MM10 Bosses Applicability (Part 2)

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D-Man
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MM10 Bosses Applicability (Part 2)

Post by D-Man » Sun Jul 14, 2019 12:36 am

Since Blade and Commando Man were already discussed in the previous thread, this one will focus on the Megaman Killers. Like before, they will be rated from 0-10, with a lower number meaning its AI is more likely to break in a custom room.

Enker - Begins by jumping 6 tiles forward and 3 tiles upward, then runs to the opposite end of the room. He is immune to damage while running. He then raises his spear, absorbing any shots besides weapons he is weak/immune to, and fires a Mirror Buster projectile whose size and power varies depending on how many shots were absorbed. He will only attract shot fired toward his direction. Afterwards, he can either do two jumps to the edge/center, a long jump 10 tiles forward, or a straight run to the edge. Has good manuverability, and projectiles pass through walls. His ability to draw in shots from any distance could have dastardly applications when paired with a second boss. May not be able to stop running at ledges/ rooms with no walls. Applicability: 9/10

Punk - Makes his entrance by destroying a 4x2 area of tiles. His attack pattern consists of jumping 4 tiles upward and throwing Screw Crushers at the height of the jump. They pass through walls, and are aimed either at the player's location, or above them to trick them. He does this 2-3 times before curling into a ball and charging forward at varying heights. There's a low charge at ground level, a medium charge 1 tile above (this can be slid under), and a high charge 2 tiles above. After hitting a wall, he bounces up 1 tile before repeating his cycle. The entrance would be the most difficult part to program, as it involves destroying terrain, and he cannot climb out of ditches easily. Deals more damage than any boss, so maybe reducing his attack damage by 2 units could be an option if he seems too difficult. Applicability: 6/10

Ballade - Moves solely by jumping towards the player's last location, leaving a Ballade Cracker at the point where he jumped. Each jump is 5 tiles high, and he jumps 2-4 times before running to the edge of the room and firing a Cracker at high speed to the other side. If he collides with the player while running, he stops and repeats his jumps. Trenches are a non-issue for him, but his projectiles cannot go through walls. Additionally, they can be destroyed with ease, so increasing the damage required to destroy a Ballade Cracker to 3 units would make him more of a threat. Applicability: 7/10

Do discuss the aforementioned bosses here if you like.
MM11 content for 1.6! Still no good levels to be found...
Levels:
Darkness Crypt - Megaman (339203)
Excitement Emporium - Megaman (339627)
Disarmed Fortress 1 (340167)

DestroyerOfDestruction
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Re: MM10 Bosses Applicability (Part 2)

Post by DestroyerOfDestruction » Sun Jul 14, 2019 5:24 am

Enker can be the best suited for a level editor due to his simple patterns.

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TheCreativeEye
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Re: MM10 Bosses Applicability (Part 2)

Post by TheCreativeEye » Sun Jul 14, 2019 5:32 am

Pretty sure they won't be added to MMM anytime soon. But if I had to choose, then I'd go with Enker, tons of wily boss possibilities

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TheKman100
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Re: MM10 Bosses Applicability (Part 2)

Post by TheKman100 » Sun Jul 14, 2019 1:00 pm

6/10 for Punk seems a little too high. His rushing attack relies on a wall to stop him, so a Tengu Man-style boss arena wouldn’t work for him.
Latest five levels:
* Legends of the Hidden Temple (332006)
* MAGMML2 - Yggdrasil Made Fair (334548)
* The Room Revolving (337399)
* Cyclone Fortress 2 (339317)
* Mega Man Rock Force - Crypt Man (340099)

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TheCreativeEye
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Re: MM10 Bosses Applicability (Part 2)

Post by TheCreativeEye » Sun Jul 14, 2019 4:32 pm

TheKman100 wrote:
Sun Jul 14, 2019 1:00 pm
6/10 for Punk seems a little too high. His rushing attack relies on a wall to stop him, so a Tengu Man-style boss arena wouldn’t work for him.
Doesn't grenade man dash like that too? Just make him check if there any tiles below one tile in front of him, if there aren't, he stops the attack and continues his pattern

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TheKman100
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Re: MM10 Bosses Applicability (Part 2)

Post by TheKman100 » Sun Jul 14, 2019 9:22 pm

TheCreativeEye wrote:
Sun Jul 14, 2019 4:32 pm
TheKman100 wrote:
Sun Jul 14, 2019 1:00 pm
6/10 for Punk seems a little too high. His rushing attack relies on a wall to stop him, so a Tengu Man-style boss arena wouldn’t work for him.
Doesn't grenade man dash like that too? Just make him check if there any tiles below one tile in front of him, if there aren't, he stops the attack and continues his pattern
Grenade Man dashes along the ground, and doesn't need a wall to stop himself. Punk dashes mid-jump, and always hits a wall before doing anything else.
Latest five levels:
* Legends of the Hidden Temple (332006)
* MAGMML2 - Yggdrasil Made Fair (334548)
* The Room Revolving (337399)
* Cyclone Fortress 2 (339317)
* Mega Man Rock Force - Crypt Man (340099)

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TheCreativeEye
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Re: MM10 Bosses Applicability (Part 2)

Post by TheCreativeEye » Sun Jul 14, 2019 10:04 pm

TheKman100 wrote:
Sun Jul 14, 2019 9:22 pm
TheCreativeEye wrote:
Sun Jul 14, 2019 4:32 pm
TheKman100 wrote:
Sun Jul 14, 2019 1:00 pm
6/10 for Punk seems a little too high. His rushing attack relies on a wall to stop him, so a Tengu Man-style boss arena wouldn’t work for him.
Doesn't grenade man dash like that too? Just make him check if there any tiles below one tile in front of him, if there aren't, he stops the attack and continues his pattern
Grenade Man dashes along the ground, and doesn't need a wall to stop himself. Punk dashes mid-jump, and always hits a wall before doing anything else.
I meant, we can change the pattern up a bit so he does what I described in my post

yotubesocialhd2
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Re: MM10 Bosses Applicability (Part 2)

Post by yotubesocialhd2 » Mon Jul 15, 2019 2:46 am

What about MM10's Fortress Bosses?

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TheCreativeEye
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Re: MM10 Bosses Applicability (Part 2)

Post by TheCreativeEye » Mon Jul 15, 2019 8:52 am

yotubesocialhd2 wrote:
Mon Jul 15, 2019 2:46 am
What about MM10's Fortress Bosses?
Pretty sure Fortress Bosses aren't coming anytime soon

SamuraiSushislice
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Re: MM10 Bosses Applicability (Part 2)

Post by SamuraiSushislice » Mon Jul 15, 2019 9:03 pm

I don't see how a 6/10 is high for Punk. I mean, Knight Man relies on his mace to come back before doing anything and they didn't exactly plan for something like that. Knight Man gets easily broken by Shine, any of the Barriers, and Protoman's shield.

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TheKman100
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Re: MM10 Bosses Applicability (Part 2)

Post by TheKman100 » Mon Jul 15, 2019 9:42 pm

SamuraiSushislice wrote:
Mon Jul 15, 2019 9:03 pm
I don't see how a 6/10 is high for Punk. I mean, Knight Man relies on his mace to come back before doing anything and they didn't exactly plan for something like that. Knight Man gets easily broken by Shine, any of the Barriers, and Protoman's shield.
On second thought, I didn't realize that the furthest edges of a horizontal scroll room still function as walls. My bad. My mind was stuck on Tengu Man-arena mode.
Latest five levels:
* Legends of the Hidden Temple (332006)
* MAGMML2 - Yggdrasil Made Fair (334548)
* The Room Revolving (337399)
* Cyclone Fortress 2 (339317)
* Mega Man Rock Force - Crypt Man (340099)

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