SMWCP: Anya the Piranha, World 7 Boss

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Published on ● Video Link: https://www.youtube.com/watch?v=NFcgK7HWpK8



Super Mario World
Game:
Duration: 1:02
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33


***NOTE: THIS IS NOT FINISHED YET; IT IS STILL A WORK IN PROGRESS***

This is just a little demonstration of what I have so far of my boss for An SMW Central Production. One of the levels I made for the project was the World 7 castle, so I thought I'd make the boss for it as well. Behold Anya the Piranha, a giant Piranha Plant with a variety of attacks at her disposal. The 32x64 Piranha Plant graphics were drawn by andy_k_250, so my thanks to him for those. (Who knows, I may even use them for more sprites in the future...supersized version of my 48-fold Piranha Plant sprite, anyone?) She spits lots and lots of fireballs at Mario, sometimes while stationary, sometimes while moving. At one point, she also spits these little bouncing blobs. Red ones hurt Mario, blue ones make him slip, yellow ones reverse his controls, and green ones make him jump less high and move less fast. (andy_k_250 drew them as well.) Also, she has two, possibly three, more attack sequences that aren't even shown in this video because I haven't coded them yet! Let's just say that a) no one ever said all fireballs must be 16x16, and b) I haven't shown how you damage her yet....

I'm actually slightly worried about the spreadshot fireball attack. As it is, it is possible but very difficult to dodge, particularly when Mario isn't small. (You have to duck-jump through them.) Unfortunately, if I make the fireballs spread out any more, all you have to do is stand on the far side of the room—and duck if you're big—to avoid them. I'd like to design it in such a way that you have to jump between two fireballs, but without ducking or spin-jumping. When doing her first fireball attack, she actually does sort of aim the fireballs a bit...the X position of the player relative to the sprite determines the X speed they fly at. (No, I didn't change the Y speed at all, and I don't know whether I should or not.) Then there's the interaction...currently, she has a 32x32 interaction field, which might look funny to some people. Originally, it was just laziness, because there is no 32x64 clipping value, but now I know enough to be able to make a custom clipping routine if I actually wanted her to have a 32x64 interaction field. The question is, do I want to? That wouldn't add much to the fight, and it would make the move-and-spit sequence an awful lot more difficult to avoid...speaking of, I can't believe that after dodging all those fireballs and blobs, I got hit trying to run under her. Oh, yeah, and have I mentioned that I hate the way the controller disable flags don't work in sprites? Thank goodness we're using the version of LevelASM that supports those; that way, I can just use free RAM in the sprite and transfer it in LevelASM.







Tags:
SMWCP
An
SMW
Central
Production
Anya
Piranha
World
boss
Super
Mario
ROM
hacking
custom
sprite
ASM



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