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Mar 10, 2008, 12:37 AM
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Originally Posted by Bboy Type7 View Post
And yea if you're gonna make boss graphics, it's quite easy. You can make a static sprite, and just make him fire a kazillion of missiles. Plus you'll need to have him have a breathing animation so you can bring him to life.
okay now i lol'd

the boss just stands in base and somehow gets you roasted with a kazillion of missiles

ya that is much cooler than what we have already k
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Mar 10, 2008, 11:36 AM
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Dude you started talking about anti-aliasing in the first place so shut up.
Citation needed.

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okay now i lol'd

the boss just stands in base and somehow gets you roasted with a kazillion of missiles

ya that is much cooler than what we have already k
Another thing could work is if you can blast his shields off then kill him finally.
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Citation needed.
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Plus, making sprites is not any easy task. Most people make sprites, but they are sprites doesn't mean there are pixels. They must be pixel perfect means they have the three aspects below. Lots of amateur artists miss these concepts when they make sprites for bosses, etc if they are gonna do it for jj2.

- Color conserving, using jj2 palette as a limit
- anti-aliasing inside sprite
- selective outlining
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okay now i lol'd

the boss just stands in base and somehow gets you roasted with a kazillion of missiles

ya that is much cooler than what we have already k
you should also add that he's camping
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Mar 10, 2008, 11:49 AM
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Bosses camping would be dope. Camping can be the word I say.

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I mentioned AAing cuz I was talking about you need AAing to pixel the bosses if you're making them.
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Dude you're so off topic.
Brah, you're such a hypocrite its a wonder if theres any legitimate thoughts that stick in your head.
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Mar 11, 2008, 06:47 AM
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This topic was a good occassion as any

For those who find Devan easy: click
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Mar 11, 2008, 07:37 AM
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first try, lost 2 hearts. bubbas where too inactive :/ (still harder than all original jj2 bossfights though)
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wtf, they kept killing me all the time
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same. I had no chance... This is really a good idea to make a level hard...
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It was fairly hard I guess, compared to the regular campaign (took me about three tries) but most of the challenge came from fighting devil Devan in a cramped area rather than the Bubbas who were fairly easy to dodge.
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Mar 11, 2008, 11:16 AM
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those pillars were the biggest problem actually
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You can make nearly impossible levels. I built 10 minutes before a level, where you have to fight against devan*2 and the robot, and it was not so easy too beat. Without the bot it would be easier i think, because he has less lifes and is easier too kill
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Mar 12, 2008, 07:53 AM
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A really hard boss fight was the one from Jungle Jeopardy. Killing Devan while witches keep turning you into frogs is impossible! D=
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Mar 12, 2008, 11:51 AM
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Rocket Turtle... if you make it hard that is > All
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Rag's right, if you use Rocket turtle in an evil way, (No area IDs) he can be literally impossible.

Also, I killed the Devan boss fight cooba made on my first try. He's only a bit harder.
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Cooba tricked us, you actually gutta kill the bubbas too!
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In said situation, it's actually possible to kill all three bosses. Lower all their health drastically, and kill them before the level ends.
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All the bosses can be hard if they are used right. However some have more potential than others. Here's what I think.

Robot: The easiest, no question. Especially if you shoot it with ice. Otherwise spaz can make quick work of it with his kick. The only way to make this boss interesting is to limit the player somehow. Like by using a frog morph, or by filling the room with respawning enemies. But even then the boss dies faster than you can lose 5 hearts.

Turtle boss: By himself, probably the second second easiest to defeat. His attack can get you if you're not paying attention, but it's easy to dodge, though it can't be stomp shielded (use the first few frames of the stomp animation which make you invincible) very easily. The thing that makes this boss really easy is the fact that spaz can just kick him to death at point blank range. This boss is fun to use as a "support" for some other boss though. Stick him in some unreachable place and let him harass the player by throwing things.

Crab boss: Has no real weaknesses, but no real attacks either after the first phase, which ends quickly. The only way this boss can hurt you is by flying into you, and it's easy to dodge if there's room. That's really the key. To make this boss difficult, the arena has to be difficult. Fill it with spikes, make it full of respawning badguys, make the player fight on a tiny platform with death pits to the sides. Or do something with water, since it fits the theme. Overall it has decent potential, but the real challenge to the player will have to come from other things.

Bubba: His fireball is easy to avoid, but the tornado is quick and sometimes hard to avoid. It also has a weird knockback effect. Again pretty easy by itself, but with other hazards it might pose a challenge, though spaz can kill it somewhat quickly. Stick bilsy on a platform below the room for extra fun. He will help out with his fireballs. Bubba can also be used as a "helper" for some other boss, like in cooba's example, but personally I don't like that example level very much. Maybe it's just because he hid them with lighting effects though.

Bilsy: Some people think this is the toughest boss. By himself he's actually very easy since his fireballs can be stomp shielded once you have the timing down. They do a lot of damage but it's not a big deal if you know how to block them. Harder is probably the fact that he teleports around, making spaz's death kick useless. Personally I think bilsy is much more useful as a helper, using his fireballs to make another boss harder. Same as the turtle boss.

Bolly: This is a fun one. The missles are easy to dodge but can't be blocked by stomping. The chain is easy to destroy but still easy to get hit by too. And this boss tends to die fairly slowly. It's really not THAT hard, but it's a good boss to use in a room full of other hazards. Better than the crab boss or bubba in my opinion. The only thing is it's easy to do a lot of damage by stomping on it over and over, so I recommend using celing spikes. Creative people can also use this boss as a sort of missle turret by trapping it with wind events (or is it belts?) and destroying the chain with exploding TNT.

Queen: Easy in the single player, but can actually be very hard. And can take a very long time to kill depending on level design. Like most bosses this one is all about augmenting the difficulty with other hazards. Even the official level this boss is in does it. Also you can have a lot of fun with this boss by making it move left on belt events. It will cause autoscrolling, although a really weird sort that has little gameplay use.

Devan: Hard because he has lots of health. But easy to avoid. Like so many others, you need to make the room itself hazardous. You can also climb the level by stomping on his second form, so it might be necessary to prevent that through spikes, or maybe lighting.

Rocket Turtle: My favourite. And the hardest, no question. It's all about the level design with this one. If he makes it to the end of the level you lose, and if you kill him before makes it to the end, you win. And along the way a bunch of stuff should ideally make it as hard as possible. This boss also flies at a different speed depending on difficulty level. Hard mode usually ends up being REALLY hard.
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Using Bolly as a turret, I had trouble defeating him in my testing grounds level. (Where I put theories and ideas before putting them in actual levels)
I added difficulty by using wind going towards him; it was supposed to give the affect he was chasing you, and with moving background, I think I achieved that. I could show you guys the level if you want. It was supposed to be part of a pack, but I guess it wouldn't reveal much.
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Cooba tricked us, you actually gutta kill the bubbas too!
You do not.
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Robot: The easiest, no question. Especially if you shoot it with ice. Otherwise spaz can make quick work of it with his kick. The only way to make this boss interesting is to limit the player somehow. Like by using a frog morph, or by filling the room with respawning enemies. But even then the boss dies faster than you can lose 5 hearts.
An idea I've had for a few years now and never really got around to designing was making the Robot boss harder by having a constantly shifting arena (somewhat hard to explain) so you have long stretches of time where the boss can't be attacked and you have to deal with other issues like enemies.
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I could design a level to display that idea, if you'd like.
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I had this idea of a boss fight with float-up area's since UR's boss contest. Doublejumping or just jumping too high would make the player float up to a ceiling with 3D-bolls.
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That added with Bilsy would be pure murder, Xobim.
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I added difficulty by using wind going towards him; it was supposed to give the affect he was chasing you, and with moving background, I think I achieved that. I could show you guys the level if you want. It was supposed to be part of a pack, but I guess it wouldn't reveal much.
That's a good idea, but it has a problem in that if you run too far away from the boss, it disappears, just like most things that are 2-3 screens away do. The only boss that does not do this is the rocket turtle.
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An idea I've had for a few years now and never really got around to designing was making the Robot boss harder by having a constantly shifting arena (somewhat hard to explain) so you have long stretches of time where the boss can't be attacked and you have to deal with other issues like enemies.
Shoot him with ice and it stops moving, kick him with spaz and he dies in seconds. A shifting arena might make it harder but it won't solve those two problems unless the level is designed in a VERY annoying way.
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I can solve the first problem easy, the solution is "don't use ice in the level". Tho the second one is an issue.
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That's a good idea, but it has a problem in that if you run too far away from the boss, it disappears, just like most things that are 2-3 screens away do. The only boss that does not do this is the rocket turtle.
I put invisible walls around it. I also forgot to mention there's a turtle boss in the turret where bolly fires from, and he shoots spikeballs. Without him, the boss fight would merely be a matter of time.
So, are you guys interested in seeing the level?
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yeah. I would like to see this level, cuz i cannot imagine it^^
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That added with Bilsy would be pure murder, Xobim.
A bossfight Hot Springs-style would be even worse. But that has already been done in "The Underground".
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yeah. I would like to see this level, cuz i cannot imagine it^^
How do I put downloads on the forums?
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Try sendspace.com or rapidshare.com or something.

That or beg Radium for a foxmage account.
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Radium only goes on the off-topic forums now
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http://www.sendspace.com/file/myrqh5

I'll punch someone's nose if this doesn't work.
NOTE: Level was made a while ago, when I used TSF.
Don't download without it.
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The ever hardest boss to beat is the Burning Lizard Avatar in JJ3's castle basement.
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Can´t say anything, because i dont have jj3, or jj3 demo, and i dont know, ho to get it.
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JJ3's bosses are very easy, considering their only dangerous attack is melee and Jazz is faster than them.

They can take a loooong time to kill, though.
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It's a piece of pie. The worst problem in the demo is that saving is impossible...
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http://www.sendspace.com/file/myrqh5
...I'll punch someone's nose if this doesn't work.
Well, it doesn't.
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