshading, the battle can be translated to platforming very well and it would be very easy to code too, all it would do is fly around shooting 1 or 2 patterns of fireballs, combined perhaps with that wall-bouncing movement he does some times

<a href="http://www.youtube.com/watch?v=Jf4xcpKfgIE" target="_blank">http://www.youtube.com/watch?v=Jf4xcpKfgIE</a>


Either this or the dragon from Zelda II would do too (Barba), though that one's battle was pretty lame and boring.
« Last Edit: November 30, 2011, 06:10:02 pm by Del »

Offline EvilMariobot

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Re: EvilMariobot's House of Bull****
« Reply #31 on: November 30, 2011, 06:28:23 pm »
why pick a boss that is complicated to sprite AND to code like Gleeok? new sprites would need to be made from scratch to port him into platforming, and those necks look painful to code (Volvagia was a pretty odd pick too)

I think this one would be much better, all the sprites need is some reshading, the battle can be translated to platforming very well and it would be very easy to code too, all it would do is fly around shooting 1 or 2 patterns of fireballs, combined perhaps with that wall-bouncing movement he does some times

<a href="http://www.youtube.com/watch?v=Jf4xcpKfgIE" target="_blank">http://www.youtube.com/watch?v=Jf4xcpKfgIE</a>


Either this or the dragon from Zelda II would do too (Barba), though that one's battle was pretty lame and boring.
I chose Gleeok because he's more iconic, I thought that someone would at least have a BS Zelda Gleeok spritesheet available, I do have an idea on how the battle would play out if the potential coder is interested, and I doubt if Gleeok's necks would be much more difficult to code than Dobkeratops' tail.

And as I recall, Hothead was a boring boss fight too.
(To kill the Cyberdemon Hothead, Shoot it untill it dies.)

Offline Del

Re: EvilMariobot's House of Bull****
« Reply #32 on: November 30, 2011, 06:50:35 pm »
Hot Head's battle can be made more interesting in platforming, similar to SMF's Fry Guy (and pretty much 99% of the enemies and bosses die by shooting them until they die, that doesn't make them boring, lol). Hmm actually I wonder if we could just recycle SMF's Fry Guy and skin it into Hot Head, lol, they scrapped the hard version from the game already anyway.

And yeah, Dobkeratops' tail is similar, it still doesn't mean it would be easy.

Anyway I'm just saying whoever decides to code a boss for this level should pick it, but you shouldn't be requesting sprites before that happens or there's a high chance they would be wasted like many many others.
« Last Edit: November 30, 2011, 06:55:30 pm by Del »

Offline JDogindy

Re: EvilMariobot's House of Bull****
« Reply #33 on: December 01, 2011, 07:50:34 am »
Hot Head's battle can be made more interesting in platforming, similar to SMF's Fry Guy (and pretty much 99% of the enemies and bosses die by shooting them until they die, that doesn't make them boring, lol). Hmm actually I wonder if we could just recycle SMF's Fry Guy and skin it into Hot Head, lol, they scrapped the hard version from the game already anyway.

And yeah, Dobkeratops' tail is similar, it still doesn't mean it would be easy.

Anyway I'm just saying whoever decides to code a boss for this level should pick it, but you shouldn't be requesting sprites before that happens or there's a high chance they would be wasted like many many others.

I liked Hot Head, along with most of the bosses from "Link's Awakening".  It's rare to actually have enemies taunt you before a fight.  Even if it did have a basic structure to its fight, it at least followed Zelda doctrine to have the weapon or item you found in the dungeon to be key in its downfall.

Also, I like bosses that don't need complex coding.

Since I'm workin' on Fire Temple, here's some more progress:



I made a few edits to the tileset.

EDIT: I plan on adding Spike Traps here and there, but I always make a test run with the level design before I add hazards.
« Last Edit: December 01, 2011, 08:23:10 am by JDogindy »

Online TheomanZero

Re: EvilMariobot's House of Bull****
« Reply #34 on: December 01, 2011, 12:11:28 pm »
That's nice, but you should probably re-skin those keycards.  Are those sprites the only ones that have been used so far?  We'll probably need key-shaped keycards for other levels, too.
EDIT: Well, it doesn't have to be you . . . just anyone who has the time and skill.  I don't want to force more work onto you when you're already making this level.

Offline Del

Re: EvilMariobot's House of Bull****
« Reply #35 on: December 01, 2011, 01:51:31 pm »
the key skins are already in the source, including the Zelda style keys, they must be skinned through Mr.Skinner, just look at any other level that uses them to see how to do it

Offline EvilMariobot

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Re: EvilMariobot's House of Bull****
« Reply #36 on: December 01, 2011, 05:36:01 pm »
I wouldn't be against Hot Head if we didn't already use the Angler Fish in Water Temple; but if Gleeok does prove to be too difficult for the coder, I propose a potential compromise:
<a href="http://www.youtube.com/watch?v=2rBfMTOXE64" target="_blank">http://www.youtube.com/watch?v=2rBfMTOXE64</a>
I could work on a reshade in my spare time.

WhiteRoseBrian

Re: EvilMariobot's House of Bull****
« Reply #37 on: December 02, 2011, 07:39:26 am »
That could work.

Offline JDogindy

Re: EvilMariobot's House of Bull****
« Reply #38 on: December 02, 2011, 07:46:16 am »
I wouldn't be against Hot Head if we didn't already use the Angler Fish in Water Temple; but if Gleeok does prove to be too difficult for the coder, I propose a potential compromise:
<a href="http://www.youtube.com/watch?v=2rBfMTOXE64" target="_blank">http://www.youtube.com/watch?v=2rBfMTOXE64</a>
I could work on a reshade in my spare time.

I did suggest Aquamentus as a boss, and he was considered during the time Forest Temple was being considered a stage.

Anyway, I will reskin those keycards as Zelda keys, but I need to better understand Mr. Skinner, since I have had such little experience using that modification tool.

Offline EvilMariobot

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Re: EvilMariobot's House of Bull****
« Reply #39 on: December 03, 2011, 05:21:42 pm »
An' 'ere 'e is

The color scheme is based on the BS Zelda Aquamentus

Offline JDogindy

Re: EvilMariobot's House of Bull****
« Reply #40 on: December 05, 2011, 10:48:09 am »
I pretty much finished almost every room in Fire Temple, except the boss and mini-boss rooms.

Here's the file: http://www.sendspace.com/file/aya1y2

It's pretty big, because I have smbmaster's file (MKF_DevFire) in as well as the one that has Fire Temple in it (MKF_Dev4).  I did this in case there are any errors in the way the enemies execute and you need the original reference if replacements are needed.  Whoever finishes this and prepares it for merging for the next beta release (not version 5, but maybe 5.1) can modify the enemy layout and add small changes.

Now... the last part of the temple before the boss fight had a function that I did show off, but that was when I was using the SMF file.  I doubt it'd be possible to transfer that "rising lava" function that you see in the Yoshi Betrayal stage, but that was the original intention.  But I did try and follow EMB's layout as much as possible.

Offline EvilMariobot

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Re: EvilMariobot's House of Bull****
« Reply #41 on: December 05, 2011, 05:18:27 pm »
I thought I saw someone show off a tide system for MKF. It might have been Obreck.

Offline Del

Re: EvilMariobot's House of Bull****
« Reply #42 on: December 05, 2011, 05:35:34 pm »
the tide system has been used in various levels now (artificial reef, death volcano, Dream Forest, etc.) it's in the dev kit already, including the demo room Obreck made to teach how to use it

Offline EvilMariobot

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Re: EvilMariobot's House of Bull****
« Reply #43 on: December 05, 2011, 05:56:24 pm »
the tide system has been used in various levels now (artificial reef, death volcano, Dream Forest, etc.) it's in the dev kit already, including the demo room Obreck made to teach how to use it
<a href="http://www.youtube.com/watch?v=Q8rNb1BAXxU" target="_blank">http://www.youtube.com/watch?v=Q8rNb1BAXxU</a>

Online Aura

Re: EvilMariobot's House of Bull****
« Reply #44 on: December 05, 2011, 05:59:42 pm »
I grabbed the source earlier today. Already added the rising lava from Death Volcano.  Looks like I have a few boss choices here. I have revamped sprites for both Aquamentus and Barba (Volvagia) and a motion for Hothead. I would not want to copy the SMFR SMB2 Hothead exactly though, he's gotta be leaping out of lava.

 

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