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27115 Posts in 1548 Topics- by 1486 Members - Latest Member: sunmig

May 18, 2013, 05:51:55 AM
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Author Topic: Bosses  (Read 1555 times)
roboticaust
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« Reply #15 on: February 13, 2011, 12:28:01 PM »

I think implementing creative uses of obstacles and keys is the way to go for chapter oriented bosses.  That hydra idea is actually damn good if you know how to pull it off properly (which I do).  However, system lag can cause some users to glitch a editor created boss with too many moving parts.  For instance, dual firing sawblades (even on an epic system with 6 cores and a great gpu like mine) will occasionally desync slightly, or even start off firing desync'd when they shouldn't be at all.  Has to do with how fast your pc pushes the commands over and over through the various classes in the code via the game loop (which handles framesync btw).  If sync wasn't on (meaning in the code, not the user end), they would fire perfectly no matter what, but also wouldn't be visible due to screwing up the game loop.  I just foresee some people bitching that parts of the hydras heads weren't connected properly or moved slower than others because their system blows (which we all know these people do exist.  ultra low detail was patched in for these people after all).

At any rate, experimentation to create unique levels never hurt anyone
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carnivore-x
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« Reply #16 on: February 13, 2011, 01:06:39 PM »

I think implementing creative uses of obstacles and keys is the way to go for chapter oriented bosses.  That hydra idea is actually damn good if you know how to pull it off properly (which I do).  However, system lag can cause some users to glitch a editor created boss with too many moving parts.  For instance, dual firing sawblades (even on an epic system with 6 cores and a great gpu like mine) will occasionally desync slightly, or even start off firing desync'd when they shouldn't be at all.  Has to do with how fast your pc pushes the commands over and over through the various classes in the code via the game loop (which handles framesync btw).  If sync wasn't on (meaning in the code, not the user end), they would fire perfectly no matter what, but also wouldn't be visible due to screwing up the game loop.  I just foresee some people bitching that parts of the hydras heads weren't connected properly or moved slower than others because their system blows (which we all know these people do exist.  ultra low detail was patched in for these people after all).

At any rate, experimentation to create unique levels never hurt anyone

I know what you mean about the desynced saw blades, I've seen it in the actual game. (Above and Greymatter. 2-12 and 2-12X, I think.) Although, I think using saw shooters that can aim might fix that. Don't know.
Cool that you've figured out how to make that.. I have some other ideas, but, given I only have a Mac, like I said, I don't know what will work, or how. If you know how to do the hydra, great! I don't mind at all if you try making it, although I would prefer if you made a video, so I can see if it looks the way I imagined. And if you credited me for the idea, that would be even better! But yeah, go ahead. BTW, the Dark world version is a Kraken/Giant Squid. Two saw shooters,  two fire shooters, two homing missiles, and one demon shooter. The saws form tentacles, instead of necks. One thing about these bosses. The floor should be made of a series of moving platforms, so that they go in a wave. In the dark world, they should go under dangerous material. Collect keys, which slowly open the triangular head. That's how I'd plan on working it, anyway. Do what you want with it.

Alright, I'm certain I'm rambling a bit, but I'm happy that this topic has some responses. I might post boss ideas here for anyone to use. That's all!
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kyle273
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« Reply #17 on: February 13, 2011, 01:09:58 PM »

Well I meant you'd be playing as Dr. Fetus and shooting shit.  I don't think you can attach rockets to your character 

Oh wow totally misread that. Sorry 
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roboticaust
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« Reply #18 on: February 13, 2011, 04:51:55 PM »


I know what you mean about the desynced saw blades, I've seen it in the actual game. (Above and Greymatter. 2-12 and 2-12X, I think.) Although, I think using saw shooters that can aim might fix that. Don't know.
Cool that you've figured out how to make that.. I have some other ideas, but, given I only have a Mac, like I said, I don't know what will work, or how. If you know how to do the hydra, great! I don't mind at all if you try making it, although I would prefer if you made a video, so I can see if it looks the way I imagined. And if you credited me for the idea, that would be even better! But yeah, go ahead. BTW, the Dark world version is a Kraken/Giant Squid. Two saw shooters,  two fire shooters, two homing missiles, and one demon shooter. The saws form tentacles, instead of necks. One thing about these bosses. The floor should be made of a series of moving platforms, so that they go in a wave. In the dark world, they should go under dangerous material. Collect keys, which slowly open the triangular head. That's how I'd plan on working it, anyway. Do what you want with it.

Alright, I'm certain I'm rambling a bit, but I'm happy that this topic has some responses. I might post boss ideas here for anyone to use. That's all!

I'm thinking of doing my own personal touch to the idea to finish off my Naija chapter since a hydra is a rather fitting end.  Was thinking about using another element that would make bosses more likely in user made content... timed opened obstacles.  In other words, you cannot reach key 1 until after 30 seconds because of a rather slow opening door or moving saw.  Also thinking each head should move in a rather hard to predict, independent way that differs from the other 7.  So say head A swings wildly left, curls upwards then swings down; while head B swings slowly right, comes back down and curls in close to head A.  You get the idea.  Each head a different pattern to figure out.  Because of this, I'm thinking giving them different style heads may make players rage, so maybe a large saw at the end of each to avoid with shooters set up to force you into maneuvering around the heads and body of the beast.  At any rate, it's a work in progress and I'm 100% sure people will be complaining about desyncing since each block in a neck of a differing head will have different waypoints to make it look realistic and move in a challenging way.  I just hope there isn't a limit to the amount of allowable used waypoints so this can be created.  Thinking something around the lines of 80 moving pieces on the creature alone, not to mention the slowly opening areas with keys in them.  If limitations permit, I may actually try putting in water that changes height instead of shooters to force the player into confronting the beast.
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carnivore-x
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« Reply #19 on: February 14, 2011, 07:45:58 AM »

Dang. Sounds far more complicated than I had imagined. Anyhoo, good luck! And I did imagine something similar with the heads. Cool, I'm glad this is getting made.
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kyle273
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« Reply #20 on: February 15, 2011, 08:39:28 PM »

I'm planning on making a survival style boss, like Littlehorn. It won't be nearly as epic though... Oh well. 
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MegaMew
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« Reply #21 on: February 15, 2011, 08:54:18 PM »

Somebody needs to remake Shadow of the Colossus. The levels could go like this
Battle 1
Battle 2
Huge straight line with no obstacles
Battle 3
Battle 4
Huge mountain with no obstacles
Battle 5
Battle 6
Huge canyon with no obstacles
Battle 7
Battle 8
Huger straight line with no obstacles
Battle 9
Battle 10
Huger mountain with no obstacles
Battle 11
Battle 12
Huger canyon with no obstacles
Battle 13
Battle 14

Ideally there would be a lot more nothing in between each battle, but in order to fit in a 20 level set I needed to cut it down a bit 

*This is satire.  The big open fields in SotC are really cool.  Please nobody kill me.
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sh00takai
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« Reply #22 on: February 15, 2011, 11:59:42 PM »

Somebody needs to remake Shadow of the Colossus. The levels could go like this
Battle 1
Battle 2
Huge straight line with no obstacles
Battle 3
Battle 4
Huge mountain with no obstacles
Battle 5
Battle 6
Huge canyon with no obstacles
Battle 7
Battle 8
Huger straight line with no obstacles
Battle 9
Battle 10
Huger mountain with no obstacles
Battle 11
Battle 12
Huger canyon with no obstacles
Battle 13
Battle 14

Ideally there would be a lot more nothing in between each battle, but in order to fit in a 20 level set I needed to cut it down a bit  

*This is satire.  The big open fields in SotC are really cool.  Please nobody kill me.

I absolutely LOVE this idea! Someone with high enough skills to make visually stunning levels should definitely make this. I can already see Meat Boy running throught the fields and climbing the mountains. Woww...
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Karoo
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« Reply #23 on: February 17, 2011, 01:39:31 PM »

make a lava golem boss thing that spits maws at you!
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kyle273
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« Reply #24 on: February 17, 2011, 07:55:14 PM »

I just finished my "boss". It's a killing machine!
Let me know what you guys think. It's the 9th level of my level pack. Check my signature if you liked it, and let me know what you thought of it.

https://docs.google.com/leaf?id=0B85x8FPnU0MOOGJmNmUxN2ItNDk1Zi00MzU1LThiYWEtOWRlNGEyZmZmYWFm&hl=en
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MegaMew
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« Reply #25 on: February 17, 2011, 08:09:29 PM »

Wow, that's pretty cool.  I couldn't get past the giant missile launcher, but that's because I find it hard to get invested in devmode levels.  I'll totally check it out when it hits the portal.  It can get a little frustrating with the memorization.  I got killed by the saw coming up from the ground before the giant missile.  I would make most things come down from the ceiling to solve that problem.
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To all Aquaria fans: try out my Naija reskin (sample in my avatar).  Download link here http://db.tt/BgReQX2

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