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Boss Attacks

Archive: 11 posts


Okay, so i'm having an epic brain fail right now. I'm almost 100% done with my boss for boss rush 3... everything works fine, all the logic adds up, he looks cool (IMO ) and all thats left is some minor tweaking...

oh. and attacks >.<

I seriously got this far, and can't think of a THING for the thing to do. Okay, i lied, i thought of one thing, and he does have a single attack of causing fireballs to shoot up from the lava below. But thats it, and he needs to have 6 attacks minimum... 5 if i feel lazy and make one of his attacks a dud.

So could LBPC possibly offer some suggestions to my brain farted mind? >.>

The setup is this: Sackboy (or sackgirl ;p) stands upon a bridge of sorts in front of the beastie. Beastie does his own thing, which summons (read: emits) attacks for the wee sackperson to dodge and otherwise avoid being killed by. I can provide pictures if needed... but i'd prefer to keep as much under wraps until BR3/my entry are entirely done.

I don't have the MGS pack currently, so anything non plazmified would be great. But if all you can think of is shootin lazers at poor sacky, don't let that deter you, i know i'm going to buy it eventually, when is just a matter of "when i need it most" lol.

Thanks a lot, you have no idea how completely frustrated this has me now >.>

-fireballs shooting up
-falling spikes (thx rtm223)
-death ray (also thanks rtm223) -TBI (to be implemented)
-spiky death ball trap (thanks johnrulz77)
-swinging death ball trap (also thanks johnrulz77)
-?????
no profit D:
2009-05-09 10:24:00

Author:
Burnvictim42
Posts: 3322


Ok to me it seems like you have this the wrong way round (logic works and boss built but no attacks? Strange). As you are summoning attacks then just about anything really. Rock falls / winged minions / legged minions, maybe he can manipulate the bridge in some way, so you have to get off it. death stare. earth quake.

Anyway, the real reason I posted was to say I actually lol'ed when I read "no profit" and thought that was an attack. Seems very topical - and I'm sure it would incite more fear than lava balls for the foreseeable future. please work this in somehow!
2009-05-09 11:08:00

Author:
rtm223
Posts: 6497


Well, i may have done it the wrong way around (read: probably lol) but it didn't start taht way ;p When i first came up with idea i was all like "oh i can do ___ and ___ and ___" but as i started workin it all together, it became "oh no, i can't to ___ D:" etc.

The reason the logic was built first was because it is ratehr complex (IMO lol) I set it up so the boss has 3 different stages, does gestures (no, NOT the middle finger), has "off" and "on" (in regards to whether it can attack) modes, and the difficulty of the arena changes (lets just say that bridge won't stay solid for very long ;p) Its pretty cool IMO... apparently i'm goin for style over substance XD

Rock falls and a death stare sound kinda promising... If i do a death stare i want plasma though. and i'd love to put in a "no profit" attack XD What do you think, should i emit a big red "FAIL" sign? ;p
2009-05-09 11:21:00

Author:
Burnvictim42
Posts: 3322


and if its that giant head guy you showed me.... then

YOU SHOULD KNOW, EGYPTIANS ARE VERY FOND OF SPIKES AND SCARABS!
ATTACK 1:
i could lend you miniatures of my "scarab" he can summon them!

ATTACK 2:
you can make "pitfalls" like dissolve bridge is the area, and below are spikes, every lil while, sections of the bridge dissapear and you might fall, then they reappear, (set a sensor switch to start everything, then make it dissapear every 30secs or so then reapear 10secs after it dissapears)

ATTACK 3:
also you can make spikes fall from the roof, (by emitter)

ATTACK 4:
a spiked ball can swing from 1 side to the other every now and then.

ATTACK 5:
for the death stare, use a deathray going down from its eyes, last 10secs? every minute or so!
and deathrays use gas, but they camoflauge the gas perfectly.

TIP:
make him have ALOT of health! a good long battle will keep the variety of attacks interesting!

like 3-5minute battle.
2009-05-09 23:30:00

Author:
johnrulz77
Posts: 835


I think plazma balls would work better for a deathray, as they can spawn directly from the boss' eyes.

Already added falling rocks/roof spikes.

Actually, the bridge DOES get cheeky ;p But thats in differences between stages, so can't really be an attack.

I like the idea of a swinging ball of death... wonder how i could implement that... hmmm... *ponders*
2009-05-10 01:49:00

Author:
Burnvictim42
Posts: 3322


glad to help! want me to build it for you? (is your boss on a different plane then the bridge?2009-05-10 02:07:00

Author:
johnrulz77
Posts: 835


its mostly on a different plane... its complicated lol. I may end up changing it later, but right now part of the boss is in the players plane (can't make it too easy now, can i? ;p) But i was able to build my own little version of a spike wheel trap, and taht works with me.2009-05-10 02:36:00

Author:
Burnvictim42
Posts: 3322


well, burnvictim, youre missing one thing. explosives.

you can make him shoot impact bombs from his mouth.

or better yet, make the death stare a rapid shooting of impact explosives and make the final attack him dropping timed explosives from his mouth. thats what i would do, but hey, its youre call

good luck!
2009-05-10 06:47:00

Author:
gofurr360z
Posts: 886


Yeah for the death stare I was thinking along the lines of a spotlight (original, not msg) with a cone of gas emmitted ay the same time (would be hidden by the lights. Would look a bit like cyclops from X Men. plasma balls would just look like plasma balls shot from the eyes lol.

Glad to see your getting a good list of attacks going. One more idea, may or may not fit in depending on the bridge scenario. Gas rising from under the bridge forces player to vacate during the attack. Can either be aggressive (fast) or just a bit of an annoyance (slow). Can also be used to move the player ready for a different attack if you are feeling nasty.
2009-05-10 19:27:00

Author:
rtm223
Posts: 6497


well, heres a pic of the boss. At this point, i might as well Sorry, its kinda hard to see.

http://i240.photobucket.com/albums/ff297/Burnvictim42/LBP/APhoto_4.jpg


I don't really like explosives... they can get messy, and mess up other things in the level (namely the boss- he's made of dissolve XD) But thanks anyway!

The bridge changes and moves around with the stages (tehre are 3), so its not solid the entire time, and even ends up rotating for the third.

So, in a way, i already had the "pitfalls" and rising gas... just in a different way. ;p

The arms move, and pose (you might recognise my other help thread on wobble bolts ).


Since the eyes are set up differently, the spotlight effect would be wierd. Either i'd have to put spotlights in his nose (lol) or put them above his head... plasma balls would be a lot cleaner.

I've still got room for one more attack... i'd really prefer to keep the "no profit" down to a minimum



oh, and the bosses for BR3 are judged on creativity and presentation... nowhere does it say that it has to be difficult ;p Thats another reason why i decided to put in the attacks last.
2009-05-10 20:25:00

Author:
Burnvictim42
Posts: 3322


Sweeping death stares using a gas and a light to make it visible are great attacks. Basically it forces sackboy to one side of the screen or the other. These are best when they move slow.

I don't know how much of the bridge is gone by the end. If the fall is deadly then you can also use non-lethal projectiles to push sackboy in. Alternatively, fire can be good to give sackboy a bump without being instantly lethal.

Do you have anything on the front layer other than the bridge? If not, a falling rock that crushes sackboy is very useful. This can be done in two ways: either a sweep, similar to the final collector attack with the falling electric blocks or aimed, based on proximity switch logic.

Minions that don't move left or right but occupy a platform and maybe jump can also be really useful.

I'm not sure what the final objective is but an attack that actually helps sackboy climb up can also be useful. For example, a spiked glove comes out from the side. If it punches sackboy with the spikes he pops. Otherwise he can jump on top of the glove and use it as a platform to reach a higher area.

The logic behind attacks is very important. I like basing some attacks on the player standing still. Using proximity switches attached to pistons with different timings can create different attacks. Nastier attacks require longer timings, which forces sackboy to keep moving around the screen.
2009-05-11 11:15:00

Author:
dcf
Posts: 468


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