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Scripted (or Not) Enemy Ideas Needed


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#1 ywkls

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Posted 30 August 2015 - 01:51 AM

Enemies Created by this Topic So Far-

 

1. Big Rope

2. Big Gibdo

3. Big Stalfos

4. Big Lynel

5. Big Moblin

6. Giant Turtle(Morla)

7. Wraith(Twigleam)

8. Titan(Atlas)

9. Angel(Aurora)

10. Cool Thwomp

11. Franky

 

I'm working in the Dance of Remembrance (Hybrid) Tileset, in the latest version of Zelda Classic.
 
As the title says, I'm trying to expand the enemies in my game to include new designs and/or scripts. I have sprites for some of the ideas that I've already had and others I may need to have supplied to me. So, here's a few that I've got; but haven't worked on yet.
 
1. Kaa- a large snake/rope that runs around the room and occasionally spits acid at you.
2. Giant Wolf (Needs better name)- A (Werewolf?) foe who leaps and throws rocks/other weapons at you.
3. Daira- based on the foe from Adventure of Link/LTTP. A large, horseheaded foe who swings a sword/throws something at you.
4. Thunderbird- based on the enemy from Adventure of Link. Occasionally becomes invulnerable. Spews a rain of fireballs in random directions and floats about the screen otherwise.
5. Giant Wolf Head- Sprites seen here. Spews a gout of flame and tries to crush you with giant hands.

6. Dawn Enemy- one of 4 themed foes, based on time of day. Needs better name and attack pattern, sprites.

7. Twigleam- another of the 4 themes foes based on time of day. Needs attack pattern, sprites.

 

So, those are the ideas I've come up with so far. I could use a few more for my mini-bosses and especially those last two for the final dungeon of my current project.

 

As the title says, i'd like to use this to encourage the development of boss ideas that may (or may not) use scripts. Any scripts developed as a result of this will be posted here or submitted to the database. Also, even if I don't necessarily use the idea/sprite/script in my quest, that doesn't mean that I won't work on it to see if I can create the enemy in question.

 

Thanks to anyone who responds in advance!


Edited by ywkls, 23 September 2015 - 09:29 AM.

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#2 Timelord

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Posted 30 August 2015 - 04:20 AM

I'd suggest the name Fenris, for the wolf head. it's be a nice change, and a nod to ancient mythology. You may even derive some forms, or attacks, if you delve into the Elder Adda.

 

I would also suggest posting some guidelines, for your request, to narrow down responses.


Edited by ZoriaRPG, 30 August 2015 - 04:20 AM.

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#3 ywkls

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Posted 30 August 2015 - 08:24 AM

I'd suggest the name Fenris, for the wolf head. it's be a nice change, and a nod to ancient mythology. You may even derive some forms, or attacks, if you delve into the Elder Adda.

 

I would also suggest posting some guidelines, for your request, to narrow down responses.

 

I like that... too bad I'm saving it for my next game. But that doesn't mean I can't start scripting it now.

 

As far as guidelines, here's a few basic things.

 

1. No really fancy movement patterns- I can do the stuff that is programmed into Ghost.zh, I can do circular and spiral movement. Beyond that, I haven't figured things out yet.

2. Remember that mini-bosses should be easier than normal bosses- so those don't need multiple forms or devastating attacks or invulnerability phases. 

3. The two bosses at the end are end-game- So naturally they'll be harder. Which means temporary invulnerability, selective weaknesses and lots of projectiles.

 

I'll accept ideas with or without sprites, since I've been able to find a lot of interesting things on spriter's resource. In fact, I'm going to review some of the more obscure Zelda bosses there to see if I can find a few more I might be able to do.


Edited by ywkls, 30 August 2015 - 08:25 AM.


#4 MarinaraSauce

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Posted 30 August 2015 - 09:45 AM

Make a Loch Ness Monster boss.  I can't recall ever playing a game with one, ZC or not, so I'd like to see what the ZC community can do with it.


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#5 Anarchy_Balsac

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Posted 30 August 2015 - 11:42 AM

Make a boss that has to be hit with the spin attack, but causes the floor to keep exploding (super bomb explosions), so as to make connecting the attack a bit difficult.



#6 ywkls

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Posted 30 August 2015 - 03:58 PM

Make a boss that has to be hit with the spin attack, but causes the floor to keep exploding (super bomb explosions), so as to make connecting the attack a bit difficult.

 

I like the first idea. I have the Spin Attack Scroll in my game (it's optional, but I do have it) and I think I might be able to figure out how to add in a scripted effect like producing a lweapon. Either that, or a boo type enemy who is only vulnerable when looking away from you. (I think the sideview enemy pack has some code I might be able to use for that.) As for the exploding floor... maybe have the boss spew exploding projectiles occasionally. I think I'll use this idea as the basis for the boss I'm calling Twigleam. I'll probably have to find some sprites I like first though.

 

 

Make a Loch Ness Monster boss.  I can't recall ever playing a game with one, ZC or not, so I'd like to see what the ZC community can do with it.

 

A very, very good idea. I could make it where the ground in the room can't be entered by enemies and the center has a pool of water that the foe can swim around in. Have it occasionally submerge where you can't hit it, then come up for air and shoot fireballs. And be vulnerable to stunning by the boomerang or hookshot, being struck by arrows, sword beams or the sword. Once again, all I lack to make this idea work is sprites.

 

In fact, unless otherwise noted I don't have any sprites for these ideas.

 

Other ideas I'm going to work on scripting (besides the ones I have listed above)

 

Lizalfos- either the ones from Adventure of Link or others if I get better sprites.

Acheman- I've got some excellent sprites from spriter's resource. This will be a large dragon that flies around the room, shields itself from damage at times and swoops down to attack Link.

Bigger Gibdo, Stalfos- Again, spriter's resource provided some excellent sprites for these ideas. I'll probably make the Stalfos like the ones from LTTP (and I think a scripted version of that behavior already exists) where they collapse into a pile of bones and if you don't bomb them; they revive. I haven't decided on any unique behavior for the Gibdo yet.

 

I should also not that not all of these ideas are going into my current project. Some I will be saving for my next game.


Edited by ywkls, 30 August 2015 - 04:00 PM.


#7 ywkls

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Posted 30 August 2015 - 07:09 PM

Some new ideas I'll probably try my hand at in a while and the sprites to go with them.
 
1. A giant tree- Sprites here. Haven't decided exactly how it would behave, but it would make a wonderful mini-boss for one of my dungeons.

2. Stallord- based on sprites by Alestance and Zemious which mere made for Russ. Probably I'll save this for my next game, but I'll definitely be working on the idea.

3. Gohdan- I know MoscowModder had a script for this, but I don't know if it was ever finished and since the sprites are in the database, I may give it a try for my next project.

 

I also found some sprites for that Loch Ness monster idea. It's a combination of sea dragon sprites from FFIV and some water sprites from some other game.

 

Please continue to make suggestions. Ideas on new things are one of my weak points, but once I get one that I think that I can do; the process becomes much easier.


Edited by ywkls, 06 September 2015 - 02:26 PM.


#8 Gabriel Baron

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Posted 30 August 2015 - 07:18 PM

well,idk if that would work well for the tree,but it could be something like many trees rise from the ground and you must walk until you find the one that is the enemy,which would try to slash you,and it would either be blocked by the shield or just slow enough for you to dodge,and then it would be vulnerable to something like fire,it could also throw something at you


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#9 ywkls

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Posted 30 August 2015 - 09:56 PM

That makes a certain amount of sense, as you get the Lantern (candle level 2) in that dungeon. I might even switch up the end boss (currently my giant moldorm script) with this idea. Basically, all of the enemies would be stationary while Link is a certain distance away from them. None of them do any damage, or can be harmed; except the real one. When you get near, it changes appearance and tries to attack. Defeat it, then another of the (fake) trees becomes real and you must repeat the process until only one is left. Maybe four or five enemies to start with.

 

I'll have to brainstorm an appropriate name or someone could suggest one, but I think that will work.

 

That gives me a few enemies to script for my current game, so I'm going to probably begin work those out tomorrow; then post the results. Of course, don't stop making suggestions.

 

Here's the ones I'll definitely try to do.

 

1. Loch Ness- excellent mini-boss idea for my dungeon where I get the flippers.

2. Giant Tree- good replacement final boss for my dungeon that is coincidentally inside a giant stump.

3. Werewolf- good mini-boss, though haven't decided where to put him yet.

4. Kaa- good mini-boss for my 1st dungeon, a reptile-themed place.

5. Acheman- a flying enemy feels right as a replacement for the final boss I'm using for my dungeon in the clouds.

6. Big Gibdo, Stalfos- excellent mini-boss ideas.

7. Daira- I'd love to try and do a scripted version of this, though I don't know whether I'm using the AoL graphics created by Mero or the ones I have already that were based on LTTP.

8. Twigleam- using the idea by Anarchy Balsac, and the sideview enemy pack; I'll try to do this. I still don't have sprites, but these things take time.

 

Of course, I don't expect these to come off without any problems so it may be a few days before they're finalized.



#10 ywkls

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Posted 30 August 2015 - 11:29 PM

Went ahead and scripted and submitted Nessie. I really like how it turned out, though I wish I knew how better how to set up the scripted enemies where they can be stunned by something. Definitely putting that on my to do list. Only 7 more ideas to try and do! I wonder which one I'll attempt next...



#11 ywkls

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Posted 31 August 2015 - 01:13 PM

Here's Kaa.

Kaa

 

Sprites Here.

 

Not submitting to the database due to the relative simplicity of the script, but making it available if anyone wants to use it.

Randomly spits a fireball, that then breaks up into 4 fireballs that go off in random directions. A 2 x 3 enemy.


Edited by ywkls, 06 September 2015 - 08:26 PM.


#12 ywkls

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Posted 01 September 2015 - 09:47 AM

Just finished scripting and submitting my version of the Acheman. It flies about the room, stops and shots 4 fireballs that track you for a long time and occasionally shields itself from harm. The official replacement for the boss of one of my dungeons. I'll probably do the simpler ones like the Werewolf, Big Stalfos, Big Gibdo and Daira next. 

 

Not sure exactly how I'm going to do that tree enemy (which I'm tentatively calling a Wood Warden) but I've got some ideas.


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#13 ywkls

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Posted 03 September 2015 - 02:06 PM

Here's the Big Gibdo. A fairly simplistic script, for a fairly simplistic mini-boss. I may upload the sprites I found to it, along with a few others I've ripped from Spriter's resource at a later time. This script creates a 2 x 3 enemy, who flings a larger than normal projectile. You'll have to set up the sprite for the projectile and change the constant to match your settings. It also stops to shield itself from damage from time to time. Uses the same Gen_Explode_Waitframe function as Kaa above.

Big Gibdo

 

I'll probably go ahead and try my hand at the other simple ones over the weekend.


Edited by ywkls, 06 September 2015 - 08:31 PM.


#14 FnrrfYgmSchnish

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Posted 03 September 2015 - 09:03 PM

3. Daira- based on the foe from Adventure of Link/LTTP. A large, horseheaded foe who swings a sword/throws something at you.

 

Just letting you know, Dairas are the alligator guys with axes -- orange ones just swung them, red ones threw them.  The horse-head guy was Mazura (sometimes just called Horsehead, but both names are official and Mazura sounds more like an actual name so I'll go with that), and was much taller, used a spiked mace, and was a boss rather than just a tougher regular enemy.

 

Yeah, I'm a bit picky about people getting Zelda 2 enemies right. XD

 

(Which reminds me, it really bugs me how the Aneru sprites got used for the level-2 Rope in the default tileset... they're two completely different enemies in both appearance and behavior.  A blue or red mushroom/Piranha-Plant-like thing that spits rocks or fire vs. a glowing snake that charges at you.  At least use them for fast Octoroks or something if you're going to replace a Z1 enemy with them... >_<)


Edited by FnrrfYgmSchnish, 03 September 2015 - 09:04 PM.


#15 ywkls

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Posted 04 September 2015 - 09:16 AM

Just letting you know, Dairas are the alligator guys with axes -- orange ones just swung them, red ones threw them.  The horse-head guy was Mazura (sometimes just called Horsehead, but both names are official and Mazura sounds more like an actual name so I'll go with that), and was much taller, used a spiked mace, and was a boss rather than just a tougher regular enemy.

 

I knew there was reason why I had two different sets of graphics for this enemy. Which begs the question, which would be better to do- the Daira (as seen in AOL with alligator head and axe) the Horsehead/Mazura (with mace as in AOL) or what was used in LTTP. (These were large blue and red guys who I think were also called Daira.) I like the graphics for Horsehead and I have the ones for the enemies from LTTP. So I could do either. At the moment, I just don't have any original ideas to use for them.

 

 

Yeah, I'm a bit picky about people getting Zelda 2 enemies right. XD

 

No problems here. I often have to research what the name of the foe was supposed to be and while I try to be accurate; sometimes I sacrifice that for the sake of clarity. (For example, most people might have heard of Horsehead, but not Mazura.)

 

Anyways, thanks for your input.




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