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Sprite Comp 137: Engage in the unknown, VOTE
Peardian |
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Don't die, Yugi.
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Well, I finished it. Essentially.  I made him just as real MLSS bosses are made: in pieces. Of course, due to time constaints, I won't be constructing all the boss's attacks. Unfortunately for the lazy/uncreative, I've only put together his damaged pose and idle animation, which I've animated here: (note: animates slowly in browsers)Though, if I have enough time, I might be able to create an example or two of his attacks and other poses. All his parts only use the same 10 colors, but I don't know how many colors the necessary game parts (in the top right corner) use. I should probably explain his attacks. Normally, he has two moves. One is where he slams his fist after spinning it, creating a yellow shockwave (kinda used by Queen Bean, Clumph, and others). The other attack involves belching out a steel ball on a cable/rope (the two colored bars). He raises the ball with his right hand and swings it around. The color of the rope denotes the target. Red means Mario, Black means Luigi. The guage, by the way, slowly moves to the left the more damage he takes. When he is about 25% his full life, the meter reaches red. He lets out a burst of steam in anger and flashes red. He now can do a super stomp attack, which causes the ground-distorting waves used by Wiggler and the Koopa kids. (Unfortunately, I can't really do anything about those.) In addition, I should mention the reason you see as few parts as you do is that the game relies heavily on rotation and resizing for many of its animations, such as raising the arm up or moving the guage in this case. Please note that if you intend to recreate these effects, the GBA uses no antialiasing or color blending when resizing or rotating, and uses an additive method when fading to colors (such as red) instead of the normal fading. Edit: Oh and I forgot to mention I used his Japanese name from the TYD ROM data. This post has been edited by Peardian on Jun 22 2008, 10:47 PM
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