How to do multiple bosses in one level (for the devs, not a glitch))

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Nuclearminer
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How to do multiple bosses in one level (for the devs, not a glitch))

Post by Nuclearminer » Fri Jun 22, 2018 2:06 am

Step 1: Remove whatever code/flag causes the level to end when a boss is killed.
Step 2: Add the ability for the boss to drop something.
Step 3: Add the energy element (the thing that ends levels) to the list of droppable things.
Step 4: Profit.
Step 5: Don't profit in fear of a legal takedown.
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RandomCatDude
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Re: How to do multiple bosses in one level (for the devs, not a glitch))

Post by RandomCatDude » Fri Jun 22, 2018 3:00 am

*facedesk*
I tried to fit Cave Johnson's lemon rant here, but it didn't fit. Stupid 255 character limit...


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LeonardMan
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Re: How to do multiple bosses in one level (for the devs, not a glitch))

Post by LeonardMan » Sun Jun 24, 2018 1:03 pm

Nuclearminer wrote:
Fri Jun 22, 2018 2:06 am
Step 1: Remove whatever code/flag causes the level to end when a boss is killed.
Step 2: Add the ability for the boss to drop something.
Step 3: Add the energy element (the thing that ends levels) to the list of droppable things.
Step 4: Profit.
Step 5: Don't profit in fear of a legal takedown.
I've made this suggestion MANY times, but I'll repeat it here for those who don't get it...

Why does EVERY boss you place through the glitch share the exact same weaknesses, immunity and BGM? Because they're all pointing AT THE EXACT SAME VARIABLES!

How to fix it: Turn each of those variables into an array, and assign a number to each boss placed in the level, the number is the position in the array that the boss is pointing at (of course, if two bosses happened to share the same number, they'd still have the same weaknesses, immunity and BGM, which could be intentional if you have for example both Bubble Man and Toad Man in the level and you want them both weak to Thunder Beam because they're both water-types).

Additionally, add one more array with booleans for whether a boss ends the level or not (mainly to keep things simple for the devs). Drops are not necessary because you could walk to the next room after beating the boss and pick up the health/key/weapon in the next room just fine (or even force the player to pick it up to proceed).

But how many positions should the arrays have? (a.k.a. what's the maximum number of bosses in a single level?) I'd go with a minimum of 9 or 10 (8 Robot Masters + Wily, with possible Wily second life), to a maximum of about 25 or 30 if you wanna make a game the size of Cave Story (though such a huge level is unlikely to happen). Also limit it to only one boss per screen to prevent boss spamming. If you want to fight two bosses at once, use Gemini Man or the Mr. X Stage 1 boss.

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