Sep 23, 2003, 08:40 PM | |
Custom bosses in JJ2 by using a tileset...
Hello everyone.
I'm not sure if this will work or not. I was originally going to try to use this technique to make custom bosses for a Toca's Fantasy level pack, but I won't be making one. I hope this works, and if anyone wants to try it, I suggest they don't make up the tileset for it until it has been tested and proven to work. This is how it works: A boss is created in a level, and is restricted to only a small area. So the boss cannot move from their enclosure. then you draw up a tileset. You draw huge boss and place him in foreground layer 3. Make sure this image is larger than the real boss, so the image covers the real boss. The real boss is going to be your custom boss' weak point, so you need to make an area that allows gunfire to hit the real boss. It can be a weak spot that is always open, or it can be a weak spot that opens and closes in a pattern. You will also need animated tiles for moving platforms, the boss' gunfire, or anything about the boss that moves. This technique needs an excessive amount of animation. Your custom boss will, understandably, never move from it's location, but just stand there. Any area where the boss' attacks touch is where you place the "player hurt" event. Anyways, if someone is knowledgable, or willing to test this out, be my guest. If this works, then it can be quite a feat. ^_^ |
Sep 24, 2003, 02:22 AM | |
Sounds interesting. I recall making some custom bosses a year or two ago that didn't use a real boss, but they were kind of krap.
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Sep 24, 2003, 08:25 AM | |
Aaaaagh!
I was gonna do just that! ...I know Rad is going to accuse me of copying... >_< Okay, I haven't really read those instructions... I have my plans for a working custom boss, and it will be included in my next tileset. And I'm saying this just.. because. Bla.
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Sep 24, 2003, 11:10 AM | |
I prefer tile bosses.
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