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Re: [Battle] Aquatic Battleships

Posted: Sun Jan 12, 2014 11:50 am
by [][][][]
Not. Hyperbole.
(unnecessary doublepost)


Eredar-Aquas
Aquatic Battleship - Carrier

Code: Select all

http://fraxyhq.net/uploader/bosses/[][][][]_-_Eredar-Aquas%20-%20Rev%201.zip
(for some reason normal means can't recognize the link - must be my name)
Video unavailable (my computer(s) are not made for recording)
Revision 1 done.

Take note: only has Phase 1 of 5, including secret forms (two) and true final form.
You can guess the sheer ambitiousness of this.

Re: [Battle] Aquatic Battleships

Posted: Thu Jan 16, 2014 10:13 am
by Ex-Rumia
[][][][] wrote:Not. Hyperbole.
(unnecessary doublepost)


Eredar-Aquas
Aquatic Battleship - Carrier

Code: Select all

http://fraxyhq.net/uploader/bosses/[][][][]_-_Eredar-Aquas.zip
(for some reason normal means can't recognize the link - must be my name)
Video unavailable (my computer's not made for recording)

Take note: only has Phase 1 of 5, including true final forms (of which it has two).
You can guess the sheer ambitiousness of this.
Okay. First. HOLY FUCK THOSE TURRETS. Tone that down man. I could barely move out of the way of the drones before I was covered in spam by those things. Other then that, I think the area limit may be broken, I can't move to the exact bottom of the screen to kill off things/escape drones. Unless that's on purpose anyway. Otherwise this looks pretty fun so far.

Re: [Battle] Aquatic Battleships

Posted: Thu Jan 16, 2014 11:38 am
by Garoslaw
Still working on it

Re: [Battle] Aquatic Battleships

Posted: Fri Jan 17, 2014 4:01 pm
by [][][][]
Ex-Rumia wrote:
Okay. First. HOLY FUCK THOSE TURRETS. Tone that down man. I could barely move out of the way of the drones before I was covered in spam by those things. Other then that, I think the area limit may be broken, I can't move to the exact bottom of the screen to kill off things/escape drones. Unless that's on purpose anyway. Otherwise this looks pretty fun so far.
Which turrets? There are three types.
If it's the cannon (bottom, attack 1) turrets, yeah those things had nasty spread. It's mostly a matter of balancing macro with micro.
Might modify these to something a little more 'artillery cannon' type.

If it's the autocannon (middle, attacks 2 and 3) turrets, they stop moving the moment they start blasting you. Lead them away, then get out of blasting area.
And no, they are not going to be changed.

If it's the missile (top) turrets, yeah that attack's actually the most troublesome. Had to find a way to get the little ships to bombard: tried homing lasers, too nasty when you die and end up having to dodge 6+ lasers from all directions; tried bullets (now), it becomes a field of death if one can't destroy all drones (and it's near impossible to do so).
Might change these ones.

As for the drones (particularly the elites of attacks 2 and 3), there's usually a way to cheese them.

And that area limit being broken? I need to look into that. Could you suggest a code to fix that?

Re: [Battle] Aquatic Battleships

Posted: Fri Jan 17, 2014 10:31 pm
by Ex-Rumia
It's the autocannons I had problems with. Too much of a spread with everything else going on at the same time.

Re: [Battle] Aquatic Battleships

Posted: Sat Jan 18, 2014 3:11 am
by [][][][]
The ACs are meant to be 'area limiters'.
Aim them away from combat, or die.

Might tone their spread size down, though. I have good reason to believe that you're referring to the second attack, what with the frigates and that nasty jet.

Or is it the third, with the missiles and the shrapnel? (Nah, the autocannon ends before any shrapnel even reaches you. The missiles, however, kill them or die.)


Anyways, on the area limit: deliberate. Had to keep the player in the screen at all times, in full sprite.
Tested on the default playership, I don't know on the T-401.

EDIT: also this is too much offtopic, suggest pm?

Re: [Battle] Aquatic Battleships

Posted: Sat Jan 18, 2014 9:08 pm
by Ex-Rumia
By the way, a quick tip for those doing TRY files. Saving something with minimum data will give you a smaller .fed size, which is crucial when running TRYs that relies on spawning drones. Of course, it will wipe out all name changes to parts, so you'll probably only want to do that when you're done, or keep two versions of the boss around for testing.

Re: [Battle] Aquatic Battleships

Posted: Sun Jan 19, 2014 5:53 am
by [][][][]
Fair enough. Will take into account on revisions.

Can't release one without having the secret form in tow, though.

Re: [Battle] Aquatic Battleships

Posted: Thu Feb 20, 2014 1:41 pm
by [][][][]
Necessary doublepost?
Also, quick note: You can (and in fact should) use Mouse controls. Trust me, it makes the entire phase a lot less annoying.

Re: [Battle] Aquatic Battleships

Posted: Thu Feb 20, 2014 4:36 pm
by Garoslaw
Could the creator of this set up a time limit for me? I should be able to finally submit due 3rd of March, and I don't think anyone else is going to enter.