desert dungeon boss
#1
Posted 30 July 2012 - 09:42 AM
#2
Posted 30 July 2012 - 02:09 PM
Anyways, for the boss, you could do all kinds of things. How about Leevers or Lanmolas? You could make boss version of them in the enemy editor. Or you could make a 2.10-style custom boss with, well, just about anything. Your imagination's the limit here.
#3
Posted 30 July 2012 - 03:55 PM
A giant red leever. Its invurnerable to anything but the boomerang its red step speed is about 1/2 of links. Hit it a couple times and it turns blue and spawns lv 1 leevers. Now its weak to the sword a few times and the boomerang merely stuns it the blue forms step speed is doubled. Digs and turns red again. Hit it with the boomerang 3 times and it turns blue and spawns lv 2 leevers. Then it digs and returns to red. Hit it 4 times with the boomerang and then it turns blue and spawns lv 3 leevers. Then its defeated. Does that sound cool and is there a way to do it without scripting the boss itself. I already have a big enemy script in use so I could just draw out the tiles and use the enemy editor. I think that should work.
#4
Posted 30 July 2012 - 04:29 PM
#5
Posted 30 July 2012 - 04:40 PM
#6
Posted 30 July 2012 - 05:50 PM
The only way I know to have an enemy change it's attributes without scripting is to have them tribble into a different enemy; however, I think their HP resets when that happens. I believe it would require scripting to keep the damage from the previously tribbled enemy.
I was going to make some other suggestions.
- I might be too ambitious with this, but (using the 2.10 method) you could recreate the boss from Twilight Princess in the Arbiter's grounds: a giant skeletal beast that's stuck in the sand up to it's ribs. While avoiding its fire breath and pounding arms, Link would have to hit it's backbone to damage it (either sword or bombs or other short-distance item).
- Another idea I had is making a gleeok-type of enemy but with different graphics, maybe having the top of a 2x2 leever (or those stationary quicksand enemies from LttP that emerge and fire fireballs; not sure what they're called) sticking out of the ground with chomping "tongues" as the heads. You can adjust the number of neck segments to allow the tongue heads to reach as far as desirable (which is tricky to learn, but I learned how to do it, so let me know if you want to do this). You can also change their vulnerabilities to make them different from regular gleeoks to defeat. (However, you can't make the heads stunned; they don't stop moving even if you have them set to be stunned by a certain item.)
#7
Posted 30 July 2012 - 07:15 PM
I like that stalfos boss idea too. My only problem is that I don't really know how to draw that out in zquest. The leever is easy because I can just take the normal leever enemy and cut it into quarters and draw every block as a 2x2 block. Are there tiles that somebody uploaded to the site that I could use.
#8
Posted 30 July 2012 - 07:38 PM
This isn't the Developer's Exchange forum (where sprite requests should be posted), but I'd be willing to give it a shot.
I just don't have everything figured out with how it could be done, though. It'll be simple to do if his arms didn't move much. I'm not sure how to make his arms slam the ground, other than making him slam the ground at constant intervals (and having the ground change to damage combos right where his arm hits the ground) with combo cycling.
Just let me know what positions you would like and what exactly you'd want him to do (or tell me to do whatever I think if you're not sure).
Also, just like in TP, he could spawn dead soldiers out of the ground to protect him, maybe making it a maze to reach his backbone or just having the dead soldiers take a few hits with the sword to defeat.
#9
Posted 30 July 2012 - 08:19 PM
If I knew how to script it would probably be easier to accomplish this but I think that its possible without
Edited by beneficial, 30 July 2012 - 08:26 PM.
#10
Posted 30 July 2012 - 09:39 PM
Also, what version of ZC are you using? The most recent, 2.5 RC3?
#11
Posted 30 July 2012 - 10:04 PM
I'm using Zquest 2.5 beta build 21
I can upgrade if I need to
Edited by beneficial, 30 July 2012 - 11:54 PM.
#12
Posted 01 August 2012 - 11:47 AM
Russ posted them in a post that I found so if its okay with him
#13
Posted 01 August 2012 - 12:17 PM
If you've found some tiles (and you have the creator's permission), just let me know and I won't work on this anymore. (You might want to send Russ a PM to make sure he sees this and ask for his permission that way.)
#14
Posted 01 August 2012 - 01:37 PM
Anyways, you're free to use the Stallord tiles, but be sure to credit Alestance and Zemious for drawing them. And be warned: They are very hard to use correctly.
#15
Posted 01 August 2012 - 02:14 PM
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