QUOTE(Pokemonmaster64 @ Dec 8 2011, 07:28 AM)

I haven't thought up a use for circles yet...power bombs maybe?
In mine, I use them when you charge up the Spin Attack. Little energy wisps gather from around you and spiral inwards, kinda what it looks like in the MegaMan X games when he charges his blaster.
When I'm actually drawing primitives to the screen instead of assisting the Subscreen, I scarcely use them alone-- most of the time they simply assist other special effect graphics that are actual tiles. I might have Screen->DrawTile() laid down and then several Screen->Circle() that use an algorithm to get their position and size, etc... That's more or less how I got the Spin Attack charging to work.
But there's no such thing as a wrong way, really! Whatever you can get to work will be great.
One thing I love about the primitives is you can change their size on the fly very easily, with math. If you want a projectile attack that expands bigger and bigger as it gains distance, you can just have an invisible EWeapon for the hitbox and place some appropriate primitives and maybe other graphics on top of that, and the effect would look
much smoother when it grows in size.
QUOTE(Pokemonmaster64 @ Dec 8 2011, 07:28 AM)

Here's that boss I was working on.
Notice how all for enemies have 1 shared health bar.
I love that you have to watch for their elemental chain tied to the center as they move around. Other than that, it's a pretty decent boss fight, but a little too spammy, you know what I mean? They sorta just meander around and drop bullet hell on you, and you pretty much do the same thing back at them.
Got a couple of ideas for you to take or leave:
* Have the Mages regularly go into special formation attacks, in intervals, like what the Armos Knights boss did in LTTP. That sort of thing works wonders to give a boss fight a lot more depth and flavor.
* Have each Mage display their own attack style. I noticed the Water one uses an 8-way bubble shot at some point, but I mean something a bit more evident. For example, there's a huge difference to see one enemy that shoots fireballs at you at an alarming rate, and then another enemy that discharges waves of very slow-moving fireballs that fill up half the screen as if it were Touhou. Be creative too; you can have the Wind Attacks swerve around in a sine wave as they fly, for instance (Perfect Chaos's whirlwinds did that in Sonic Adventure).
Oh, but the Super-Bomb effect was
really cool. Maybe a bit too powerful, I don't know, but it was real neat. ^^ Excellent work on that.