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#361 | |
Emblem Radar Ready
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Egg Flambe has received one more update as well.
http://mb.srb2.org/showpost.php?p=801082&postcount=354 The Arena has also been updated for appearances plus there is now a capsule on the map. I also did what I could to get the music to change for the pinch phase. it works. ---------- Post added at 08:55 PM ---------- Previous post was at 08:42 PM ---------- Quote:
Can you make this stage easier at all? not to be harsh, but Sonic 2 8-bit's Under Ground Zone boss was easier to deal with on the game gear than this boss.
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#362 | |
aka. Exoticus
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Last edited by TrustyGun; 07-02-2018 at 12:21 PM. |
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#363 | |
Meow Motherfuckers.
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Check out my youtube channel: https://www.youtube.com/channel/UCd1...hUkNvNA93RPI8g Last edited by ManimiFire; 06-29-2018 at 08:21 AM. |
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#364 | |
PersistantRubine/Void
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TOGETHER we can show the world what we can do! You are giving me a little mania! Last edited by Snowy; 06-20-2018 at 02:56 AM. |
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#365 |
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#366 | |
My work is never done yet
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![]() Download: (attached) Title: Confleggrator Submitters: 742mph Credits: CoatRack (sprites), Sonic Team (music) Notes: Software mode is recommended. How to play: Start a new game or go to MAP01 Version: 1.1
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Last edited by 742mph; 06-30-2018 at 03:44 AM. Reason: Updated |
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#368 |
Meow Motherfuckers.
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Dark Stabot has been updated:
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#369 |
Absolute territory where
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Ohoh man I love me submitting at the very last second
Download: (attached) Title: Doomsday Disaster Submitters: Lat' Credits: The musics are, in the order they appear at: "Super Hero", "Mantra" and "Ultimate Terror" from the Mamorukun Curse! N163+FDS arrangement project. (I prefer the original / PS3 versions but music restrictions oblige.) Sound effects are from various sources (Pokémon and Angel Beats!) Maintainer Notes:
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#370 | |
Wandering Protagonist
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True Protagonist updated.
Hopefully it makes the boss not so cheap anymore. I'm open to more changes if it doesn't take, I was thinking of slowing down all the dolls, but with that one attack being what it was, perhaps just this was enough to make the boss fun?
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#371 | |
Emblem Radar Ready
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You still have only 1 ring, and I don't have the unlimited life system to practice with from the KawaIII preview wad to compensate for it. I'm also CONSTANTLY getting hit while the Boss's invulnerability state lasts too long. You seriously can't consider thing a fair fight. I'm even starting to doub't that you've beaten your own boss.
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#372 | |
Local stage hazard
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I almost procrastinated myself into oblivion and had to make the entire boss part of this thing today. Yikes!
Still, here it is... the Unidus craze's logical conclusion. There are a few rough edges left to deal with, but that's what the polishing phase is for, right? Download: Attached to this post. Title: Pointy Egg Submitter: Badz Credits: BGM is "Jazz Boss Tune 2" from the Jazz Jackrabbit 2 soundtrack. Maintainer notes: The boss object has MapThingNum 2161. It doesn't have anything map-dependent about it. Feel free to yell at me if I was supposed to make the map title be the name of the boss.
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Last edited by Badnik; 07-02-2018 at 03:07 PM. Reason: Boss update |
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#373 |
Emblem Radar Ready
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You somehow got the boss tracks from Jazz 2? How?
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#374 | |
Wandering Protagonist
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@glaber: You've insulted my honor. Sir, I demand satisfaction! (sorry for the craptastic quality, I haven't used OBS in god knows how long, I dunno how to make it better)
Man, what would even be the point of releasing something that I can't beat myself? And I'm not a bad player so that'd have to be damn near impossible. I made sure Pure Rock was beatable as all vanilla characters, even back when I thought giving a 3-minute death marathon a miserly two checkpoints was a good idea. Why wouldn't I do that again? Sorry if it was hyperbole and I'm taking it literally when I shouldn't, but it irked me. I get it, you think the boss is still way too hard and that I should make it way easier. I said I'd accomodate, but I can only do that to a certain point. A boss that is too easy is just... boring and unreplayable (who ever touches GFZ3 unless they have to?) and it's not like this boss is the hardest that the game has seen (both forms of Brak are harder, IMO, and that boss pack in Releases has some nasty jerks in it). I'll still see what I can do, but you know.
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#375 |
Community GU GU GUUUUU~
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Was Arle Satan Bayoen Zone Act Tsuu too easy for you? Well here's a boss that'll defenetly not be that.
Download: Attatched Title: Soniguri Submitters: Tripel The Fox Credits: Uses edited FSonic/Silver sprites, has plenty of sounds from Acceleration of Suguri. Some placeholder sprites for Soniguri are the ones root made for the original Soniguri, while the new ones are done by Yacker. Everything else original is made by me. Maintainer Notes: Soniguri's sprites will probably be replaced eventually, and music is wip (if I don't finish the music in time, its fine how it is. If the sprites aren't finished in time, then its fine assuming root is okay with it, otherwise they will be replaced) Also included is an update to Arle Satan Bayoen Zone Act Tsuu, with only one line changed (line 4590 in LUA_PUYO). One variable in ASBZA2 was being constantly reset every frame, which is also used by Soniguri. |
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#376 |
(σᴥσ)
Judge
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![]() Download: Attached (Google Drive Mirror Title: Aurora Atoll Zone, Act 3 Submitters: TehRealSalt & SeventhSentinel Credits: Music is "Interrupted Sleep" and "Boss Battle" from Kirby: Super Star Maintainer Notes: Score emblem can be achieved solely through a perfect Guard Bonus, just like Egg World. After this post, then any new boss entries will officially be LATE! But hey, I'll still take it anyway. Now, commence the polish phase! This next week will consist of reviews from players and updates from creators. In a few days, a preview pack will be uploaded that contains all of the bosses, so you can play all of them! You have up to July 3rd @ 11:59pm EDT to submit a final draft of your boss battle. Right after that, the ribbon winners will be announced! Ultra-Violence! Last edited by TehRealSalt; 06-25-2018 at 05:04 AM. |
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#377 | |
My work is never done yet
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TehRealSalt, I don't see your post's attachment, and the mirror link doesn't work.
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#379 | ||
My work is never done yet
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*The walking dolls. There's no limit to how many the boss can spawn, they either damage you or leave you vulnerable for a long time on contact, and there's no way to safely get rid of them; you just have to avoid them until they eventually disappear on their own. Reliably dodging these things requires a lot of precise jumping, and SRB2 characters aren't well enough equipped for it with their low air acceleration. I'd recommend making them react like normal enemies to attacks so the player can try to clear them out with bounces or a spindash if they think it's safe. If that would stray too far from their intended purpose, though, you could make it so the boss won't spawn a set if there are any already active. *The boss' invulnerability period. Every time you hit her, she gets two free attacks (unless the second attack is the backwards jump-shooting and you're right behind her when she does it, in which case she still gets one). This feels frustrating, as it denies the player a lot of opportunities to go on the offensive when they otherwise could, and it puts a low ceiling on skilled players' ability to demonstrate their skill by beating the boss really fast, as one should be able to do in a Sonic game. If you're aiming for "not harder than Brak Eggman", I'd recommend making her more like Brak Eggman by having her invulnerability last just long enough for one free attack.
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Last edited by 742mph; 06-25-2018 at 06:06 PM. Reason: Corrected the boss' gender |
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#380 | |
KartKrew™
Developer
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-Movement is crisp. I'm impressed at how smooth it feels, nearly identical to SORA. Wall-Dashing a bit finicky, but for the most part things feel really good. -Tutorial at the start does a good job explaining the bare fundamentals of the Suguri Series. This will only slightly help those with on experience since they have to jump right into an EX Boss, but it's certainly better than nothing! It may only seem like two good points, but most of the boss functions as expected, which is great. There are a few things changed from the SORA variant that really bug me, to the point that I didn't bother getting past phase 2 because of how much I felt like they ruined the fight. -Does sonic have a hitbox attached to him? None of the bosses in either of the two Suguri games have active hitboxes on their body. The player's focus should always be on their attacks and movement without worry about touch damage. -Sonic's Force Edge attack is random on the second half. I can't tell you how much of a bad idea this is. They appear from the edge of the screen, meaning they can often come at an angle the player can't escape at all. It's also a lack of consistency from the way the attack functions. The SORA version works because it's always aimed at you, not matter how fast it is, so the player is never confused on how to react. -During health bar 2, Sonic starts using Suguri's second hyper, and when it activates he moves to the edge of the screen....unless he's already there due to where the player has been moving, creating an unavoidable hit from a missile that feels extremely cheesy. On top of this, Sonic uses Force Edge while the missiles are still firing. This essentially forces the player into an unavoidable missile hit from either the lingering explosions or the missiles that get hidden due to camera zoom....It's a mess, but there are solutions: -Give Sonic a slight delay before activating the hyper on life bar 2 -Don't have Sonic use Force Edge during Hyper 2, giving the player an option of escape. Either (Or both!) of these will work. Right now the attack just isn't enjoyable in it's current state. Got tired of getting tic 1 exploded upon so I stopped trying. -We have no Hyper to use of our own, kinda sucks because we have no defensive option or burst. It makes the fight stagnate due to a lack of options. Really surprised to see other people know of the Suguri series. A bit of touching up can make this a lot more enjoyable than it currently is.
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Your freedom lies within the Hidden Sanctuary. Last edited by Chromatian; 06-25-2018 at 10:07 PM. |
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