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Mega Man 8-bit Deathmatch => Projects & Creative => W.I.P Forum => Topic started by: Beed28 on July 31, 2011, 10:22:17 AM

Title: Custom Boss Demonstration
Post by: Beed28 on July 31, 2011, 10:22:17 AM
It's finally time for me to unveil my secret project: the ability to create custom bosses. There are two types of bosses in MM8BDM; one is a regular monster and the other is a bot with a special weapon. The two bosses in this demonstration demonstrate both types and are fought in a fashion simular to the Unknown map in the campagin, and even has two extremely basic sample deathmatch maps that accually takes the player to the bosses.

Due to certain circumstances, these two bosses have a seperate Unknown map to themselves (UNKWON) since changing the regular one is definetly a recipie for disaster.

Finally, I've left the scripts open so you can see how the two of them work; HOWEVER, I'm not that good at documentation, but I've left some comments in the scripts. I can also gaurentee that this is not how CutmanMike did his bosses, but at least it seems to be working.

Last of all, be careful with weapon selections against some bosses, especially monster based ones. For example, the first boss can be easily defeated with the Noise Crush if you aim at the right spot, and Magnet Missile and Dive Missile are completly broken against them as well. (Try the "give weapons" cheat and you'll see what I mean)

Screenshots:
(click to show/hide)

I hope this will help with custom expansions such as Mega Man V, Mega Man & Bass, Rockman No Constancy and Kirby's Adventure.

Download: http://www.sendspace.com/file/lgvj0w (http://www.sendspace.com/file/lgvj0w)
Title: Re: Custom Boss Demonstration
Post by: ice on July 31, 2011, 12:25:13 PM
:D OMG YES! Ive been trying to figure out how to do this for the longest *Has an idea now for original stage mode*

as for the monsters, add a DONTBLAST flag, that keeps the monsters from being killed by leaf sheild and I think it works for homeing weapons
Title: Re: Custom Boss Demonstration
Post by: Magnet Dood on July 31, 2011, 01:38:23 PM
Not bad, but Moby fires missiles, not regular shots. Unless I'm being a complete idiot and those are your shots.

Anyway, nice work! I'd love to see some MM5 minibosses in this fashion.
Title: Re: Custom Boss Demonstration
Post by: OZX on July 31, 2011, 03:12:47 PM
AWESOME!MOAR BOSSES.:D
Title: Re: Custom Boss Demonstration
Post by: KillerChair on July 31, 2011, 04:23:41 PM
Shit man... You've got some talent ;)
Title: Re: Custom Boss Demonstration
Post by: OZX on July 31, 2011, 05:14:27 PM
i love the bosses!TEACH ME HOW TO MAKE KICK ASS BOSSES.



EDIT:MAKE MOAR BOSSES.
Title: Re: Custom Boss Demonstration
Post by: Korby on July 31, 2011, 05:32:22 PM
That's what the wad's for. You're supposed to look at it and figure it out.

Thank you very much for this, Beed!
Title: Re: Custom Boss Demonstration
Post by: Blaze Yeager on July 31, 2011, 06:05:47 PM
This is going to be QUITE useful.

Thanks Beed!
Title: Re: Custom Boss Demonstration
Post by: Kapus on August 01, 2011, 01:53:16 AM
You are my hero.
Title: Re: Custom Boss Demonstration
Post by: Shade Guy on August 01, 2011, 08:05:09 AM
Don't forget, if your boss is going to be a bot, you can create custom weapons to make the boss more unique. For example, the Mega Man Killers all have special weapons which are different to their normal weapon, like how Ballade's boss weapon forces him to jump and drop bombs after he throws a Ballade Cracker.

You could use this to create bossfights such as the one against Break Man in MM3. For example, you could create a custom weapon that forces him to jump around and shoot when you come near.
Title: Re: Custom Boss Demonstration
Post by: WheelieCarbonate on August 01, 2011, 02:23:24 PM
Might I ask how to trigger the bosses?
Title: Re: Custom Boss Demonstration
Post by: Beed28 on August 01, 2011, 02:46:07 PM
Quote from: "zeswissroll"
Might I ask how to trigger the bosses?

Bosses are triggered when a certain console variable is set. For example, typing "set secret_mobyunlock 1" triggers the Moby encounter in the UNKWON (not the regular UNKOWN) map.

If you want to take the player from a deathmatch map (in campaign mode) to a boss, you'll have to study the scripts lump in either the BOSS1 or BOSS2 maps.

If you simply want to fight the bosses yourself, just go to Single Player and choose either Boss #01 or Boss #02 and then get ten frags in an easy deathmatch game. You'll then be whisked to the boss.
Title: Re: Custom Boss Demonstration
Post by: Magnet Dood on August 01, 2011, 04:27:04 PM
Hey Beed. If you would like, I could make Moby's missiles for you.
Title: Re: Custom Boss Demonstration
Post by: Blaze Yeager on August 01, 2011, 11:22:46 PM
Say is there a way you could provide an example of how Two Phase Bosses would Work?

Like persay a Wily Machine Fight?
Title: Re: Custom Boss Demonstration
Post by: ice on August 01, 2011, 11:25:17 PM
Quote from: "Blaze"
Say is there a way you could provide an example of how Two Phase Bosses would Work?
This would also help me with geminiman and wily machines
Title: Re: Custom Boss Demonstration
Post by: Gummywormz on August 01, 2011, 11:26:47 PM
The wiki helps, you know (http://zdoom.org/wiki/A_JumpIfHealthLower)

You can also make a script that spawns the second phase of the boss when the first one is dead.
Title: Re: Custom Boss Demonstration
Post by: ice on August 01, 2011, 11:31:58 PM
EDIT: nvm, this post never happened

Edit Edit: I still have no idea if it's possible to make a shared HP bar
Title: Re: Custom Boss Demonstration
Post by: Gummywormz on August 01, 2011, 11:40:14 PM
Use A_JumpIfHealthLower for a shared hp bar.

Use something like this for a new hp bar:

(probably horribly wrong but you get the idea):

Code: [Select]
Script 66 ENTER
{
if ThingCountName("Form1Boss", 0) = 0
{
SpawnSpot ("Form2Boss", 64);
}
Delay(1);
Restart;
}
}
Title: Re: Custom Boss Demonstration
Post by: ice on August 02, 2011, 12:01:01 AM
By shared I mean like geminiman in mm3, the two had the same HP bar, that is what I'm talking about, same goes for tha cp bubble whatsit that takes damage for every bubble that's destroyed
Title: Re: Custom Boss Demonstration
Post by: Gummywormz on August 02, 2011, 12:08:15 AM
I don't know about cwu, but for gemini man, here's what you could do:

In one of the states, (Probably see or attack) you'd add A_JumpIfHealthLower, and make it go to a state which spawns the clone. You simply make the clone have the hp of what gemini man had at the time. (If you had it spawn in at 250 hp, make the clone have 250 hp.) Then you just make a script that detects if the clone or gemini man is dead, which will then kill the other monster.
Title: Re: Custom Boss Demonstration
Post by: Blaze Yeager on August 02, 2011, 12:11:45 AM
IIRC doesn't Gemini lose the clone after wiping 3/4 of his Heatlh?

and would that be possible within MM8BDM?
Title: Re: Custom Boss Demonstration
Post by: Gummywormz on August 02, 2011, 12:22:09 AM
Sorry, I'm a derp and forgot how gemini man works.

EDIT: Try playing around with APROP_Health (http://zdoom.org/wiki/CheckActorProperty)
Title: Re: Custom Boss Demonstration
Post by: Proto Man on September 11, 2011, 08:14:44 PM
Dude, set secret_mobyunlock 1 does not trigger the moby fight when I try it. And DiveMan and HardMan don't use thier respective weapons when I fight them.  And BTW what the code for protoman fight?
Title: Re: Custom Boss Demonstration
Post by: BiscuitSlash on September 11, 2011, 08:23:51 PM
It should work in the start menu. You just beat them really easily and there you go! You fight Moby/Protoman.
Title: Re: Custom Boss Demonstration
Post by: TheDoc on September 12, 2011, 12:42:37 AM
Quote from: "Protoman01"
Dude, set secret_mobyunlock 1 does not trigger the moby fight when I try it. And DiveMan and HardMan don't use thier respective weapons when I fight them.  And BTW what the code for protoman fight?

After you type that in, you type "map unkwon" after it. don't directly go there from offline skirmish. also, protoman's code is "set secret_protounlock 1"