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Old 16-02-11, 03:23   #21
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Originally Posted by ACE_Spark
Sounds like a reasonable idea Dameon.

Sorry I didn't respond sooner, been sick for the last couple days, but I'll get started on that then.

As for the White Dragon Monarch. If you take those spines and spread them apart a bit more, or slow them down some when they're moving to the left and not popping up underneath you, it could make it a little bit easier.
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Old 16-02-11, 11:02   #22
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A slight variation on what dameon said.
Instead of keeping them spread out, throw in a bit of a randomizer to the moving spines, with the current as the minimum distance, and about 2-3 farther as the max.

Probably would make the whole thing a little harder, but it would give simon more openings.
Also, have the random spine pop up phase wait until the spines have pasted a bit beyond the snakes flame range, so you don't have to deal with all three attacks at once.
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Old 16-02-11, 11:43   #23
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How about making the spines lift a small boney platform each time the bone glows, too? That way, simon can jump on the platform, and slap the dragon more easily. It'll make it dangerous enough too because he might jump too close or get hit by flames more easily!

Alternatively, you could make those bones I mentioned earlier which could pop out of glowing spines, and instead of the bones being platforms, Simon can hit them to deflect them onto the snake, dealing low damage, but still proving to be efficient enough. Maybe have the bone deflect further or more accurately towards a certain direction close to the snake, with simon's whip than with megaman's normal shots or great charge shots. That way, it doesn't help megaman either. Alternatively, screw the second part of the second tip, Just make the second tip's damage very low, so megaman won't bother with it whereas simon will use it as an opportunity.
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Old 16-02-11, 14:18   #24
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Headless Horseman's Head White Dragon Battle Results

Current Battle Results against the White Dragon with different weapons:
Megaman:
Buster - Charged shots effective and can hit it easily. Not too bad.
Vampire Killer - This thing's weakness!!! ... but good luck hitting it.
Dagger - You have to be close, but you can rapid fire the thing to death and kill it before it kills you.
Holy Water - Useless.
Cross - Intentionally useless. It deals damage, but bounces off the snake as soon as it hits it.
Axe - Probably Megaman's best weapon against this mid-boss.
Stopwatch - Stops the Snake and it's attacks, but Buster itself doesn't do much in the way of damage. Pretty useless, could be used to finish it off.
Pumpkin Bomb - A full weapon stock kills the Snake.
Avenger's Shield - Stops the fireballs. Wave doesn't do enough to cover energy cost. I think this weapon as a whole needs a buff.
Rush Coil - I found an exploit involving Rush. It's going to stay because it's funny. It's not particularly obvious either. With that exploit? Best weapon against the Snake. You can even use Rush to damage it if you so wish.

Simon:
Leather Whip - Was.. for some reason, really effective up until a few minutes ago. Re-coded the Snake's defense so it now deals normal damage levels. Therefore useless.
Mace & Vampire Killer - Simon has a much easier time hitting the Snake than Megaman does with this weapon. If you can time it right, your whip deals pretty good damage to it. But you're probably too close and will die.
Dagger - Useless.
Holy Water - Useless
Cross - Unlike Megaman's, this does not bounce off. Not too bad, but doesn't cause hitstun against the Snake, and therefore you are better off with the axe, as it's easier to hit it with.
Axe - Decent.
Stopwatch - Providing you have 15 or more hearts? That is one dead Snake.
Diamond - Very hard to hit him with, therefore useless.
Simon's Shield - Snake dies VERY quickly when you rebound it's shots back at it.
Bible - You outdamage it by a long shot. Since you have to be close, Simon still ends up half dead though.
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Old 18-02-11, 04:32   #25
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Right, got a quick Preview of Giant Skull man.

Just need to add in the arms, do something with the eyes and add some frames for walking.
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Old 23-02-11, 21:23   #26
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Default Mecha-Behemoth

Quote:
Mecha Behemoth

ToDo:
* Everything.
A robotic version of the Behemoth enemy from Dracula X.. i'm not sure what i'm going to do with this. He has no real animations yet.

Not anymore.
Took me forever to get the mechanical guts the way I wanted them. The dithering is gonna get ragged on, but without it the animation looks retarded. The arms needed a front-and-back distinction.


And a gif to test the animation out.
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Old 24-02-11, 12:28   #27
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using the cross-black lines as shading doesn't fit. Just try keeping the lightest shade a shade darker, the second lightest a shade lighter, and the rest pretty much the same. This is for both the white and the red.
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Old 24-02-11, 16:16   #28
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Okay, fixed the rear leg and darkened the palette.




Any better?
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Old 24-02-11, 18:23   #29
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The problem with that Rangda is that it doesn't look like MM Classic Sprite anymore due to the palette you gave it. You should just stick with the palette that Ace posted before. Tho if you actually DID then sorry, still looks weird with those colors tho.
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Old 24-02-11, 18:32   #30
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Stick to the pallete you had earlier with the shading you have noe.
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Old 24-02-11, 20:58   #31
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Ah. Okay, fixed. No gif this time lol.
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Old 24-02-11, 21:25   #32
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Think it's a okay!

Oh, actually, not.

Look at the legs, and the legs alone. Look at both of them together seperately and 1 at a time seperately. Am I the only one who gets confused by the legs moreso than by your avatar?
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Old 24-02-11, 21:42   #33
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I can see where you'd be confused, but the gif animations should be proof enough that they animate just fine. due to his angling, I couldn't just give him one leg and call it a day. They look like they end up in the same pixel placement, am I right?
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Old 24-02-11, 21:46   #34
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honestly no idea also the gif IS the animation I'm talking about. The sprites are in theory okay but the animation is bugging me
say, add a frame between 2 and 3 for the front leg AND back leg.
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Old 25-02-11, 23:06   #35
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That's certainly better than how mine turned out.
Leg's look ok for me. I'm not sure where the confusion comes from Lern, :/
How he's done the legs is exactly how Konami does the Behemoth's legs.

Could probably do with an additional frame or two, but classic games didn't exactly have much animation in the first place (see: any mini-boss from the NES games. If anything that thing is too well animatied).
You could argue that we don't have space limitations to worry above, but even Inti's new Mini-Bosses have little in the way of animation. (i.e the Elephant)
If I turn him into a mini-boss, I might add my guns back on. We'll see what I can come up with, unless you want to offer suggestions.
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Old 05-04-11, 21:01   #36
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Mid boss Splashalka. Based on Splash Woman and Rusalka(Order of Eclessia).
You'll fight her on a stage with knee high water. She'll be dashing around the field trying to ram the hero.
Her other atatcks are:
Killer fish summoning- Splashalke will stay on place and sing a song that will make Killer fish(3) appear in water. The fish will jump out of the water trying to ram the hero.
Water trident - Splashalka turns one arm into a pump and the other into a water gun. She'll fire water orbs that will float into a certain altitude and then turn into a trident and fly in a straight line.
Maelstrom - Splashalka will summon a tidal wave to the field.
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Old 01-06-11, 16:20   #37
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Okay, I love, love, love Splashalka. My only gripe is you should probably animate the tube-arm attack when she's left-arm-sucking water/right-arm-shooting it so that the sucking arm looks like it's doing just that. Heck, two frames of alternating bulges would get the job done.
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Old 16-08-11, 04:33   #38
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Nothing really spectacular especially compared to everyone elses, but I wanted to combine the aspects of the various dragon/serpentine bosses (basically the double-headed dragons from III/IV, the Serpent from Rondo, and the Salamander from XX). Ignoring the brown one as that hasn't had much thought put behind it, the blue one would originate either from a large body of water (like in III or Rondo) or through some sort of waterfall (like in IV). That could also be done for the red one but instead of water it could be lava or something like that. Still thinking of how the tail should look and what attacks it should have.

Here is a mock-up of what I have in mind, at least in regards towards the falls.

Basically there are 3 targets: the two heads (main targets) and the body (not necessary to destroy). Destroy both heads, then it is finished. Destroy the body, then the heads spring out and act independently. Destroy one head and then the body, the remaining head springs out and acts independently. The body itself would have 2 states, active (as displayed) and hidden (a separate sprite that would give it the illusion of being behind the flow itself).

That's as far as I have thought.
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Old 16-08-11, 19:31   #39
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You know I had just started working on something similiar.

Yours is better. Much better. I particularly like the different directions of the neck parts. It should look pretty damn good in action.

I've had some boss concepts in the game's folder on Inc, but I should probably post them:
I'll sheet the others when I'm done with them.



This fellow is basically a combination of Balore from Aria of Sorrow and good old Gamma.


The Mid-Bosses I'm Working on at the moment include:

Frankenstien, Brachyura, Nightmare, Wave(Water) Magician and a bizzare verison of Cerberus. Also a variation on Angel Mummy from Belmont's Revenge.
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Old 17-08-11, 22:43   #40
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Ace, I just thought of another idea for my dragon. Remember in Super Ghouls N Ghosts where the Cockatrice's head appears in the last level or two? You could that with the head and neck segments.

---

Here's a concept for the columns boss from Bloodlines.

Someone else can finish it, I can't of what the column should be of...
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