Home    LittleBigPlanet General    Community Contests
#1

Boss Rush 2!!

Archive: 333 posts


The second installment in the "Boss Rush!!" series is now here! A few changes and modifications have been made to the layout of the rules and the likes, but the overall concept remains the same. We didn't get to implement the "Branching Paths" feature on the first one, but we may on this one...if we get enough entries.

Please follow all of the new guidelines thoroughly.

Submit a non-buggy boss without any checkpoints that follows the template provided, using four blocks of the thermometer at most, following the themes offered, the final submission date being March 23 (Sunday).


Submission goes towards the LBPC_BossRush PSN account
A maximum of 3 bosses can now be submitted
The "Branching Levels" feature
The diagram
"Other Important Information", regarding Checkpoints and boss bugs



A. Description:


I'm sure you guys have played video games before where, after you beat said game, you unlock a certain "boss trial mode" challenge of the sort, where you fight boss after boss. (i.e.: Castlevania, Super Smash Bros. Brawl, etc.) That's the basic concept of this project. Beat the boss/enemies to progress. Race flags are placed from start to end, allowing players to challenge each other's score.

If enough bosses are submitted, the "Branching Levels" feature will be implemented. Basically, depending on which path you take (more on that below), you end up collecting a Community Key which unlocks the following level. Meaning, if there are two paths to take, you would have to beat the level twice to get both keys. Please keep in mind this feature will only happen if enough bosses are submitted. There's really no point to opening a Locked Level which hosts only one boss.

Bosses that are submitted will be scored by some judges on CREATIVITY and PRESENTATION, 50 points for each, allowing for a maximum of 100 points. The winning entry will be featured as the "Final Boss". The participant will also receive some LBPC experience, as well as the ever-so-awesome, mad bragging rights! Oh yeah, you want that, don't you? Yes you do.



B. General Info:


The template to follow has been Published. (on the new PSN: LBPC_BossRush) Participants MUST follow it. Even if the template is on one layer, bosses may take three layers if the creator likes. The game doesn't allow players to modify the template completely since it's a captured object, but just draw your own over it. Please, I urge you... Keep it as close to the original as possible! Put the game in "Frontal View" while in Create to make it easier. If I see something's off with the size (ie. it's bigger), the entry will NOT be considered. It's the only way it can be fair for everyone. Now, here's the breakdown of the areas in the template:


Blue area: This is the area the fight(s?) will be happening in, otherwise known as the gameplay area. All the action happens here. Try to not let beams or bombs go outside of this area and into the Yellow ones.


Yellow area: The connecting bridges which link one room to the other. Checkpoints must be placed in this area.


Red area: These are the gates that open up when a boss is defeated, allowing progression to the next room. They may be gates, a door, or just a simple dissolve material block--that's all up to the Creator. Please, if the door is too high, allow something for players to climb onto or use a limited, but useful, jetpack. Otherwise people won't be able to proceed after the battle.


Additional areas: These are found below and above the Blue area. These are not accessible to the players and instead are used for Switches and/or contraptions used for the bosses. Please try to keep all of those things in here. If it's too large and you need more space, then go ahead and break the boundaries. It's better to keep it in there though, as it is all organized better then.


Participants may submit a maximum of three bosses. However, only one will be picked for judging. The creator will let me know which he/she would like to have judged, in that case.


C. Branching Levels:


Upon starting the challenge, players will have the ability to take two or three paths (all depending on the amount of submissions we get). The upper(path A), middle(path B), or lower(path C). After every few rooms (two or three), players will be able to select another path. At the end of each path will be a key which unlocks the appropriate "Branching Level". Players sticking to one same path throughout the whole play will be rewarded with additional score bubbles.

See below for a prototype diagram:

http://i42.tinypic.com/4tsrgz.jpg

D. Submission Rules:
Boss Submission starts on: February 21 (Saturday)
Boss Submission ends on: March 22 (Sunday)


You must make and publish a level containing these two things:

A regular-sized version of your object.
A prize bubble containing your object at the BEGINNING of your level.

Your level must be titled this: lbpcBR2
You must include your forum name in the description of the level.
Your object must be sharable. If it is not, it will not be considered.
You must send me a Private Message through the forums telling me you have sent your creation.
Your boss must have a name.
You may not submit a boss from a previous "Boss Rush!!"



E. Other Important Information: (thermometer, theme, questions, etc.)


I decided to make a whole separate account for BR this time around simply because I don't want people to give me any Hearts or whatever for it. The PSN in charge of hosting Boss Rush is "LBPC_BossRush". The levels from now on will be published there. ...Not to mention I don't want 9 Branching Levels on my account. d:

It is required that your creation takes up FOUR BLOCKS of the thermometer, at most. This is because Captured Objects take up more space than normal objects, meaning, if your boss takes up a block and a half, when I put it on the level, it might take up two blocks instead.

Your boss (in prize bubble form) may not contain any checkpoints. PLEASE. I will handle the checkpoints myself.

If a bug is found with your boss, you must fix it ASAP. This is because I will NOT accept any more submissions after the due date. BR1 was published about two weeks late because of this. Of course, they may be exceptions where the game simply decided to stop emitting a green key. Right, Ninja? So yes, test your boss over and over. Have your friends test it. Have your dog test it.

These are the themes you may follow when creating your boss:


Industrial/Mechanical (sub-themes: robots, mechs)
Feudal Japan (sub-themes: ninjas, samurais, japanese mythology)


So please, don't give us any taco-shooting burgers.


I'm glad to see a second BR is happening. I urge our creators from last time to give it another go! Everybody is welcome to participate. Any questions, please ask here for all to see. We can avoid repeated questions then as I may add a Q&A section later on. Lastly, if you're sure that you're going to participate, please let me know and I'll add you to the "Members who have registered" list. Now, get building and make good use of that thermometer space!!

...Fint?
Fint: Yeah, dood?
...Time to get to work.
Fint: Aye, aye, dood!!
2009-02-20 20:21:00

Author:
aer0blue
Posts: 1603


sounds great if you want any help just ask i can probably help out

bosses should be harder if there japanese because all japanese stuff is better than other countries e.g Ps3 is better than the Xbox360... idea for a boss could always be a xbox which you can kill in like one hit because thats how bad xboxs are one problem and your xbox is ruint
2009-02-20 20:50:00

Author:
Zommy
Posts: 1232


Yes, zommy makes a good point!
I'll most likely make a rubbish boss to enter, but it'll have all my heart and soul in it (not literally of course.....)
2009-02-20 22:21:00

Author:
Coxy224
Posts: 2645


Aww, ****, we have to conform to those rules. I hate to post it on the forums but my idea was:

Mother nature. The boss would have multiple parts such as death-rain, a sun that drops down which has rays of death, death-lightning, a death snow drift that pushes you towards a death tree-that's-now-on-fire-because-it-got-hit-by-death-lightning, and so forth.

But that doesn't seem to conform to the themes...
2009-02-20 22:39:00

Author:
dawesbr
Posts: 3280


Wow, that was fast. I didn't expect Boss Rush 2 so soon, but I suppose more time means better bosses.

A couple of points you should add though.

1) Don't resubmit bosses that were in Boss Rush 1.
2) Name your bosses.
2009-02-20 22:41:00

Author:
Gilgamesh
Posts: 2536


Aww, ****, we have to conform to those rules. I hate to post it on the forums but my idea was:

Mother nature. The boss would have multiple parts such as death-rain, a sun that drops down which has rays of death, death-lightning, a death snow drift that pushes you towards a death tree-that's-now-on-fire-because-it-got-hit-by-death-lightning, and so forth.

But that doesn't seem to conform to the themes...

i dont like your boss she sounds awfully dangerous with all those DEATH rain DEATH rays DEATH Lightning DEATH snow drift and the DEATH tree
all those DEATHS means MEEEEEP!
2009-02-20 22:46:00

Author:
Zommy
Posts: 1232


I made it deliberately death-y, else it would be...an inanimate object. Albeit with the forces of nature behind her. But yeah, Aer0, any chance I can still make him? Else I'll go all steampunk on yo', foo'.2009-02-20 22:49:00

Author:
dawesbr
Posts: 3280


I made it deliberately death-y, else it would be...an inanimate object. Albeit with the forces of nature behind her. But yeah, Aer0, any chance I can still make him? Else I'll go all steampunk on yo', foo'.


haha you could make a evil robot version so it could have a little story with it...
mother nature died so they built a robot to replace her BUT the robot turned evil and started killing everything in its path to world domination! xD
see im good at stories which end with world domination and the hero dieing
2009-02-20 23:13:00

Author:
Zommy
Posts: 1232


I was thinking someone had built a weather controlling machine. Or maybe it's an ancient japanese weapon?2009-02-20 23:17:00

Author:
dawesbr
Posts: 3280


Count me in. My current levle is broken and I am waiting in the hope that MM can fix it, so I'll have time to work on a boss. I got a good concept already.2009-02-20 23:25:00

Author:
Serpit
Posts: 68


Aww, ****, we have to conform to those rules. I hate to post it on the forums but my idea was:

Mother nature. The boss would have multiple parts such as death-rain, a sun that drops down which has rays of death, death-lightning, a death snow drift that pushes you towards a death tree-that's-now-on-fire-because-it-got-hit-by-death-lightning, and so forth.

But that doesn't seem to conform to the themes...

Sorry man, gotta do something within the theme. Otherwise, people would just deviate from it altogether. Still, hold that idea. Who knows what the future might bring.


Wow, that was fast. I didn't expect Boss Rush 2 so soon, but I suppose more time means better bosses.

A couple of points you should add though.

1) Don't resubmit bosses that were in Boss Rush 1.
2) Name your bosses.

Thanks, I'll add that up.


Yes, zommy makes a good point!
I'll most likely make a rubbish boss to enter, but it'll have all my heart and soul in it (not literally of course.....)

I'm not strict about quality or anything, but don't be making something really lame just to enter the contest. Remember it'll still take space from the thermometer. I'm sure you can think up of something cool you can make, though. :]
2009-02-21 01:08:00

Author:
aer0blue
Posts: 1603


I'm gonna be entering the contest. i just hope my boss will fit with the area space thingy.2009-02-21 01:53:00

Author:
superBlast
Posts: 267


Well, aer0, I am ready this time. I'll probably be sticking with the Industrial theme, since I'm not exactly a fan of Japanese mythology.

Of course, I got to get a new concept going. And school might get in the way but you'll see me pull something off.
2009-02-21 02:28:00

Author:
Astrosimi
Posts: 2046


I have updated the original thread with the following details:


Even if the template is on one layer, you can use all three for your boss.
You may not resubmit an old boss from previous challenges.
Name your boss.


Also, I have published the template. Please look for it under the "LBPC_BossRush" PSN.
2009-02-21 02:34:00

Author:
aer0blue
Posts: 1603


Ok ill enter the contest, but school might get in the way, i got a biology project and history research paper...so i might not finish.2009-02-21 03:47:00

Author:
King_Tubb
Posts: 435


wow i'm glad. my boss that i made fit the template almost perfectly but i modified to where it would fit. for a second i thought i would have to make a completely new boss. is it a bad thing if you almost completely finish a boss in a few hours? (except for a few bugs)2009-02-21 04:00:00

Author:
superBlast
Posts: 267


I'm sure you guys will have time to build something. A whole month 'till submissions end.

Serpit, what's your PSN?

superBlast, it's fine, as long as it follows the guidelines. Be sure to squish those bugs, though.
2009-02-21 04:01:00

Author:
aer0blue
Posts: 1603


hey i got another question. is it possible for a submission not win if it's too hard?2009-02-21 04:17:00

Author:
superBlast
Posts: 267


hey i got another question. is it possible for a submission not win if it's too hard?

Judging is never based off difficulty. However, if I find something -too- hard or unfair, I'll ask the creator to modify it somehow. Either that, or I will. We do want people to beat the thing. :]
2009-02-21 04:19:00

Author:
aer0blue
Posts: 1603


ok. i won't have to worry about it i finally beat my own creation. but if it turns out to be too hard (you can beat it at least) i think know how i can make it easier.2009-02-21 04:33:00

Author:
superBlast
Posts: 267


I'll see if I can make one this time around. No promises though.2009-02-21 04:40:00

Author:
Trap_T
Posts: 431


So steampunk it is then. Might not be able to work on it today, but I should have a couple hours to work in tomorrow 2009-02-21 09:03:00

Author:
dawesbr
Posts: 3280


**** wont be able to work on anything today my right eye is stinging like hell and i cant see much out of it guess ill have to put tonnes of hours in tommorow2009-02-21 10:08:00

Author:
Zommy
Posts: 1232


I'm sure you guys will have time to build something. A whole month 'till submissions end.

Serpit, what's your PSN?

superBlast, it's fine, as long as it follows the guidelines. Be sure to squish those bugs, though.

PSN is TheSerpit =)

Just A question about the theme though: Your opening post states that you MAY follow these themes - Is it really meant to be this way or should it say "must?" In other words, do all the bosses this time have to be Japanese mythology themed?
2009-02-21 11:54:00

Author:
Serpit
Posts: 68


That or Industrial. See my question from earlier.

I think its may as in these are the themes that we are allowed to follow, and those themes only.
2009-02-21 12:37:00

Author:
dawesbr
Posts: 3280


sign me in too2009-02-21 13:07:00

Author:
Vanemiera
Posts: 329


I'll be in this i'll have to look up Japanese mythology... i have no clue what it means.

I do have a question though, should we publish a locked level containing the boss, or should it be open? Because the object is sharable other's might steal it and say, "oooh I created this".

EDIT: AShould the bosses be shot with the paintinator, or just with brains. I don't know if paintinator could fit the theme.

Forumname: ThommyTheThird
PSN: ThommyTheThird
2009-02-21 13:58:00

Author:
ThommyTheThird
Posts: 440


Ooh! Just thought of something that could be a major issue.

Aer0blue, what DLC packs do you have? If we use some materials that you don't have you won't be able to copy it.
2009-02-21 15:02:00

Author:
ThommyTheThird
Posts: 440


That or Industrial. See my question from earlier.

I think its may as in these are the themes that we are allowed to follow, and those themes only.

Ah, thanks, didn't see your question =)

So, I got a pretty solid concept for the boss down by now. Just one more thing, to be sure: Is it allowed to have off-screen switchwork outside of the template in case there isn't enough space otherwise?
2009-02-21 20:49:00

Author:
Serpit
Posts: 68


I am, of course, entering this again. I'll produce a full 3 bosses. Shouldnt be hard. A mite bit annoying maybe, lol, but not hard.

Have they fixed the bloody capture bug yet?

Anyway, yeah, I'll put 3 of them out.

I actually already have one I want to use here, which was made for another level of mine, but that level didnt get any attention (my own fault). But the boss came out really well, so I'd like to see that part get some actual use.

The thing isnt QUITE ready (it needs material-changing a bit, to fit the mechanical theme, and it should actually explode or something when beaten, currently it just powers down and hangs there afterwards), but that'd take about 20 minutes to fix.

Im pretty sure this one isnt as horribly murderous as everything else I've previously made.
2009-02-21 21:21:00

Author:
Bridget
Posts: 334


Since I've already finished my boss, I guess you can count me in. Lol.

As far as I've seen, the capture bug is fixed now, so there should be no more problems like we had in Boss Rush 1.
2009-02-22 04:29:00

Author:
Gilgamesh
Posts: 2536


Whoa... Sorry for the late replies! Here I goes. ::Kicks back and lets the Prinny do the typing.::


So steampunk it is then. Might not be able to work on it today, but I should have a couple hours to work in tomorrow

Yessir, steampunk would work just fine. Actually, I'm very curious as to what you would create!


That or Industrial. See my question from earlier.

I think its may as in these are the themes that we are allowed to follow, and those themes only.

Yep. Any theme or sub-theme works just fine. Nothing other than those, though.


I'll be in this i'll have to look up Japanese mythology... i have no clue what it means.

I do have a question though, should we publish a locked level containing the boss, or should it be open? Because the object is sharable other's might steal it and say, "oooh I created this".

However you like. Just be sure you send LBPC_BossRush a key if it's locked. You have to add the account to your friend's list, by the way. Oh, and japanese mythology... Ummm... Take a look here (http://images.google.com.pr/images?hl=es&q=Japanese%20mythology&lr=&um=1&ie=UTF-8&sa=N&tab=wi) or here (http://www.pantheon.org/areas/mythology/asia/japanese/articles.html). :] You know... Japanese monsters & creatures!

EDIT: AShould the bosses be shot with the paintinator, or just with brains. I don't know if paintinator could fit the theme.

Forumname: ThommyTheThird
PSN: ThommyTheThird

The paintinator works just fine, so no worries. If you wanna do it all brains, making the players have to stomp them, then that's fine too!


Ooh! Just thought of something that could be a major issue.

Aer0blue, what DLC packs do you have? If we use some materials that you don't have you won't be able to copy it.

Very glad you brought that up--I hadn't thought of it. I have all the packs except the WipEout one, I think.


Have they fixed the bloody capture bug yet?

Anyway, yeah, I'll put 3 of them out.

. . .

Im pretty sure this one isnt as horribly murderous as everything else I've previously made.

Three?! Bonus awesomeness for you, then. :] And yeah, I'm pretty sure the capture bug is fixed. Someone correct me if I'm wrong.


Since I've already finished my boss, I guess you can count me in. Lol.

As far as I've seen, the capture bug is fixed now, so there should be no more problems like we had in Boss Rush 1.

...Would you like extra awesomeness points? Then... Make two more of 'em!



On a side note, I changed the original thread, where it talked about themes and sub themes. It now goes as follows:

* Industrial/Mechanical (sub-themes: robots, mechs)
* Feudal Japan (sub-themes: ninjas, samurais, japanese mythology)
2009-02-22 05:29:00

Author:
aer0blue
Posts: 1603


Based on all that with the themes there,

somebody needs to make a boss fight, where you fight a bazillion ninjas. (Somebody who isnt me, specifically).

I mean, just ONE ninja at a time, well, it's just not right. And not having ANY ninjas when there could indeed be ninjas, well, that's just totally wrong.


Or combine the two: A big mechanical monster that keeps cloning ninjas and shooting them at you.


On a side note, I dont need any more caffiene, I think.
2009-02-22 05:47:00

Author:
Bridget
Posts: 334


If there's still room, I'd like to reserve a spot in this contest. I was really interested in the original Boss Rush, but didn't have time to contribute. Now I do.
:]
2009-02-22 09:46:00

Author:
Morrinn3
Posts: 493


Based on all that with the themes there,

somebody needs to make a boss fight, where you fight a bazillion ninjas. (Somebody who isnt me, specifically).

I mean, just ONE ninja at a time, well, it's just not right. And not having ANY ninjas when there could indeed be ninjas, well, that's just totally wrong.


Or combine the two: A big mechanical monster that keeps cloning ninjas and shooting them at you.


On a side note, I dont need any more caffiene, I think.

That made me laugh, cheers Bridget

I am totally making a huge ninja fight where lots of ninjas all at once get spawned by ninja-spwaning ninjas! YAY NINJA'S!
2009-02-22 16:51:00

Author:
Coxy224
Posts: 2645


Pff, making a spider-like thing is hard.. It keeps falling trough it's legs.. I've tried everything and i can't make it work.. There goes another one of my ideas Wanted a spider that crawls on the ceiling, and in mid-fights drops down and starts unleashing even more attacks...

Sorry aer0, but i hate these themes XD Ah well, loads of time to think of something good...
2009-02-22 17:10:00

Author:
ThommyTheThird
Posts: 440


If there's still room, I'd like to reserve a spot in this contest. I was really interested in the original Boss Rush, but didn't have time to contribute. Now I do.
:]

There are no sports to seserve, really. Either you participate or you don't. Glad to see you are, though. :]


Sorry aer0, but i hate these themes XD Ah well, loads of time to think of something good...

Just take a look at BR1 for the mechanical/industrial theme. Good examples there.
2009-02-22 18:06:00

Author:
aer0blue
Posts: 1603


We can change the template right? We can change the dark matter into some other material, right?2009-02-22 18:26:00

Author:
ThommyTheThird
Posts: 440


Alright, how do you make a certain part of metal fall of after let's say 10 shots.

I know you have to hook up a paint switch set to "REquired shots: 10" and then hook it to a creature brain. But that's where i get lost. What settings does the brain need? If anyone knows what i'm talking about, and could help me out. It would be well appreciated.

Also, how can you make only the outer ring of a contraption be destroyed. If you have some sort of bolt, rod, string attached to it, it sees the entire object as 1 creature, thus destroying it all at once.
2009-02-22 18:44:00

Author:
ThommyTheThird
Posts: 440


Ok, won't participate myself, but... could someone this time make a boss that ISN'T just a shump one? :/ I know it is easier to make a paintinator boss, but... I don't know, I just would like for at least one of the bosses to revolve around the platforming that LBP is instead of shooting... plus it's Feudal Japan, so yeah... please, somebody?!2009-02-22 18:49:00

Author:
RockSauron
Posts: 10882


Alright, how do you make a certain part of metal fall of after let's say 10 shots.

I know you have to hook up a paint switch set to "REquired shots: 10" and then hook it to a creature brain. But that's where i get lost. What settings does the brain need? If anyone knows what i'm talking about, and could help me out. It would be well appreciated.

The brain needs no change at all. You just have to set the trigger to "one shot".


Also, how can you make only the outer ring of a contraption be destroyed. If you have some sort of bolt, rod, string attached to it, it sees the entire object as 1 creature, thus destroying it all at once.

You can circumvent that by connecting it to a small piece of dark matter which you hide to give the illusion that it's still part of it.
2009-02-22 18:51:00

Author:
Vanemiera
Posts: 329


Alright, i'll see if i can hide that then.. I'll figure it out i guess.. Thanks

The reason most people make paintinator bosses, is because platforming bosses a la Shadow of the colossus are really hard to make.. And even harder to make one that isn't lame.
2009-02-22 19:21:00

Author:
ThommyTheThird
Posts: 440


Ok, won't participate myself, but... could someone this time make a boss that ISN'T just a shump one? :/ I know it is easier to make a paintinator boss, but... I don't know, I just would like for at least one of the bosses to revolve around the platforming that LBP is instead of shooting... plus it's Feudal Japan, so yeah... please, somebody?!

my boss doesn't have the paintinater in it. (mainly because i don't have it)
2009-02-22 19:27:00

Author:
superBlast
Posts: 267


Well I might as well outline my boss:

Giant boiler. Flames inside, pipes around the edge, steam leaks. 3 weapons - Giant Hammer that crushes you, Steam Jet that fires invisible fire are you, and a scoop that pulls you into the boiler area.

Hopefully, I'm going to have it that the head of the creature falls off and then extends some cogs to make a mini-boss. Haven't decided on weapons though.

I'm not going to use the paintinator, so I'll have to use a grab switch behind the door. I'm going to have some things like - brain on hammer, Cogs inside the boiler that you can use to escape but you have to hit brains on the way, brains on the cog spokes on the head mini-boss.

It all takes place on three layers, one weapon on each layer, which may cause a problem
2009-02-22 21:00:00

Author:
dawesbr
Posts: 3280


thanks bridget you gave me a idea aswell, instead of ninjas... NINJA PIRATES!!!
except they have guns so it might be impossible...
2009-02-22 21:15:00

Author:
Zommy
Posts: 1232


Ok, won't participate myself, but... could someone this time make a boss that ISN'T just a shump one? :/ I know it is easier to make a paintinator boss, but... I don't know, I just would like for at least one of the bosses to revolve around the platforming that LBP is instead of shooting... plus it's Feudal Japan, so yeah... please, somebody?!

You know, I really feel with you - I found it a bit disappointing that the first Boss Rush had only paintinator bosses. However, i'm gonna make one nonetheless - In my first level and my current project, the bosses are beaten strictly without a paintinator, but this time I wanted to try a paintinator boss for once ^^
2009-02-22 22:54:00

Author:
Serpit
Posts: 68


That's two bosses for me. Unless I can figure out something to do with Japanese mythology that doesn't involve the paintinator, you'll be spared from getting a third mechanical, paintinator-driven boss from me. 2009-02-23 00:12:00

Author:
Gilgamesh
Posts: 2536


We can change the template right? We can change the dark matter into some other material, right?

Of course. The idea is for creators to make a replica of it. I'm not sure if the one collected as a prize can be edited.


my boss doesn't have the paintinater in it. (mainly because i don't have it)

Better figure out how you're gonna prevent players from running back and getting a Paintinator, then.
2009-02-23 02:44:00

Author:
aer0blue
Posts: 1603


crap! uh i'm gonna fix it. i didn't think of that

fixed it. i don't people cheating on my boss. then again they would know where to aim
2009-02-23 03:55:00

Author:
superBlast
Posts: 267


Ok, won't participate myself, but... could someone this time make a boss that ISN'T just a shump one? :/ I know it is easier to make a paintinator boss, but... I don't know, I just would like for at least one of the bosses to revolve around the platforming that LBP is instead of shooting... plus it's Feudal Japan, so yeah... please, somebody?!


I only made mine in the first one require the paintinator, just to be a change from my previous boss (which diidnt use it).

One of my three this time will still use it (cause that one's already done, and was done quite awhile ago), but I intend on having the other two not need it.


Whatever I make will still likely end up being brutally hard though, haha.
2009-02-23 04:42:00

Author:
Bridget
Posts: 334


Uw, i forgot to ask. is it also possible to place the spawn points in the middle of the boss screen?2009-02-23 15:12:00

Author:
Vanemiera
Posts: 329


Uw, i forgot to ask. is it also possible to place the spawn points in the middle of the boss screen?

Well, the Yellow Zone is the designated area for checkpoints (it's an area that is meant to be safe to respawn from between two bosses), and the rules also state we should not place checkpoints ourselves (aer0blue will handle it).

I hear there were problems with checkpoints in the previous Boss Rush, which is why we're not allowed to place them ourselves anymore.

I also don't know why you would need to have a checkpoint in the middle of the boss arena specifically. I'm sure you can do without.
2009-02-23 15:24:00

Author:
Gilgamesh
Posts: 2536


The boss conzept makes it necessary that both sides are closed... permanently(well, the right side opens after you have defeated the boss). I wouldn't place the spawn points myself, but they have to be in the middle. I personally see no reason why this can't be possible.2009-02-23 15:44:00

Author:
Vanemiera
Posts: 329


So... does this need to be a "stand-alone" boss. By that I mean... If I have a boss in a level I'm currently getting ready to publish, can I re-use it in this contest?

Thanks
2009-02-23 15:54:00

Author:
v0rtex
Posts: 1878


The boss conzept makes it necessary that both sides are closed... permanently(well, the right side opens after you have defeated the boss). I wouldn't place the spawn points myself, but they have to be in the middle. I personally see no reason why this can't be possible.

I suppose if there's no way to adapt the boss design to allow players to enter from the left, you'll have to talk it over with aer0blue. It's not so much about being possible or not, more about whether aer0 will allow it or not since it's a bit outside of the guidelines for the contest. I see no problems with having a boss with checkpoints in the middle myself, as long as he doesn't attack/kill players that are at the checkpoint.
2009-02-23 15:57:00

Author:
Gilgamesh
Posts: 2536


So... does this need to be a "stand-alone" boss. By that I mean... If I have a boss in a level I'm currently getting ready to publish, can I re-use it in this contest?

Thanks

If it fits into the template, why not?


I suppose if there's no way to adapt the boss design to allow players to enter from the left, you'll have to talk it over with aer0blue. It's not so much about being possible or not, more about whether aer0 will allow it or not since it's a bit outside of the guidelines for the contest. I see no problems with having a boss with checkpoints in the middle myself, as long as he doesn't attack/kill players that are at the checkpoint.

Naw, it goes like follows:
Left door open, right door closed. The player enters and activates the checkpoints(on a safe spott!). Now, when all players are inside the boss screen, the left door closes. When the boss is defeated the right door opens and the players can progress. Much like my Tom S. Boss. That should fit into the rest though...
2009-02-23 16:04:00

Author:
Vanemiera
Posts: 329


I'd like to get in on this one, so go ahead and register me up.

Regarding the room layouts, I need some clarification. If you can submit up to 3 bosses, one in each room, then I presume that means that cumulatively, your bosses can only take up 4 bars?

thx.
2009-02-23 16:33:00

Author:
Thegide
Posts: 1465


I'd like to get in on this one, so go ahead and register me up.

Regarding the room layouts, I need some clarification. If you can submit up to 3 bosses, one in each room, then I presume that means that cumulatively, your bosses can only take up 4 bars?

thx.

Submitting 3 bosses is just submitting 3 different entries. Each boss can take up to 4 bars each.
2009-02-23 16:46:00

Author:
Gilgamesh
Posts: 2536


Oh ok, well that's good.

I guess I'm still confused to the whole multipath thing then. I don't understand the layout diagram given that 4 bosses x 4 bars = full level.

Can someone explain to my brain?
2009-02-23 19:10:00

Author:
Thegide
Posts: 1465


I believe every branch is a different level. But i'm not too sure. You can not have 16 x 4 thermo bars I believe the max is 15. Might be 16, which would indeed allow 4 bosses.2009-02-23 19:15:00

Author:
ThommyTheThird
Posts: 440


I believe every branch is a different level. But i'm not too sure. You can not have 16 x 4 thermo bars I believe the max is 15. Might be 16, which would indeed allow 4 bosses.

well some of the bosses might not be 4 bars. there could be bosses that only take up 2 or 3. so if he chooses some bosses that uses less then 4 bars then he'll be able to fit in more then 4 bosses, right?
2009-02-23 21:29:00

Author:
superBlast
Posts: 267


Wwaaaahhh!!

My guy fell apart! Collapsed before my eyes!

I guess I have to start afresh. I'll change my idea. I can rebuild him - but make him faster. Better. Stronger.

Er, yeah. All his parts fell apart when I loaded the level. I think I may scrap him though, and make a one-layer boss.
2009-02-23 21:33:00

Author:
dawesbr
Posts: 3280


Well, I was thinking today... I guess I'd try to make one, but can't promise much. However, ONE condition: is this Feudal Japan based? Because I was thinking that, since this is based on events that actually happened, I'd make this giant enemy crab that you have to attack the weakpoint of for massive damage.

... And yes, I am serious. XD I have a battle layout, just hope it fits in four blocks... but yeah... I CAN make a giant enemy crab joke boss, right?
2009-02-23 21:36:00

Author:
RockSauron
Posts: 10882


I believe every branch is a different level. But i'm not too sure. You can not have 16 x 4 thermo bars I believe the max is 15. Might be 16, which would indeed allow 4 bosses.

Naw, it's not that simple. For example. I placed my boss three time in a level. The first one took 3,4 bars. The second added just 1 and the third one added 2.

The thermometer stays an unsolved mistery...
2009-02-23 21:37:00

Author:
Vanemiera
Posts: 329


Ok now that makes more sense then.

I just came up with my totally sweet boss idea, which will involve a play on my spider walker. You've been warned, extreme awesomeness alert!
2009-02-23 22:19:00

Author:
Thegide
Posts: 1465


Uw, i forgot to ask. is it also possible to place the spawn points in the middle of the boss screen?

I had problems with spawn points on BR1. I want to add a feature to BR2 that wasn't in the first, and for that, I need creators to NOT place any checkpoints. I'm not that strict regarding rules, but two entries on BR1 didn't make it in due to not following the rules.


So... does this need to be a "stand-alone" boss. By that I mean... If I have a boss in a level I'm currently getting ready to publish, can I re-use it in this contest?

Thanks

Well, the purpose of this contest is to motivate creators into making new bosses. Not saying an old boss from one of your levels isn't allowed, but I would rather have original stuff for players to see. But that's just me. You won't get penalized when judging either, if you still decide to do it Just make sure it falls within all the guidelines (and the template!). :]


Submitting 3 bosses is just submitting 3 different entries. Each boss can take up to 4 bars each.

Thanks, Gilg.


Well, I was thinking today... I guess I'd try to make one, but can't promise much. However, ONE condition: is this Feudal Japan based? Because I was thinking that, since this is based on events that actually happened, I'd make this giant enemy crab that you have to attack the weakpoint of for massive damage.

... And yes, I am serious. XD I have a battle layout, just hope it fits in four blocks... but yeah... I CAN make a giant enemy crab joke boss, right?

...How is that related to Japanese mythology or feudal japan?! Did I miss something here? ... Make a robo-crab. NOW we're talkin'.


EDIT: Anyway, don't worry over the layout so much, guys. Basically, 4 bosses per level or so. 2 bosses per branching path within the level. The end of each branching path unlocks a key to a different level. That make more sense? No? Then just wait, you'll see.

2009-02-23 22:22:00

Author:
aer0blue
Posts: 1603


...How is that related to Japanese mythology or feudal japan?! Did I miss something here? ... Make a robo-crab. NOW we're talkin'.

I guess you did miss something there :/. It was a joke related to Sony's 2006 E3 contest for that Japanese game.

IH2w2l1JTs4

about 1:08 :/

So yeah, it was a joke. also, it was me actually being serious about making the crab boss. Seeing as how there were actual giant crabs in feudal japan, I was thinking about making a giant enemy crab battle.

... Yeah. i'm done now :/.
2009-02-23 22:40:00

Author:
RockSauron
Posts: 10882


Man, that presentation was such a disaster...2009-02-23 22:59:00

Author:
Morrinn3
Posts: 493


... And yes, I am serious. XD I have a battle layout, just hope it fits in four blocks... but yeah... I CAN make a giant enemy crab joke boss, right?

Oh, yes, you may


Anyways, I've got an awesome idea. Can we use both themes in one battle?
2009-02-24 00:06:00

Author:
Astrosimi
Posts: 2046


Well, I've gotten my inspiration and started work on a third boss.

You can all expect to be fighting at least one full-fledged samurai/ronin during the boss rush. Expect to have a really tough time reaching that Creature Brain.
2009-02-24 20:15:00

Author:
Gilgamesh
Posts: 2536


Question:

When designing the area are we supposed to leave the dark matter surrounding the blue area as dark matter (and place our own floor in the blue area) or can we change the dark matter to a floor material of our choice?
2009-02-25 02:04:00

Author:
dcf
Posts: 468


I loved the idea of the first Boss Rush, but I was so wrapped up in one of my levels that I didn't try and enter. I might have to try and put something together for this one...2009-02-25 02:53:00

Author:
mrsupercomputer
Posts: 1335


Ha, i just read a post about combining the themes. ?nd that gave me inspiration I'll see if i can make a samurai, hidden in a mech. I know it sounds cheesy, but first you can shoot off his armor, and then the actual samurai comes out, and you'll have to fight it. It's a lot less cheesy in my head I'll just have to try to get it done, and see if it remains cheesy.. 2009-02-25 16:16:00

Author:
ThommyTheThird
Posts: 440


Ha, i just read a post about combining the themes. ?nd that gave me inspiration I'll see if i can make a samurai, hidden in a mech. I know it sounds cheesy, but first you can shoot off his armor, and then the actual samurai comes out, and you'll have to fight it. It's a lot less cheesy in my head I'll just have to try to get it done, and see if it remains cheesy..

Combining mechs with samurai? That just makes me think of one thing...

YouTube - SuperHuman Samurai Syber Squad Intro



Hope this gives some inspiration to someone at least... lol!
2009-02-25 16:22:00

Author:
Gilgamesh
Posts: 2536


Now that's what i call randomness :O I did not see any samurai influence in that at all. I just think it's a lame version of the Power Rangers! XD Power rangers was cool though.2009-02-25 16:40:00

Author:
ThommyTheThird
Posts: 440


Now that's what i call randomness :O I did not see any samurai influence in that at all. I just think it's a lame version of the Power Rangers! XD Power rangers was cool though.

Hey, if someone makes a transforming Samurai Zord for this contest, he gets my vote.

Not that my vote counts for anything, but you get the picture.
2009-02-25 17:26:00

Author:
Gilgamesh
Posts: 2536


Im struggling right now trying to scrap together a new boss because my first one didnt work out so good.

it was suppose to a mech-turtle thing because....i like turtles

So...now i gotta start with a new idea...which cost my several days of potential work time...if this boss fails i might have to drop out, but for now im in.

Plus trying to remake the template into three layers is a pain because the template doesnt fit on the grid system

Is it possible for you to make either a template on a grid system, or a three layer template? please?
2009-02-25 21:30:00

Author:
King_Tubb
Posts: 435


could you make a robot ninja? like a ninja that shoots missiles out his chest and disappears in a bunch of smoke and all that good stuff? like electrified shuriken and a flaming katana?

no wait make a gatling gun that fires electric shuriken and 2 flaming swords! i could probley keep this up all day.
2009-02-25 21:30:00

Author:
superBlast
Posts: 267


Im struggling right now trying to scrap together a new boss because my first one didnt work out so good.

it was suppose to a mech-turtle thing because....i like turtles

So...now i gotta start with a new idea...which cost my several days of potential work time...if this boss fails i might have to drop out, but for now im in.

Plus trying to remake the template into three layers is a pain because the template doesnt fit on the grid system

Is it possible for you to make either a template on a grid system, or a three layer template? please?

I think the template is supposed to give you a rough impression what dimensions your boss should have. I myself made a boss that doesn't fit at all but it's actually smaller and it seems to be okay to aer0blue. Correct me if i'm wrong...
2009-02-25 21:52:00

Author:
Vanemiera
Posts: 329


Anyways, I've got an awesome idea. Can we use both themes in one battle?

Of course!


Question:

When designing the area are we supposed to leave the dark matter surrounding the blue area as dark matter (and place our own floor in the blue area) or can we change the dark matter to a floor material of our choice?

You're supposed to recreate the template, actually. This is because collected objects cannot be edited. So keep it as close to the original as possible, please.


Is it possible for you to make either a template on a grid system, or a three layer template? please?

Contestants have already submitted bosses with the current template. Making a new one based on the grid might add a bit of space, thus not making it fair for them. You don't have to be 100% exact when recreating it...I'm not that strict. As close to the original as possible. Gotta keep things fair.
2009-02-26 02:58:00

Author:
aer0blue
Posts: 1603


[...]You're supposed to recreate the template, actually. This is because collected objects cannot be edited. So keep it as close to the original as possible, please.[...]

Y'know, I think maybe you could remake the template level. Unglue everything that is glued together and capture the entire thing to give in the prize bubble? Just a thought.
2009-02-26 12:01:00

Author:
Gilgamesh
Posts: 2536


What do you think of a boss attack that, instead of killing sackboy, temporarily freezes him in place? (This would just be one attack that only occurred occasionally, I wouldn't have it happen constantly.)

Basically I'm thinking of sending out a projectile and if it hits sackboy have it activate a magic mouth with a cut scene so sackboy needs to hit 'circle' before he can move again. The magic mouth would say something like "psychic hold: press O to escape"

If you think back to some of the arcade games, when you would get "held" and need to break the hold by rapidly pressing a button or jiggling the joystick back and forth, that's the idea I'm going for. I can even make it so you need to hit O many (up to 8) times to escape.

I think if done correctly, it could be good, but people's knee jerk reaction might be that it's "cheap' (not recognizing that if it had been a plasma ball they would already be dead with no chance to save themselves).
2009-02-26 14:32:00

Author:
dcf
Posts: 468


What do you think of a boss attack that, instead of killing sackboy, temporarily freezes him in place? (This would just be one attack that only occurred occasionally, I wouldn't have it happen constantly.)

Basically I'm thinking of sending out a projectile and if it hits sackboy have it activate a magic mouth with a cut scene so sackboy needs to hit 'circle' before he can move again. The magic mouth would say something like "psychic hold: press O to escape"

If you think back to some of the arcade games, when you would get "held" and need to break the hold by rapidly pressing a button or jiggling the joystick back and forth, that's the idea I'm going for. I can even make it so you need to hit O many (up to 8) times to escape.

I think if done correctly, it could be good, but people's knee jerk reaction might be that it's "cheap' (not recognizing that if it had been a plasma ball they would already be dead with no chance to save themselves).

That's a pretty ingenious use of the Magic Mouth... but I get the feeling it might get annoying (then again, those kinds of "freeze" attacks are ALWAYS annoying lol). I guess it could work, but the constant speech bubble sounds might get a bit irritating, I don't know if they can be turned completely off somehow.

Also, I've noticed that MM have fixed the bug where the cutscene camera caused Sackboy to stop grabbing. They might have made it so he can now move freely while in cutscene...
2009-02-26 14:46:00

Author:
Gilgamesh
Posts: 2536


That's a pretty ingenious use of the Magic Mouth... but I get the feeling it might get annoying (then again, those kinds of "freeze" attacks are ALWAYS annoying lol). I guess it could work, but the constant speech bubble sounds might get a bit irritating, I don't know if they can be turned completely off somehow.

Also, I've noticed that MM have fixed the bug where the cutscene camera caused Sackboy to stop grabbing. They might have made it so he can now move freely while in cutscene...

You can silence the magic mouth but no, Sackboy cannot move while in a magic mouth cutscene.

It's just an idea I had and I'm still not sure if it's a good one yet. Like most things it would probably come down to execution if I decide to try it out.

There's a lot of fun game mechanic stuff you can do to intentionally mess with sackboy. For example, try throwing an emitted jetpack that will disappear in a moment at sackboy to disarm him of the paintinator

I'm thinking of these things in case I go the Feudal Japan route and make a "frail old ki master" as a boss who uses a lot of weird tricks instead of just straight up killing attacks.
2009-02-26 14:51:00

Author:
dcf
Posts: 468


If you're going to use the magic mouth thing, you must make sure that it's an emitted object. If you'll try to achieve this by rapidly moving a piston with a magic mouth on it towards the player, they will not automatically get the cutscene since they have already read that message.2009-02-26 15:17:00

Author:
ThommyTheThird
Posts: 440


So, yeah... just checking: Is a Giant Enemy Crab boss ok? <_<2009-02-26 16:54:00

Author:
RockSauron
Posts: 10882


So, yeah... just checking: Is a Giant Enemy Crab boss ok? <_<

As long as it's mechanical... or japanese... or both. If all else fails, just put a Ninja rider on its back.
2009-02-26 17:00:00

Author:
Gilgamesh
Posts: 2536


If you're going to use the magic mouth thing, you must make sure that it's an emitted object. If you'll try to achieve this by rapidly moving a piston with a magic mouth on it towards the player, they will not automatically get the cutscene since they have already read that message.

Yep That's the way to do it.
2009-02-26 17:00:00

Author:
dcf
Posts: 468


As long as it's mechanical... or japanese... or both. If all else fails, just put a Ninja rider on its back.

But I'm only gonna do it as a joke boss if I can. >_> I would want it to announce GIANT ENEMY CRAB in the magic mouth before the battle.

I would do it to make fun of that presentation- I won't bother if I have to change it to make it "fit", so just checking .
2009-02-26 17:07:00

Author:
RockSauron
Posts: 10882


"So, this Boss Rush is based off of actual Japanese Historical Battles. You've seen the ninjas, and now we have the true Giant Enemy Crab battle. And, you see here, we've made it realistic, you have to attack its weak-spot. And this is one of the really big things we've brought in. Here, you just press O, and, dynamic weapon change. That's right, O drops the paintinator. Giant Enemy Crab."

Right, I've got a new idea, but no time
2009-02-26 20:35:00

Author:
dawesbr
Posts: 3280


What do you think of a boss attack that, instead of killing sackboy, temporarily freezes him in place? (This would just be one attack that only occurred occasionally, I wouldn't have it happen constantly.)

Basically I'm thinking of sending out a projectile and if it hits sackboy have it activate a magic mouth with a cut scene so sackboy needs to hit 'circle' before he can move again. The magic mouth would say something like "psychic hold: press O to escape"

If you think back to some of the arcade games, when you would get "held" and need to break the hold by rapidly pressing a button or jiggling the joystick back and forth, that's the idea I'm going for. I can even make it so you need to hit O many (up to 8) times to escape.

I think if done correctly, it could be good, but people's knee jerk reaction might be that it's "cheap' (not recognizing that if it had been a plasma ball they would already be dead with no chance to save themselves).

i'd say thats a good idea. but deon't make it 8 times. maybe 4.
2009-02-26 21:20:00

Author:
superBlast
Posts: 267


Y'know, I think maybe you could remake the template level. Unglue everything that is glued together and capture the entire thing to give in the prize bubble? Just a thought.

Hmmm... What difference would this make? Explain to me again, sorry. >_< Didn't quite get it.

...Dood.


As long as it's mechanical... or japanese... or both. If all else fails, just put a Ninja rider on its back.

Bingo.


But I'm only gonna do it as a joke boss if I can. >_> I would want it to announce GIANT ENEMY CRAB in the magic mouth before the battle.

I would do it to make fun of that presentation- I won't bother if I have to change it to make it "fit", so just checking .

I would like for the bosses to fall within the themes provided. Otherwise, everyone would've just created their own thing, regardless of themes.
2009-02-26 22:36:00

Author:
aer0blue
Posts: 1603


i'd say thats a good idea. but deon't make it 8 times. maybe 4.

Yeah, 8 is just the maximum. It can be anywhere from 1 to 8 based on the current idiosyncrasies of the magic mouth tool.


Hmmm... What difference would this make? Explain to me again, sorry. >_< Didn't quite get it.

Instead of capturing it as an object, just make the item and publish the level. Set the level to copyable. Then people can just copy the level and build away instead of needing to recreate the template.

Also, did I mess something up or does the original object not fall on grid lines? I haven't had a chance to play with it for more than a minute or so. When I did, I found that the dark matter wasn't lining up with the big grid. It could have been my fault as I have nudged it by accident. I just haven't had a chance to go back and check it out again.
2009-02-26 22:40:00

Author:
dcf
Posts: 468


I've got two bosses of my own both ready to go for this; both dont take up much space on the thermometer but both are more complex than the one I'd done for the previous Boss Rush.


One uses the Paintinator, the other, ah, I think I've come up with a rather creative way of dealing with that one.

Both of them, of course, shoot lots of crap at you.


Theoretically they're not as difficult as the previous one was. After seeing so many "3rd boss is insane!" comments on the in-game comments page for the previous BR, I figured I'd tone it down..... a little. They'll still be pretty nasty. Wouldnt have it any other way, nope.


EDIT: It's a good thing that the capture bug is apparantly fixed this time around. For the 2nd one in particular, I would NOT wanna have to tether all that crap or deal with switch refixing; blasted thing is already a horrible tangle of green switch wires as it is.
2009-02-26 23:21:00

Author:
Bridget
Posts: 334


The original object WAS made with the grid on. The level is set to Copyable, too. Was since day 1, actually. I should've mentioned that. Sorry, guys!2009-02-26 23:25:00

Author:
aer0blue
Posts: 1603


The original object WAS made with the grid on. The level is set to Copyable, too. Was since day 1, actually. I should've mentioned that. Sorry, guys!

Okay, then I probably nudged it.

I noticed that the level was copyable, but the object in the level was a captured object. If you just make the room without capturing it and publish that, then people will be able to play with it however they want and not need to remake the room.
2009-02-26 23:47:00

Author:
dcf
Posts: 468


Hmmm... What difference would this make? Explain to me again, sorry. >_< Didn't quite get it.

...Dood.

We can't unglue anything in the template, it just deletes the whole thing. So we can't make the template multi-layer without remaking it completely.
2009-02-27 00:07:00

Author:
Gilgamesh
Posts: 2536


We can't unglue anything in the template, it just deletes the whole thing. So we can't make the template multi-layer without remaking it completely.

i did. i just used the object template and i made three of them and glued them together. then when i hit play the yellow blocks and the blue wall just fell off. so i was able to make my boss with multiple layers. i could even move all the pieces around if i wanted to. but i wish i knew i could change the dark matter blocks to something else then i would have.
2009-02-27 00:46:00

Author:
superBlast
Posts: 267


I just double checked and there is definitely something fishy going on. The template does not fit to the grid. I went back and recopied the level and checked with game view turned off.

My guess is that it was probably highlighted at some point and bumped one bigger, so none of the sections are actually grid matched.
2009-02-27 15:54:00

Author:
dcf
Posts: 468


I can say from experience that the template does not fit the grid 100%. Also, because it is made of Dark Matter it's hard to tell where the edges are because the game rounds everything out.2009-02-27 16:17:00

Author:
Gilgamesh
Posts: 2536


I'll upload a new template then during the weekend, if possible. It will be made to fit the grid. In addition, nothing will be glued together. I'll use stickers to identify the colored areas. The differences between this new one and the old one shouldn't be that big at all.

Feel free to use either this new one or the old one for your submissions.
No, I still haven't uploaded it. I will in a day or two when I get the chance. I'm usually very busy in the weekends.
2009-02-27 20:32:00

Author:
aer0blue
Posts: 1603


Why don't you make a list of all possible materials they can use? Because one more material actually makes quite a difference.2009-02-28 02:12:00

Author:
dkjestrup
Posts: 672


Why don't you make a list of all possible materials they can use? Because one more material actually makes quite a difference.

I'm not sure I understand what you mean. Material for what? The template? The template only needs to be recreated in size and shape, not in color or material. Contestants can use any material they like.

Sorry if I misunderstood.
2009-02-28 03:21:00

Author:
aer0blue
Posts: 1603


I'm not sure I understand what you mean. Material for what? The template? The template only needs to be recreated in size and shape, not in color or material. Contestants can use any material they like.

Sorry if I misunderstood.

The biggest thermometer drain is material skins. Each different material used in the level takes up 1/3rd of a bar. The more overlap between materials the more bosses you will be able to fit.
2009-02-28 03:32:00

Author:
dcf
Posts: 468


I have to say I agree with that idea.

It's definitely a good idea to limit the total number of different materials that show up here. And considering these are themed bosses, that shouldnt be too hard.

Though, they need to be limited in such a way that it wont affect construction; example, one of mine is made of cardboard, and needs to be made of cardboard; changing it to a type of sponge or something would not work.

But if we end up with, say, 15 different brands of sponge in one stage, well, that's a buncha blocks that coulda gone towards more actual construction.
2009-02-28 09:16:00

Author:
Bridget
Posts: 334


Is there still a free spot? If so, I'd like to join in the fun. 2009-02-28 12:52:00

Author:
AwesomePossum
Posts: 446


Feel free to enter, AwesomePossum.

Well, regarding the materials, I would say it's a little late for that. There are already a few entries in. Still, it's something to consider for the next installment (if there is one). Good thinking, really.
2009-02-28 13:01:00

Author:
aer0blue
Posts: 1603


Heh, not even halfway through and we already got quite a few entries. Super cool. I'll be starting on my own bosses soon. :]

Oh, and I'd like to apologize for the lack of news updates and the likes. Real life has been extremely busy. I've been trying to squeeze in a bit of SF4 and KZ2 whenever I can...but even then...there's just so much to do...

Oh well. Onwards!

EDIT: I just have to add this... Gilg's third entry is pretty darn cool. Oh, and no, I'm not one of the judges.

2009-03-02 19:56:00

Author:
aer0blue
Posts: 1603


Heh, not even halfway through and we already got quite a few entries. Super cool. I'll be starting on my own bosses soon. :]

Oh, and I'd like to apologize for the lack of news updates and the likes. Real life has been extremely busy. I've been trying to squeeze in a bit of SF4 and KZ2 whenever I can...but even then...there's just so much to do...

Oh well. Onwards!

EDIT: I just have to add this... Gilg's third entry is pretty darn cool. Oh, and no, I'm not one of the judges.



Ha. I just didn't want to be remembered for just making annoying paintinator robots.

I'm hoping Boss Rush 2 gets at least 30 bosses. Seems like a good number to even things out. Have you gotten many entries in the second theme yet? Wouldn't want to be the only one.
2009-03-03 14:14:00

Author:
Gilgamesh
Posts: 2536


Gilg, may i ask how you made a boss without the paintinator? Because all i could think of is either brain-bursting, which could be really lame if not implemented well, or something with grab switches... But it can't be a turret, since it would just be a immobile paintinator. I'd love to make one without using the paintinator, but i'm afraid i'll mess it up, and it will be a lame boss.

I do have a pretty good idea for a boss now though, (With paintinator )
2009-03-03 14:23:00

Author:
ThommyTheThird
Posts: 440


Gilg, may i ask how you made a boss without the paintinator? Because all i could think of is either brain-bursting, which could be really lame if not implemented well, or something with grab switches... But it can't be a turret, since it would just be a immobile paintinator. I'd love to make one without using the paintinator, but i'm afraid i'll mess it up, and it will be a lame boss.

I do have a pretty good idea for a boss now though, (With paintinator )

Short version : I use well-protected, short-lived brains to pop.

It's a bit trickier making a boss without the paintinator. The major thing to remember when using a brain or multiple brains is to not just let them hang out there. They have to be available for popping for a limited time, either by putting a cover over them which opens up only once in a while, or by putting them on an inconvenient place that moves out of reach periodically.
2009-03-03 14:38:00

Author:
Gilgamesh
Posts: 2536


But, do you have to pop the brains yourself? Or shoot them with a paintinator? The problem i mentioned was that if you have to pop the brain yourself (by walking into it) you will have those (mostly lame) shadow of the colossus bosses, where you walk up to the monster's arm, then walk into his stomach, do a little platform thingy, and pop some brains along the way. And that's what i don't want.

So, do you shoot the brains, or do you have the brains hidden like Dorien's Danmaku Rave's boss? (You've probably played that one)
2009-03-03 15:04:00

Author:
ThommyTheThird
Posts: 440


But, do you have to pop the brains yourself? Or shoot them with a paintinator? The problem i mentioned was that if you have to pop the brain yourself (by walking into it) you will have those (mostly lame) shadow of the colossus bosses, where you walk up to the monster's arm, then walk into his stomach, do a little platform thingy, and pop some brains along the way. And that's what i don't want.

So, do you shoot the brains, or do you have the brains hidden like Dorien's Danmaku Rave's boss? (You've probably played that one)

If you can hit the brains by walking into them you're doing it wrong The challenge is avoiding the bosses attacks and getting to the brain. 'Living levels' where it's basically a normal stage with a brain every once and a while and when you get the last one the whole area disappears are a different thing altogether. Those aren't very challenging and don't make good boss fights. It's not difficult to make good boss fights that involve brain popping that don't use the paintinator. In fact, in some ways it is easier to make a good boss fight without the paintinator. Too many paintinator fights are just "shoot, duck behind cover until attack finishes, repeat." Non-paintinator fights force movement. It's possible to do both well and both poorly.
2009-03-03 15:31:00

Author:
dcf
Posts: 468


For my boss, you have to jump into them, but timing is very important. It's nothing like a colossal boss though, no platforming involved at all, just careful timing.

Here's a few ways you can make interesting brain-powered bosses :

1- Turn-based boss
The boss attacks, forcing Sackboy to avoid attacks for a while before pausing for a limited time. The brains are only available while the boss is pausing.

2- Active boss
The boss attacks constantly, forcing Sackboy to avoid attacks while trying to reach the brains. The brains can be temporarily unreachable to make it more difficult.

3- Multi-phase boss
When a brain is popped on the boss, it changes its attack pattern and reveals new brains to pop.

4- Platforming boss
Scale a giant boss by jumping on it, swinging from sponges, etc to reach the brains. The boss' attacks should make each scalable section perilous.

You can mix and match these suggestions freely.
2009-03-03 15:58:00

Author:
Gilgamesh
Posts: 2536


Thanks for the explanations, but somehow my mind doesn't let me think of a boss like that... Maybe it strikes me later on.. You're first example could be quite cool Gilgamesh, the 'Dodge untill you get a chance to strike' might be cool. I'll see if i can get some more entries in this, experimenting in the meantime.2009-03-03 17:02:00

Author:
ThommyTheThird
Posts: 440


Is there a deadline for this contest yet? I've gotten totally sidetracked and haven't even gotten started on this.2009-03-03 18:10:00

Author:
Thegide
Posts: 1465


Is there a deadline for this contest yet? I've gotten totally sidetracked and haven't even gotten started on this.


Submit a non-buggy boss without any checkpoints that follows the template provided, using four blocks of the thermometer at most, following the themes offered, the final submission date being March 23 (Sunday).

The deadline has been there since the very beginning. Wouldn't have been much of a contest otherwise.
2009-03-03 18:14:00

Author:
Gilgamesh
Posts: 2536


Pfff, having quite some troubles with my boss.. Pistons randomly deciding to snap, switches dissapearing.. sigh...2009-03-03 18:32:00

Author:
ThommyTheThird
Posts: 440


Oh snap, I don't even have an idea! I don't have anything that I can make within 20 days! And I don't want to make a paintanator boss again!


(Shakes brain in desperation)
2009-03-03 18:33:00

Author:
Astrosimi
Posts: 2046


Oh snap, I don't even have an idea! I don't have anything that I can make within 20 days! And I don't want to make a paintanator boss again!


(Shakes brain in desperation)

Making a boss doesn't take 20 days... heck I made two in two days... >.>

There's no point in giving up before even trying.
2009-03-03 18:46:00

Author:
Gilgamesh
Posts: 2536


Alright.. how the HELL can wobble bolts move when they're turned off???2009-03-03 18:51:00

Author:
ThommyTheThird
Posts: 440


Alright.. how the HELL can wobble bolts move when they're turned off???

Can you describe the movement in more detail? Maybe you are seeing them realign to their angular starting position rather than wobbling as those are two separate motions.
2009-03-03 18:56:00

Author:
dcf
Posts: 468


They turned away before doing anything. But that's not supposed to happen, since i didn't even allign any Angle or whatever... And it worked fine a while ago. The wobble bolts just decided that it was fun to turn 45 degrees counter clockwise....

Edit: Remade the object now and it works... Weird glitch i guess
2009-03-03 18:57:00

Author:
ThommyTheThird
Posts: 440


They turned away before doing anything. But that's not supposed to happen, since i didn't even allign any Angle or whatever... And it worked fine a while ago. The wobble bolts just decided that it was fun to turn 45 degrees counter clockwise....

Edit: Remade the object now and it works... Weird glitch i guess

Sounds like they were realigning to the offset angle. Wobble bolts have some peculiarities associated with them. Sometimes by unattaching and reattaching them the offset will get changed without you realizing it.
2009-03-03 19:25:00

Author:
dcf
Posts: 468


Sounds like they were realigning to the offset angle. Wobble bolts have some peculiarities associated with them. Sometimes by unattaching and reattaching them the offset will get changed without you realizing it.

Sometimes? I can't "unglue" wobble bolts without them getting a completely random value which I have to remember to fix.
2009-03-03 19:29:00

Author:
Gilgamesh
Posts: 2536


Sometimes? I can't "unglue" wobble bolts without them getting a completely random value which I have to remember to fix.

Yeah, wobble bolts can be a real pain. It's unfortunate because they are one of the most useful connections.
2009-03-03 19:43:00

Author:
dcf
Posts: 468


really? never noticed that. then again i only used a wobble bolt a few times.2009-03-04 03:34:00

Author:
superBlast
Posts: 267


I'm kind of glad I don't have the MGS pack (shocking, I know.) It restrains me from doing it the "easy way" and slapping a paintinator switch to the boss. Now, time to get creative2009-03-04 07:55:00

Author:
AwesomePossum
Posts: 446


Yeah, wobble bolts can be a real pain. It's unfortunate because they are one of the most useful connections.

I agree, the blasted things are the most annoying connector thingie to use; getting it angled right is always really obnoxious.


And on the note of the contest here, aer0, next time you're online remind me, I've got my 2 bosses that I've done so far pretty much ready for submission. I just need to get them to you.
2009-03-04 08:37:00

Author:
Bridget
Posts: 334


I'm in. I've got a pretty good boss going. It's not the most complicated, but hopefully it'll be fun and challenging.

BTW; Do we add our own music?
2009-03-05 01:07:00

Author:
Roundy210
Posts: 28


And on the note of the contest here, aer0, next time you're online remind me, I've got my 2 bosses that I've done so far pretty much ready for submission. I just need to get them to you.

Alright, just publish the level and let me know.


BTW; Do we add our own music?

Sure. If you don't, then I will. d:
2009-03-05 01:58:00

Author:
aer0blue
Posts: 1603


Man.. i'm having loads of trouble creating a boss.. It's so hard since you have to think about so many things.. For example, a boss shouldn't actually have a 'safe place' so patterns are quite hard to come up with. Hmm.. I wish i could think of something good..Had 2 nearly finished bosses now, and ended up throwing both away because i just didn't like the results..2009-03-05 16:26:00

Author:
ThommyTheThird
Posts: 440


Man.. i'm having loads of trouble creating a boss.. It's so hard since you have to think about so many things.. For example, a boss shouldn't actually have a 'safe place' so patterns are quite hard to come up with. Hmm.. I wish i could think of something good..Had 2 nearly finished bosses now, and ended up throwing both away because i just didn't like the results..

I recommend you play some old-school SNES games. Those always bring ideas. :]

Also, for those of you that have not yet submitted, what's the current status on your bosses? Only curious.
2009-03-05 17:12:00

Author:
aer0blue
Posts: 1603


Do we have to make a background for our bosses? Because it might obstruct your boss. For example, bolts always have to be attached to something behind it, (mostly thin layers) Having a background can obstruct it, making you're boss unable to move or something.2009-03-05 17:25:00

Author:
ThommyTheThird
Posts: 440


Do we have to make a background for our bosses? Because it might obstruct your boss. For example, bolts always have to be attached to something behind it, (mostly thin layers) Having a background can obstruct it, making you're boss unable to move or something.

Nah, you don't. I think the level's background scenery is enough. If you want to, though, then go ahead. It'll take away from the thermo limit though, I think.
2009-03-05 17:40:00

Author:
aer0blue
Posts: 1603


I'm probably not going to get to it this time around. I've got a business trip coming up and the weekend I really had that I could have made one, I didn't want to touch it because of the aforementioned grid issue.2009-03-05 18:55:00

Author:
dcf
Posts: 468


I'm probably not going to get to it this time around. I've got a business trip coming up and the weekend I really had that I could have made one, I didn't want to touch it because of the aforementioned grid issue.

Cries... dude, your original icarus (spelling??) boss is still my favorite boss on LBP, MM or user created. I mean it's not the prettiest but it is by far the most fun and intelligent boss by far.. I still can't believe that it works on logic gates alone - it feels like it has some cheating AI programming involved.
2009-03-05 19:50:00

Author:
LuckyShot
Posts: 713


Cries... dude, your original icarus (spelling??) boss is still my favorite boss on LBP, MM or user created. I mean it's not the prettiest but it is by far the most fun and intelligent boss by far.. I still can't believe that it works on logic gates alone - it feels like it has some cheating AI programming involved.

There's always boss rush 3! I'm just worried that I'll be out of the country and not have access to LBP so I won't be able to trouble shoot if there's a problem. I'll see if I can get something together before I leave.

Besides, I gave away all my secrets You did a really good job using the tools to create the third Dr. Rocket boss (not to mention your previous bosses, which were also awesome). So I'm sure there will be no lack of excellent bosses.
2009-03-05 20:28:00

Author:
dcf
Posts: 468


Sorry to hear that, dcf. Have a good trip!


There's always boss rush 3!

Oh man, I certainly hope so.
2009-03-05 21:31:00

Author:
aer0blue
Posts: 1603


Sorry, aer0. It hurts, as I promised I would get it this time around, but I simply do not have enough time in my schedule to finish this boss. For one, I don't get on this site alot anymore. School's been getting in the way as well, but hopefully by the time BR3 drops by we won't have as much homework, as finals and SATs will all be passed by then. Good luck to all the competitors and I hope to see some great bosses if I ever get the time to play the level.2009-03-05 23:20:00

Author:
Astrosimi
Posts: 2046


Sorry, aer0. It hurts, as I promised I would get it this time around, but I simply do not have enough time in my schedule to finish this boss. For one, I don't get on this site alot anymore. School's been getting in the way as well, but hopefully by the time BR3 drops by we won't have as much homework, as finals and SATs will all be passed by then. Good luck to all the competitors and I hope to see some great bosses if I ever get the time to play the level.

That's alright. I know what you mean, so much stuff to do left and right... It's crazy. Well, remember the deadline is a couple of weeks away. You still have time! Anyway, good luck with everything. Don't be a stranger now.
2009-03-06 00:01:00

Author:
aer0blue
Posts: 1603


I'm thinking maybe making a second boss. the one i made seems not too good now that i think about it. i just need some ideas. once i get that my new boss should be up and running within about 5-7 hours. is it quick to make a boss in that much time? thats about what it took to make my first one.2009-03-06 03:15:00

Author:
superBlast
Posts: 267


I'm thinking maybe making a second boss. the one i made seems not too good now that i think about it. i just need some ideas. once i get that my new boss should be up and running within about 5-7 hours. is it quick to make a boss in that much time? thats about what it took to make my first one.

It all depends on the complexity of the boss and how experienced the creator is.
2009-03-06 07:15:00

Author:
aer0blue
Posts: 1603


Well, mine's finished. Just uploaded it. Hope you like it...2009-03-07 19:25:00

Author:
Roundy210
Posts: 28


Also, for those of you that have not yet submitted, what's the current status on your bosses? Only curious.

Work in progress... I may be darned close to deadline. Real life is such a distraction.
2009-03-07 20:40:00

Author:
v0rtex
Posts: 1878


I finished my first one.. But i'm not too sure if it's any good. I'm hoping Aer0 could test it out and say what he thinks.

I'll try to think of a good idea and make a second boss.
2009-03-07 20:59:00

Author:
ThommyTheThird
Posts: 440


i just finished my second one. this one is almost a pure platformer (or it is a pure platformer). i think this one is a bit easier. anyways i have plenty of time to make a second one if i get bored. =D2009-03-07 21:45:00

Author:
superBlast
Posts: 267


Well, we're about two weeks away from the deadline. Time to start playtesting all your submissions. :]2009-03-09 18:44:00

Author:
aer0blue
Posts: 1603


Well, we're about two weeks away from the deadline. Time to start playtesting all your submissions. :]

Wait, you mean we have to playtest these ourselves? That was never a condition of our agreement, nor was giving Han to this bounty hunter! /Lando

I'm kidding. I've been trying out my submissions with other players every once in a while. I think I may give Dodeca MkI a few hints to where the plasma balls can shoot from. I don't expect it to make the fight any easier though.

Can't wait to see how this Boss Rush turns out. Hopefully it won't take another extra week to come out.
2009-03-09 18:53:00

Author:
Gilgamesh
Posts: 2536


Wait, you mean we have to playtest these ourselves? That was never a condition of our agreement, nor was giving Han to this bounty hunter! /Lando

I'm kidding. I've been trying out my submissions with other players every once in a while. I think I may give Dodeca MkI a few hints to where the plasma balls can shoot from. I don't expect it to make the fight any easier though.

Can't wait to see how this Boss Rush turns out. Hopefully it won't take another extra week to come out.

Yeah, bosses need as much testing as possible. It's no fun for someone to go through a couple of bosses, only to be bugged out by the third one, you know? >_<

I hope this one doesn't take as long, either. Then again, we just had a lot of mishaps with that one, not to mention the dreaded capture bug.
2009-03-09 22:08:00

Author:
aer0blue
Posts: 1603


Yeah, bosses need as much testing as possible. It's no fun for someone to go through a couple of bosses, only to be bugged out by the third one, you know? >_<

I hope this one doesn't take as long, either. Then again, we just had a lot of mishaps with that one, not to mention the dreaded capture bug.


I agree. Test, test, and more testing.

Usually by the time Im finished with one of these, Im *really* freaking sick of it, lol.


God knows Im getting tired of this 2nd one. It WORKS, but I need to make sure there's no bugs.... and considering the complexity of things I make, that means one test after another after another after another.....


It shouldnt be as horribly brutal as the one I'd done in the previous BR (which gives even me trouble). ...... in theory, anyway.
2009-03-12 08:55:00

Author:
Bridget
Posts: 334


I agree. Test, test, and more testing.

Usually by the time Im finished with one of these, Im *really* freaking sick of it, lol.


God knows Im getting tired of this 2nd one. It WORKS, but I need to make sure there's no bugs.... and considering the complexity of things I make, that means one test after another after another after another.....


It shouldnt be as horribly brutal as the one I'd done in the previous BR (which gives even me trouble). ...... in theory, anyway.

Personally, I try not to playtest them too much in a short amount of time... because then the bosses become so easy for me that I tend to want to make them *harder*.

For instance, I was playtesting Dodeca Mk1 a lot and decided to make it tougher. Going back to it after about a week... I found out I had made it too hard for even myself, so I opted to bring it down a notch. The same thing happened with my second boss (and I'm currently thinking about a way to make it a little more hectic...).

I get the feeling you won't have any problem with them though, your bosses are a lot more brutal. Still, mine might just be annoying enough to kill more than a few Sackboys.
2009-03-12 14:27:00

Author:
Gilgamesh
Posts: 2536


Too bad in the level I'm working on the boss is a Taniwha (serpent/dragon/snake type creature.) Otherwise I'd have entered it. Will make sure to be there for Boss Rush 3 though!2009-03-15 05:39:00

Author:
dkjestrup
Posts: 672


Of course!

Man, just one week to go. That was fast.
2009-03-15 07:05:00

Author:
aer0blue
Posts: 1603


I'm mad that I can't enter. Oh well, BR3 it is.

Which reminds me, please post the topic faster, or at least the theme
2009-03-15 09:17:00

Author:
dawesbr
Posts: 3280


I've played Vanamiera's boss yesterday, and thought it was amazing Really original, and cool I'm still trying to get something original coming out of me though.. I'm not pleased with my first boss... At all, i hate it to be honest. Don't put it in BR2 Aer0 2009-03-15 14:38:00

Author:
ThommyTheThird
Posts: 440


I'm still trying to get something original coming out of me though.. I'm not pleased with my first boss... At all, i hate it to be honest. Don't put it in BR2 Aer0

Don't say that. I have played through a couple of entrys and yours is on of the better ones. Okay it's more like a gate but it's real quality!
2009-03-15 15:12:00

Author:
Vanemiera
Posts: 329


Hmm okay, if you say so I believe you.. XD You can see quality, since you're spewing out loads of quality. I still want to make a second one though.. Got some more time now Finished a big school project, and i will be #1 on Sack'a'light for a while.. I'll just put my own real project aside, to make some room.2009-03-15 15:38:00

Author:
ThommyTheThird
Posts: 440


What about a kind of artillerie that responds on your movements and goes forth- and backward to keep a certain distance to you?2009-03-15 16:08:00

Author:
Vanemiera
Posts: 329


No idea what you mean mate sorry.. Artillery is a looong range weapon, or am i thinking of something completely different now..?2009-03-15 16:49:00

Author:
ThommyTheThird
Posts: 440


With artillerie i mean something that shoots up to attack you. Maybe throws bombs at you.2009-03-15 17:01:00

Author:
Vanemiera
Posts: 329


Has anybody made my level???2009-03-15 17:18:00

Author:
Roundy210
Posts: 28


Has anybody made my level???

I have. Watch your scoreboard
2009-03-15 17:34:00

Author:
Vanemiera
Posts: 329


Okay everyone, time to make judging preparations!

Please post your PSN and your boss(es) so it's easier for me to make a list of the current ones. If you still haven't submitted, post when you do. Also, please specify which boss you would like to have judged.

Thanks!
2009-03-15 18:10:00

Author:
aer0blue
Posts: 1603


Some comments for the Vanemiera's Boss:
The idea is really cool, and you made it very well. It was a challenge for the eyes
Maybe you can make the "fake bombs" better, try to make some photo of real bombs and use the photos on the fake ones. The "life bar" was really wellmade, but you can make it in many colors: the top in green, the middle in orange and the bottom in red, it can be better
I really liked it, but i don't know if it can be a Boss, it seems a puzzle
You can make the grapich a little better, adding lights or other things.
Overall, the boss is very funny, you had a very good idea.
I hope they place your boss in Boss Rush 2
2009-03-15 18:40:00

Author:
Dante95
Posts: 504


My only entry is Spikey Misfortune and my PSN is Vanemiera(obviously). I now placed the item at the start so you don't have to do the weird Vault bit. I also recommend to collect the item to the other creators. Have a look over the mechanics.


Some comments for the Vanemiera's Boss:
The idea is really cool, and you made it very well. It was a challenge for the eyes
Maybe you can make the "fake bombs" better, try to make some photo of real bombs and use the photos on the fake ones. The "life bar" was really wellmade, but you can make it in many colors: the top in green, the middle in orange and the bottom in red, it can be better
I really liked it, but i don't know if it can be a Boss, it seems a puzzle
You can make the grapich a little better, adding lights or other things.
Overall, the boss is very funny, you had a very good idea.
I hope they place your boss in Boss Rush 2

Posting that here is kind of awkward. You'd better posted on the level itself
2009-03-15 18:48:00

Author:
Vanemiera
Posts: 329


Sorry, but i'm very sow to write with the Sixaxis, so i posted it here! K sorry ^^"2009-03-15 19:03:00

Author:
Dante95
Posts: 504


PSN : Jirugameshi

Boss #1 (lbpcBR2) : Dodeca Mk1
Boss #2 (lbpcBR2-2) : Rock Monster
Boss #3 (lbpcBR2-3) : Inazuma

Boss to be judged : #2, Rock Monster

This Boss Rush has been a lot more fun than the first one. Possibly because I started early and had more inspiration to begin with. Hope it turns out great.
2009-03-16 11:08:00

Author:
Gilgamesh
Posts: 2536


psn: i_am_superBlast
BOSS#1 Blast Mech
BOSS#2 Mega Turrent

i don't know which one i want judged because i don't know which one is better.

can someone help me decide?
2009-03-16 21:06:00

Author:
superBlast
Posts: 267


Well.. unfortunately i have only managed to get 1 entry in..

PSN: ThommyTheThird
Boss Name: LBPCBR2 (Name: Bulkhead Door X)
2009-03-16 21:38:00

Author:
ThommyTheThird
Posts: 440


Ok, my two are ready now. aer0, tomorrow night Im gonna post up a level containing the two bubbles with the bosses in them; they'll be locked..... so they cant be stolen.... and I'll send you a message telling you how to get them.

I *might* make a third one in the next day or so.

Boss #1: Tetra Vaera

Boss #2: Enduro-Dualis


The 2nd one is definitely the one Im gonna want judged.


The first one uses the Paintinator; the 2nd one is like Rave and uses platforming to reach the boss brains.
2009-03-17 11:47:00

Author:
Bridget
Posts: 334


I only had time to make one entry and frankly i dont think its as good as the others. =(

I doubt ill get any special mentions for it, but i guess i just didnt have the time to make an awesome boss. Vanemiera's is the best one ive played so far and compared to mine...well mine looks like crap.

So...nothing special coming outta my level, but it all i really had time to do.

I believe is called the Armored Turret, give it a play, and you can give it a bad opinion i wont be offended, because i really just didnt have a ton of time to make a super boss with a biology project, a history paper, school, and lacrosse tryouts.
2009-03-18 19:28:00

Author:
King_Tubb
Posts: 435


Okay everyone, here's the list so far. Let me know if I missed anyone (I'll take another look through the thread later)

Vanemiera:

Spikey Misfortune


Jirugameshi:

Dodeca Mk1
Rock Monster
Inazuma


i_am_superBlast:

Blast Mech
Mega Turrent


ThommyTheThird:

Bulkhead Door X


Bridget_:

Tetra Vaera
Enduro-Dualis


King_Tubb:

Armored Turret


Roundy210:

Robo-Boss 2000


v0rtex2002:

Quadrapulse


Did I miss anyone? That's 11 bosses so far. Pretty cool, considering BR1 had 4. I already started working on my own. Also... I know I haven't uploaded the grid-style template. I just decided to keep the same one for everyone. I'll make a new one if we decide to do BR3.

Note to self: Add a new rule to BR3... "Your boss must be collectible at all times. Don't worry, noone's gonna steal your boss."

2009-03-18 21:03:00

Author:
aer0blue
Posts: 1603


Bah, ok, didnt get around to putting up the level with the bubbles last night.

I been sick with a sinus infection all week... not very bad, just really freaking obnoxious and makes it hard to concentrate on stuff like this. Feeling mostly better today though, finally, so I'll do it tonight.



And I warn you, my 2 arent exactly gonna be very pretty, haha. Still horrible at making these look nice.
2009-03-18 23:17:00

Author:
Bridget
Posts: 334


PSN: Roundy210
Boss Name: Robo-Boss 2000

It's in Antarctica...
2009-03-19 01:27:00

Author:
Roundy210
Posts: 28


I talked to some of my judges today. They're looking forward to this. :] Judging will most likely begin next Tuesday.2009-03-19 01:58:00

Author:
aer0blue
Posts: 1603


hey aer0 if i don't say which one i want judged by the end of the deadline or something can you judge my mega turrent? i'm leaning toward that one because i think it's better but i'm still not completely sure which one i is for sure better.2009-03-19 04:27:00

Author:
superBlast
Posts: 267


hey aer0 if i don't say which one i want judged by the end of the deadline or something can you judge my mega turrent? i'm leaning toward that one because i think it's better but i'm still not completely sure which one i is for sure better.

Well, I won't be judging, but if you want me to pick one for you, then sure thing. Just let me know.
2009-03-19 04:44:00

Author:
aer0blue
Posts: 1603


that would be good. i really don't know which one to pick.2009-03-19 22:00:00

Author:
superBlast
Posts: 267


Well... better late than pregnant...

PSN: v0rtex2002
Boss Name: Quadrapulse

Somehwere in South America, I think (oh, the memory of the old and feeble is a sad, sad thing).
2009-03-20 07:11:00

Author:
v0rtex
Posts: 1878


Hmm. This may not be happening, as far as mine go.

The one I want judged, I think I might not possibly be able to get it down to 4 blocks. Right now it's just under 5. I wont bother trying with the other one, too, if that's the case.


Im definitely not removing functionality and such to make it fit.


Mainly, the game's freaking odd way of handling copied objects is totally screwing it up (again). Im taking these bosses from 2 other levels.... because their design was good enough that I wanted to see them get more use..... so due to the things blasted stupidity, it adds ANOTHER block, and then of course when sent to you it'll add ANOTHER block later. Blocks that MEAN NOTHING. I'd love an explanation on just WHY it sees the need to do that.


I've only got about 15 minutes of patience remaining for this. And then I'll go "BAH", likely throw something, and just forget the whole idea and likely cram the things into a seperate stage of my own later on.


Bloody stupid wierd editor.....


EDIT:

Or maybe it'll work. Blasted crazy thing. This one piece needs to stop falling off though. Bah. Bah, I say!

EDIT AGAIN:

Ok, and new bug. This time all the various solid bits are throwing out waves of psycadelic nonsense. Passing Sackboy in front of any of the affected textures causes him to become what appears to be a hole in space.

I wish I were making this up.
2009-03-20 07:45:00

Author:
Bridget
Posts: 334


I finished the little nightmare!

Though the other one, I'll do tomorrow. That one will be less TOTALLY ANNOYING cause it's already all crammed into a small space, so I dont have to change anything like I did with this one.



I've gone and published it, aer0. Level name is simply lbpcBR2.


Lemme know when you've gotten it so I can then take it down. Tomorrow I'll do the other one.
2009-03-20 10:30:00

Author:
Bridget
Posts: 334


Alright, ladies n' gents! BR2 submissions have come to an end (well, technically, you still have about 5 hours for that last submission you might wanna get in.) Organization will begin today, and the Judging process will begin on Tuesday. Keep your eyes peeled; I might be making a few announcements during the week!

Estimated Publish Date:

March 31
2009-03-22 23:57:00

Author:
aer0blue
Posts: 1603


The judging process is coming to an end! Final preparations will be made for Publishing, so hang on! :]2009-03-29 23:24:00

Author:
aer0blue
Posts: 1603


i'm getting anxious from waiting. hope i make it.2009-03-30 01:31:00

Author:
superBlast
Posts: 267


Any news from the publication front? I'm getting anxious too.2009-04-01 17:54:00

Author:
Vanemiera
Posts: 329


Any news from the publication front? I'm getting anxious too.

>.>

<.<

Is it too early to poke him with a stick?

Edit : Which reminds me. We should have a poll asking the players which boss they find the most annoying or hate the most. I WILL win that title!
2009-04-02 20:24:00

Author:
Gilgamesh
Posts: 2536


Edit : Which reminds me. We should have a poll asking the players which boss they find the most annoying or hate the most. I WILL win that title!

Doable, but only if the creator wants their boss on that list.

And yes, it's still being worked on, guys. Let's just say two of my judges got a little lazy...but I already let 'em know. :] Hang on in there!
2009-04-02 23:08:00

Author:
aer0blue
Posts: 1603


hurry up you lazy judges! i want to know who wins!2009-04-03 20:49:00

Author:
superBlast
Posts: 267


If they're gettin lazy, a quick boot to the head is a good motivator.



Edit : Which reminds me. We should have a poll asking the players which boss they find the most annoying or hate the most. I WILL win that title!

Ooh, I could win that. My previous one sure as heck seemed to drive people crazy.
2009-04-05 07:29:00

Author:
Bridget
Posts: 334


Argh! Every time someone posts to this thread, it's like a little tease!

(oops - now I went and did it)
2009-04-05 07:39:00

Author:
v0rtex
Posts: 1878


**** this delay is getting really ridiculous2009-04-05 22:14:00

Author:
Vanemiera
Posts: 329


**** this delay is getting really ridiculous

Agreed. I thought it wouldn't happen this time around...-_- I think I'll lower the number of judges to 2 next time. Either that, or judge everything by myself...but by doing this, I won't be able to give any suggestions to anyone (unless it's a bug). Just to keep it fair.
2009-04-06 00:43:00

Author:
aer0blue
Posts: 1603


Agreed. I thought it wouldn't happen this time around...-_- I think I'll lower the number of judges to 2 next time. Either that, or judge everything by myself...but by doing this, I won't be able to give any suggestions to anyone (unless it's a bug). Just to keep it fair.

... How about we get some trained monkeys for the job?

In all seriousness, this is something to be worked on for future installments. There are only eight bosses to judge this time around, which is a lot more than the first one, but still not as much as could be submitted eventually.

Maybe make some kind of invite-only polling thread where videos of all the bosses would be put up, and then handpicked people would be invited to select the top boss? Just an idea.
2009-04-06 14:00:00

Author:
Gilgamesh
Posts: 2536


When will this be published? I really like the first Boss Rush.2009-04-06 19:13:00

Author:
ARD
Posts: 4291


When will this be published? I really like the first Boss Rush.

By tonight or tomorrow night, I hope.
2009-04-06 20:34:00

Author:
aer0blue
Posts: 1603


And the scores are (FINALLY!!!!) in!! Would you like to know the winners now, or would you rather play BR2 to find out? ...Hm, you should wait and play, so it's a better surprise!

Now, to compile this baby up! Shouldn't take long at all!

Next time, I was thinking we could do a points thing where participants would give 3 points to boss A, 2 points to boss B and 1 point to boss C. The boss with most points earns the competition. Of course, participants wouldn't be able to vote for their own boss. Additionally, if you would like your boss to be judged, you would have to submit your votes. How about it? It sounds like an okay idea, but I don't know if all votes would be completely honest. Perhaps a team of select members?

Keep bringing those ideas in, I'm sure we'll come up with something way more efficient than what we have now. We can also go with the other alternative... NO FINAL BOSS! I'll make it myself. Bwahahah. Nah, that's no fun. Right, right, sorry for straying off-topic here. Back to work!
2009-04-08 04:44:00

Author:
aer0blue
Posts: 1603


Aaaaaugh! You're killin' me here... Can't find the level(s) to play on line, and you've apparently not yet published the scores / winners. You are such a tease. 2009-04-08 05:55:00

Author:
v0rtex
Posts: 1878


AND IT IS DONE, MY FRIENDS!! Well done, prinnies. Get ready for some NICE challenges. These bosses are tough, trust me, they're not for the weak-hearted! If you see anything out of place (a typo, checkpoint not working, etc.), please let me know ASAP.

Remember to look for it by searching the PSN: LBPC_BossRush

Click the spoiler tags to reveal the winners and runner-ups.

Third place: Enduro-Dualis
Second place: Quadrapulse
First place: Rock Monster

Congratulations, Gilgamesh! Awesome submission there. The judges really liked it, but I'll be honest, it was a close one. Quadrapulse wasn't very far behind at all, as was Enduro-Dualis.

I would like to apologize for a number of things.


The decoration. It's bland and simple (I don't mean the bosses, just the linking bridges, starting and end zones). I forgot I barely had any of the materials and sounds on this new BR account I made, but even then, I think it's for the best. I want people to know it's you guys that made the bosses and not me.

My boss. It's nowhere to be found on BR2. I was going to submit one, but I got frustrated. It just wouldn't cooperate with me, so I thought hey, I'm not gonna bother with this now. I'll save my ideas for next time... Improved ones, rather.

The length of the linking bridges. I needed to make sure they were long enough so we wouldn't get that weird Checkpoint bug where the Checkpoints wouldn't activate.

The long release delay. You guys already know about this, so let's try to figure something out for next time.


Here are my questions: What could be improved? What ideas do you have for next time? Or most importantly, WILL there be a next time? Would you like to see a BR3? What limitations did you think were unfair or just plain lame? Speak your mind!

I would like to thank all of the creators that took part in this competition. It really goes to show the amazing things you can create with this game, and how AWESOME community projects can be, even with a few hiccups here and there. All in all, I had a blast with this, giving advice left and right and just coordinating the whole event. Again, a big, BIG thanks to everyone who participated. For those who did not win first place, I urge you to keep Creating! In all honesty, this is for fun. The "prizes" are just a little bonus. The point here was to have an amazing series of challenges made by several people... And it happened!! So for the third and final time, THANKS!! You rock, lbpcentral. Fudge yes.



...Fint! What're you doing slacking off?! Get rid of that spoiler tag there, or the Queen's gonna be angry!

Fint: Oh c-crap dood!!


!
2009-04-08 06:42:00

Author:
aer0blue
Posts: 1603


Nice job on this Aer0. I've just tried playing it and my skills are not up to par. Could not make it through the first level. But I will try again (only tried twice and made it significantly farther the second time). What I've seen so far... kudos to all the creators - really good stuff here!

Congratulations Gilgamesh!

I played Rock Monster stand alone (showed it to the kids too) and it really is awesome!
2009-04-08 08:11:00

Author:
v0rtex
Posts: 1878


It's DONE!
Yay!
I'm gonna play this later today, and then come back and tell everyone how annoying their boss is...
2009-04-08 08:31:00

Author:
Marklin80
Posts: 458


I HAVE NO CHANCE TO PLAY THIS FOR 5 DAYS!

Devastated

You'd better have BR3 ready to be entered into on my return. And with an easier topic xD
2009-04-08 09:15:00

Author:
dawesbr
Posts: 3280


I decided to keep this thread open up so we can discussed how the future installments could be better. I say this because there's a new thread over at the Level Showcase section. I suppose this one is more for the creators that took part and would like to take part later on. Did that even make sense? Oh well, you know what I mean.

EDIT: Has anyone experienced problems with "Blast Mech"? I just read a comment from a player saying the brains were unreachable.
2009-04-08 09:47:00

Author:
aer0blue
Posts: 1603


Suggestions:

Template

Don't capture the template. Instead just have a copyable level. Also, make sure it fits the grid.

Vertical Template Option

I would like a vertical option for the template. This refers to the "boss area." In the current template it is a horizontal rectangle. I'm requesting an option for one that is arranged vertically.

Materials

Set specific materials that can be used in the challenge requirements. Each material takes 1/3rd of a bar. It is by far the most thermo intensive thing in the creator. Limiting the materials will make the level look more unified AND it will allow for more interesting bosses.

Checkpoints

I know you got burned by this in the past. However, one of the characteristics of a good boss is an interesting checkpoint. I'd like to see setting a checkpoint be an option again.

**************

I'm looking forward to entering the next one. I was really disappointed that I couldn't do this one. My business trip was just poorly timed.
2009-04-08 12:49:00

Author:
dcf
Posts: 468


I decided to keep this thread open up so we can discussed how the future installments could be better. I say this because there's a new thread over at the Level Showcase section. I suppose this one is more for the creators that took part and would like to take part later on. Did that even make sense? Oh well, you know what I mean.

EDIT: Has anyone experienced problems with "Blast Mech"? I just read a comment from a player saying the brains were unreachable.

Yeah got actually stuck two times at this one. At first i could reach most of the brains with some effort but then he slided down and i wasn't able to get the last few
2009-04-08 13:08:00

Author:
Vanemiera
Posts: 329


I've managed to get all the brains on Blast Mech (after a LOT of effort and time) but it's really tough. I also think that if you start off by blowing the legs without first getting all the reachable brains they might not be accessible afterwards.

At first I thought I was stuck once the mech fell down because I couldn't reach the brain on top of the leg, but as it continued to thrash around it eventually got lower and I could reach it. The rest of the brains were difficult to get because of the constant flow of electric and gas hazards and the bumpiness of the mech.

I also had some similar trouble with another boss... was it Robo-Boss 2000 ? After having beaten the boss I had to spend a ridiculous amount of time trying to jump on its arm and all the way up out of the boss arena. Maybe I missed something, but it really shouldn't be that difficult.
2009-04-08 14:19:00

Author:
Gilgamesh
Posts: 2536


Jup, the bosses should have been sorted by difficulty. What is it good for to fight through ridiculously difficult bosses just to face merely easy bosses at the end?( Except from the winning entrys of course)2009-04-08 14:26:00

Author:
Vanemiera
Posts: 329


Yes, I also was unable to defeat the Blast Mech. I just left a post in the other thread to this end, so I won't repeat the details here.2009-04-08 15:20:00

Author:
v0rtex
Posts: 1878


I have bolded my replies.


Suggestions:

Template

Don't capture the template. Instead just have a copyable level. Also, make sure it fits the grid.

Well, it was a copyable level this time, too. I'll make it grid-based next time, though.

Vertical Template Option

I would like a vertical option for the template. This refers to the "boss area." In the current template it is a horizontal rectangle. I'm requesting an option for one that is arranged vertically.

That's a pretty good idea!

Materials

Set specific materials that can be used in the challenge requirements. Each material takes 1/3rd of a bar. It is by far the most thermo intensive thing in the creator. Limiting the materials will make the level look more unified AND it will allow for more interesting bosses.

The thermo works in very weird ways to be honest. But, we can work something out here. Probably just stick to the basic materials or something.

Checkpoints

I know you got burned by this in the past. However, one of the characteristics of a good boss is an interesting checkpoint. I'd like to see setting a checkpoint be an option again.

Thing is, the creator can find his/her boss to be relatively easy, placing just a double-life checkpoint, but players might find more checkpoints would be necessary. I'm sure we can figure something out. I was actually thinking of adding infinite life checkpoints next time around.


I also had some similar trouble with another boss... was it Robo-Boss 2000 ? After having beaten the boss I had to spend a ridiculous amount of time trying to jump on its arm and all the way up out of the boss arena. Maybe I missed something, but it really shouldn't be that difficult.

Yup, it's a little tricky, but it wasn't that hard for me. Any ideas on how we can fix this up a bit?


Jup, the bosses should have been sorted by difficulty. What is it good for to fight through ridiculously difficult bosses just to face merely easy bosses at the end?( Except from the winning entrys of course)

I don't think we have many easy bosses at all, honestly. lol
They're all pretty challenging, but I know where you're coming from with this. Difficulty can be a relative thing, though.


Yes, I also was unable to defeat the Blast Mech. I just left a post in the other thread to this end, so I won't repeat the details here.

I have updated the level. The details are in the Level Showcase thread. This includes improvements on Blast Mech.
2009-04-08 20:08:00

Author:
aer0blue
Posts: 1603


I'd say the key part of my first suggestion is not the copyable part but the not capturing it part.

Regarding infinite life checkpoints:

I think this is the way to go for boss rush. Everytime someone dies their score decreases. So if you place points near the beginning then the goal becomes to get through the bosses while dying the fewest number of times. It's a struggle for the high score. If the overall set-up is like this, then you can use all infinite life checkpoints and the thing is still challenging because the goal is to become good enough to ace it.

However, this is somewhat of a side-point to the idea of placing checkpoints. When designing bosses, I like putting in checkpoints that are similar to the "collector" checkpoints. They look interesting, which creates an epic feel to the fight. More importantly, it also enables the creator to establish a safe zone, where sackboy respawns and can get back into the fight.

Regarding materials, I think basic materials is the wrong way to go. There are certain materials that are an absolute must:

Dark matter, dissolve, rubber (for those that use cart keys) and probably at least one grabbable and one non-grabbable material. In practice you are going to want more than this for aesthetics. When deciding on a theme, you can probably decide on 4-5 materials (in addition to the dark matter, dissolve and rubber) that look thematically appropriate and look good together. This will save an enormous amount of thermo for the overall level.

Think of it this way: 9 materials are 3 bars of thermo. That means that with 4 bars max per entry as a restriction, each boss is actually only 1 bar of thermo. If everyone uses different materials you can only put 4 bosses in a level. If everyone uses the same materials you can fit more than 3 times that number!
2009-04-08 20:35:00

Author:
dcf
Posts: 468


you really need to include infinite lifes because i'm finding most of these bosses really unfair and frustrating. which is a shame because if i find something unfair i really don't want to have to start again but i really want to see all of the bosses D:

what i mean by unfair is on blast mech for example, i must of died about 6-7 times now just by jumping into the boss arena and landing on something that was out of view. And it's really unpredictable too, i've been flung all over the place and had stuff fly into me without giving me any chance to move out of the way.
2009-04-08 22:46:00

Author:
Dexiro
Posts: 2100


There is now a poll on this thread. Please vote whenever possible. Thank you.2009-04-08 22:52:00

Author:
aer0blue
Posts: 1603


dodeca mkII is glitchy as well, i've played it twice now and both times it's dissolved itself before i'd even shot it2009-04-08 22:58:00

Author:
Dexiro
Posts: 2100


you really need to include infinite lifes because i'm finding most of these bosses really unfair and frustrating. which is a shame because if i find something unfair i really don't want to have to start again but i really want to see all of the bosses D:

what i mean by unfair is on blast mech for example, i must of died about 6-7 times now just by jumping into the boss arena and landing on something that was out of view. And it's really unpredictable too, i've been flung all over the place and had stuff fly into me without giving me any chance to move out of the way.

That's what annoys me most of a few bosses
2009-04-08 23:02:00

Author:
Vanemiera
Posts: 329


aero, would you be able to make some of these bosses optional, or make part 2 accesible without the sticker

i've forced myself to play through a second time because i want to see all of the bosses, but now it's not even possible to kill blast mech because the brains are out of reach D:
2009-04-08 23:04:00

Author:
Dexiro
Posts: 2100


dodeca mkII is glitchy as well, i've played it twice now and both times it's dissolved itself before i'd even shot it

...You mean mkI, right? I don't think there is a mkII. @_@;; Erm, that's weird... You're going to have to ask Gilgamesh about that. It's never happened to me. First time I've heard of that. Maybe he knows what's going on.


you really need to include infinite lifes because i'm finding most of these bosses really unfair and frustrating.

I'll be using Infinite Life Checkpoints next time around, then the Creator Patch thinger is released.


aero, would you be able to make some of these bosses optional, or make part 2 accesible without the sticker

i've forced myself to play through a second time because i want to see all of the bosses, but now it's not even possible to kill blast mech because the brains are out of reach D:

Understandable, but that just kinda kills the whole purpose of beating part One. I don't know--if enough people ask for it, I'll remove the Sticker Switch needed, as well as the barrier blocking off the path.



Anyway, expect a BR3 thread to be opened in a couple of weeks. Personally, I rather wait for the Creator Patch, just because it has the Infinite Lives Checkpoint.
2009-04-08 23:42:00

Author:
aer0blue
Posts: 1603


I haven't been able to get the MkI to bug. Was there anything in particular which caused it to disappear? I have noticed that the lower part of the exit door is not opening when the boss is killed. I have no idea why that is, did the door get glued to the arena somehow?

Other than that, I'm still having trouble with Robo-Boss 2000. Its arm was wedged to a rock because of some kind of platform, making it 100% impossible to get out.

The worst part is... I actually HAD gotten out because I had left the top switch for last (meaning I could simply jump down from the boss to get out) but once I passed the finish line, I FELL because the platform after the finish line is only one layer thick, forcing me to restart inside of the boss arena where I was thoroughly stuck.

I've also noticed that there's still a place where the wall of dark matter lets you fall down because it's one layer thick instead of two.
2009-04-09 01:28:00

Author:
Gilgamesh
Posts: 2536


with the MKI i jump down and make it follow me to the wall and then get killed so i respawn

then i wait about 10 seconds standing near the checkpoints while he tries to follow me into the wall, and then i try to jump ontop of him and he disappears

worked 4 times in a row
2009-04-09 04:01:00

Author:
Dexiro
Posts: 2100


Sounds to me like something might be crushing its brain somehow. Perhaps the weight of the player jumping onto him. If this is the case, it can be easily fixed by applying Electricity Danger Tool to the head.

Let me know, Gilg.
2009-04-09 04:28:00

Author:
aer0blue
Posts: 1603


Also, start suggesting themes you would like to see in BR3. I already have a couple of ideas, but if yours are better, then we can go with those. :] If we have more than three, I'll make a list and a voting system for us to pick three of them.2009-04-09 04:43:00

Author:
aer0blue
Posts: 1603


with the MKI i jump down and make it follow me to the wall and then get killed so i respawn

then i wait about 10 seconds standing near the checkpoints while he tries to follow me into the wall, and then i try to jump ontop of him and he disappears

worked 4 times in a row

I've been able to do it. Thanks!


Sounds to me like something might be crushing its brain somehow. Perhaps the weight of the player jumping onto him. If this is the case, it can be easily fixed by applying Electricity Danger Tool to the head.

Let me know, Gilg.

It's unfortunately not something as simple as that. It seems that if it gets too close to the entrance, it becomes possible to grab the brain from the side (which is strange, because from all my testing it was impossible to grab the brain from jumping on the head and then jumping down from there).

There's an invisible piece of dark matter floating by the entrance that regulates how far Dodeca can go (you can select it by drag-selecting the empty area between the entrance and Dodeca). If you could just nudge it by 10 small grid boxes to the right, it should keep it far enough away for this not to happen, or at the very least to keep players from being tempted to jump on its head in the first place.
2009-04-09 11:16:00

Author:
Gilgamesh
Posts: 2536


My impressions so far:

I dislike the multiple checkpoint approach. I was doing fairly well and then jumped down into an arena while forgetting to activate a new checkpoint on the 6th (?) boss in the first stage.

I didn't play through it a second time although I might later. I've got to agree with Dexiro's comment about some of the bosses being unfair. Many of the deaths felt cheap.

Comments on individual bosses:

1) The Samurai Warrior Guy
This was probably the best designed boss of the ones I saw. It was a very thematic and interesting fight. The only real suggestion I have is to give it some sort of lifebar so the player knows he's making progress.

2) Armored Turret
The concept of this boss was strong. The two modes of attacks makes reactions very important. I'd recommend a couple tweaks. First make the plasma balls slower. (Note I'm not recommending that the timing be changed, just the velocity.) Because one needed to dodge between them, I felt they were moving a little fast for my taste. Second, I have a HD tv so I can see a wider playing area than most. The camera was not set quite right because I had a lot of trouble seeing the target on the turret. This made aiming more about random luck than skill. Change the camera position and this problem should be solved.

3) Mechanical Gateway
The artwork on this boss was really good. However, it basically came down to just finding a safe spot and repeatedly firing the paintinator. Eventually the holes would line up and a couple shots would go through. The creator had the good taste not to make the paint switch count too high. However, this fight would improve from being a bit more dynamic. The player needs motivation to not find a safe spot and just attack from that position. Bigger/slower holes so he can actually use timing would be a good thing. Also, making the plasma balls in the last stage come less frequently would encourage movement instead of the player just standing in the far left and firing until the boss goes down.

4) Blast Mech
I really liked the concept for this boss. Blowing up the legs and knocking the boss down was really cool. Unlike others I managed to get all the brains. However, the last few brains were not about skill. They were about luck. It took me about 12 lives to get the last one on the top of the arm. This and the brains out of reach issue are easily solved. Place a switch on the top, which can only be hit once the boss is knocked over. Set the switch to once. Attach it to all the brains. When sackboy hits this switch it will pop all the brains, ensuring that the fight ends dramatically. Oh, and I felt the fuse was a little short on the timed explosive.

5) Dodeca MKI
This boss really frustrated me. First, the boss got all the way to the door for me so the dark matter fix is a good one. I thought one was supposed to jump on it and lost several lives trying to get over it in that manner. The electrified legs are really cheap. The bar at the entry gate forces sackboy to be in the front plane and if he walks forward he dies to the legs. They should not be electrified. This way sackboy will be directed around them. The plasma balls also felt cheap when fighting underneath the creature. I had good (lucky) runs where I didn't get hit and bad (unlucky) runs where I would be hit immediately. I felt it was luck, not skill, that determined my survival time. The paint switches had a sound effect when depleted, but this indicator needs to be improved. A visual indication is also needed. Maybe dissolve the switch when it's finished. Also, shut off the plasma balls in that section when its switch is depleted. The final part of the fight, where you need to hit the brain in the front was quite good. I also encountered the issue with the lower door not moving but I was able to jump over it so that wasn't a problem.

6) Tetra Vaera:
This was quickly shaping up to be my favorite boss fight in the bunch. However, on my last life on the first check point, I jumped down without remembering to activate another check point.

I didn't try again because, as I said, I felt like some of the earlier parts were too frustrating and it just didn't seem to be worth it. None of these problems are really large. They can all be fixed with just a little bit of tweaking/playtesting. I had to do a large number of tweaks based on feedback to the first boss I made. There's absolutely no shame in it. People felt certain things were cheap and I made changes based on their feedback until the fight was enjoyable. This boss rush can be really good but some of the bosses still need a bit of work.

******************

Some feedback for aer0blue:

You need a point builder in the beginning so the loss of lives results in a deduction of the score. Most of the media molecule levels give about a 1000 or so points right off the bat. I've found this to be a good strategy as it makes subsequent deaths meaningful.

Race gates:
Rather than making one big race, I recommend making each boss a race. This way players continue to build points throughout the level and the aforementioned deaths are meaningful.

Checkpoints:
I recommend using the infinite life checkpoint trick described by others on this forum. These can be replaced by real infinite life checkpoints on the 23rd. As it stands, I was saying to myself the whole time, "man this would be really easy to accidentally forget to activate the next checkpoint." Sure enough, I did it myself. If the bosses are tough enough to warrant 24 lives, they are tough enough to warrant infinite lives.

Branching:
It would be nice to see the branching idea resurface. This would add replayability and go a long way to making the overall level quality remain high, even if one or two bosses are frustrating.
2009-04-09 12:09:00

Author:
dcf
Posts: 468


I'd like to say I agree with you, DCF, on everything you've said there.

Though, what's a "plasma ball shooting elevator robot"?

I dont remember that........ surely there isnt MORE bosses after the one I got stuck on at the very end? (robot with fire bricks). And I think that one was like, what, boss number 8? Surely the resource meter had to run out at about that point?


Anyway, despite my anger at the level, I agree on most things you've said.


I definitely thought the samurai one was danged cool; it's a pretty easy fight, but the concept is so neat that for once a lack of difficulty doesnt bother me.

Also, I really loved that Bulkhead one. Honestly, of what I've seen so far I think that one is my favorite.

I found a way to cheat though; you can actually stand ON THE GATES and just fire. I'd stand on the 2nd gate and just keep firing through the third, and pow, fight over in about 20 seconds.

Im sure that's easily fixed though. One way or another, I thought that was a great one. Oh, and the music selection for that one is PERFECT, lol.



About Dodeca though, I dont think it's as cheap as it originally seems. First time I fought it I thought the same thing, but after a few idiotic deaths I saw just what it's attack pattern was and figured out how to dodge all of those plasma bolts. The key here is simply to pay close attention to it; not easy while aiming at the weak points, no. I dont wanna ruin it for anyone, but there is indeed a trick to this one.
2009-04-09 12:54:00

Author:
Bridget
Posts: 334


My impressions so far:

I dislike the multiple checkpoint approach. I was doing fairly well and then jumped down into an arena while forgetting to activate a new checkpoint on the 6th (?) boss in the first stage.I tend to agree, but you do get an audio and visual cue when you have no lives left.

2) Armored Turret
The concept of this boss was strong. The two modes of attacks makes reactions very important. I'd recommend a couple tweaks. First make the plasma balls slower. (Note I'm not recommending that the timing be changed, just the velocity.) Because one needed to dodge between them, I felt they were moving a little fast for my taste. Second, I have a HD tv so I can see a wider playing area than most. The camera was not set quite right because I had a lot of trouble seeing the target on the turret. This made aiming more about random luck than skill. Change the camera position and this problem should be solved.I agree with the plasma ball speed and adjusting the camera zone (I never once saw what it was I was shooting at. I have an SDTV).


4) Blast Mech
I really liked the concept for this boss. Blowing up the legs and knocking the boss down was really cool. Unlike others I managed to get all the brains. However, the last few brains were not about skill. They were about luck. It took me about 12 lives to get the last one on the top of the arm. This and the brains out of reach issue are easily solved. Place a switch on the top, which can only be hit once the boss is knocked over. Set the switch to once. Attach it to all the brains. When sackboy hits this switch it will pop all the brains, ensuring that the fight ends dramatically. Oh, and I felt the fuse was a little short on the timed explosive.Having a switch to pop all the brains is a great idea. I also agree that the timed explosive is much too severe. It takes a lot of skill to not blow up with it.


5) Dodeca MKI
This boss really frustrated me. First, the boss got all the way to the door for me so the dark matter fix is a good one. I thought one was supposed to jump on it and lost several lives trying to get over it in that manner. The electrified legs are really cheap. The bar at the entry gate forces sackboy to be in the front plane and if he walks forward he dies to the legs. They should not be electrified. This way sackboy will be directed around them. The plasma balls also felt cheap when fighting underneath the creature. I had good (lucky) runs where I didn't get hit and bad (unlucky) runs where I would be hit immediately. I felt it was luck, not skill, that determined my survival time. The paint switches had a sound effect when depleted, but this indicator needs to be improved. A visual indication is also needed. Maybe dissolve the switch when it's finished. Also, shut off the plasma balls in that section when its switch is depleted. The final part of the fight, where you need to hit the brain in the front was quite good. I also encountered the issue with the lower door not moving but I was able to jump over it so that wasn't a problem.About the electrified feet, they were made that way to keep Sackboy from simply hiding out between them to avoid all the plasma shots. You actually can stand between them when they're far apart, but this is only a temporary haven, you're supposed to stay mostly in the middle.

LBP's layer-shifting being what it is though, perhaps the front two legs should be unlethalized to avoid "dumb" deaths from running up to the legs (this happened to me a few times also).

As for luck vs skill. I can guarantee there's no luck involved. It fires in a predictable and constant pattern, which is only slightly changed when it goes into a walking motion. It's easy enough to avoid as long as you pay attention. Standing still is not the way to go, neither is charging blindly ahead.


6) Plasma ball shooting elevator robot:
This was quickly shaping up to be my favorite boss fight in the bunch. However, on my last life on the first check point, I jumped down without remembering to activate another check point. I think you mean Bridget's Tetra Vaera, right? I agree it's a fun/frustrating boss. It takes a lot of lives and a good amount of concentration to avoid the spray of plasma balls. I've also been killed by the entrance door no less than 12 times. I think the proximity switch should be extended just a nudge.


Some feedback for aer0blue:

You need a point builder in the beginning so the loss of lives results in a deduction of the score. Most of the media molecule levels give about a 1000 or so points right off the bat. I've found this to be a good strategy as it makes subsequent deaths meaningful.

Race gates:
Rather than making one big race, I recommend making each boss a race. This way players continue to build points throughout the level and the aforementioned deaths are meaningful.

Checkpoints:
I recommend using the infinite life checkpoint trick described by others on this forum. These can be replaced by real infinite life checkpoints on the 23rd. As it stands, I was saying to myself the whole time, "man this would be really easy to accidentally forget to activate the next checkpoint." Sure enough, I did it myself. If the bosses are tough enough to warrant 24 lives, they are tough enough to warrant infinite lives.100% agree with these points. Having boss-specific racing gates is a really good idea.

For the other points raised though, most seem to require a significant degree of modification to the bosses themselves. I agree that some of the bosses are frustrating, and even potentially broken, but I leave it up to aer0 whether we should go back to the drawing board on some of these or if we should try for only small/palliative modifications at this point.
2009-04-09 15:02:00

Author:
Gilgamesh
Posts: 2536


About the electrified feet, they were made that way to keep Sackboy from simply hiding out between them to avoid all the plasma shots. You actually can stand between them when they're far apart, but this is only a temporary haven, you're supposed to stay mostly in the middle.

LBP's layer-shifting being what it is though, perhaps the front two legs should be unlethalized to avoid "dumb" deaths from running up to the legs (this happened to me a few times also).

I like this solution. If the front ones are unlethalized, the rest can stay lethal.


As for luck vs skill. I can guarantee there's no luck involved. It fires in a predictable and constant pattern, which is only slightly changed when it goes into a walking motion. It's easy enough to avoid as long as you pay attention. Standing still is not the way to go, neither is charging blindly ahead.

I was able to see the pattern, but the front legs obstruct the view enough that it just wasn't particularly useful. Combined with the target being small enough that you really need to concentrate on aiming. I simply found that I made more progress running in blindly and firing off as many shots at the target as fast as I could. I'd actually do a lot of damage that way before dying.

When I tried timing it out correctly, I'd end up getting killed by plasma balls I couldn't see behind the legs (really frustrating). That wouldn't happen immediately. I'd last longer than with the blind shooting method. However, I'd deal less damage to the boss. So blind shooting seemed to be the optimum method for overcoming that particular boss.

I imagine that with enough practice and full awareness of the pattern I could avoid the shots and beat it without dying. That would make the skilled (opposed to blind luck) method optimal. However, with it not being the first boss in the series, I think that it's difficult to acquire that level of proficiency.


I think you mean Bridget's Tetra Vaera, right? I agree it's a fun/frustrating boss. It takes a lot of lives and a good amount of concentration to avoid the spray of plasma balls. I've also been killed by the entrance door no less than 12 times. I think the proximity switch should be extended just a nudge.

Yeah, that's the one. I didn't get to complete that boss because I forgot to activate a new checkpoint and died. The spray was intense, but because the target was big you could shoot while concentrating on avoiding. I didn't get to see the whole boss though so I'll need to play it again before giving my full comments.


For the other points raised though, most seem to require a significant degree of modification to the bosses themselves. I agree that some of the bosses are frustrating, and even potentially broken, but I leave it up to aer0 whether we should go back to the drawing board on some of these or if we should try for only small/palliative modifications at this point.

Collaborations like this are very difficult because editing is hard.

Bosses really require a lot of tweaking to get just right. There's a fine line between fun and challenging game-play and annoyingly difficult. I find that when I make my own bosses I get so good at them that it ends up being in the annoyingly difficult category. Playtesting is really required to go that extra step and make it an exciting and fun fight.

If it isn't done this time, I recommend that the next boss rush should be published in two stages. A playtest beta. During the beta the level is fully published and anyone can play and comment. Each boss creator should then modify their initial boss for the final version. Ideally, everyone should do this on their own before submitting but with a deadline that won't always happen.
2009-04-09 17:12:00

Author:
dcf
Posts: 468


I only have a few minutes right now, so keeping it short.


I think I can exchange the checkpoints there for Snowflakecat's(I think it was?).
The raceflags...I don't quite understand yet. Won't you get a lower score anyway if you die? You're still taking longer with each death. Sorry, just need a little explaining there.
Gilg, I'll nudge that bit of dark matter later if I can.
Anything else I missed (I'm sure I did lol), I'll re-read everything and get to it.
Oh, and yes, there will be a Beta stage in BR3. I have a pretty good idea on how it'll be, too.
...Add a Magic Mouth on Mega Turrent.


Here's a question: I've had this request a couple of times before... Should the rock barrier on Part Two be removed? This allows people to play through the bosses without having to beat Part One. What would you think is best and why? I'm starting to think I might just remove it, because like Bridget said, not many people are getting to see the bosses from Part Two which were actually winning entries. Well, just let me know.

Man, BR is turning out to be a real headache. x___x; I'll get back to some of these things later on today.
2009-04-09 17:52:00

Author:
aer0blue
Posts: 1603


I only have a few minutes right now, so keeping it short.


I think I can exchange the checkpoints there for Snowflakecat's(I think it was?).
The raceflags...I don't quite understand yet. Won't you get a lower score anyway if you die? You're still taking longer with each death. Sorry, just need a little explaining there.
Gilg, I'll nudge that bit of dark matter later if I can.
Anything else I missed (I'm sure I did lol), I'll re-read everything and get to it.
Oh, and yes, there will be a Beta stage in BR3. I have a pretty good idea on how it'll be, too.


Here's a question: I've had this request a couple of times before... Should the rock barrier on Part Two be removed? This allows people to play through the bosses without having to beat Part One. What would you think is best and why? I'm starting to think I might just remove it, because like Bridget said, not many people are getting to see the bosses from Part Two which were actually winning entries. Well, just let me know.

Man, BR is turning out to be a real headache. x___x; I'll get back to some of these things later on today.

The raceflags issue is based on the idea that when you die you lose 5% (?) of your point total. So by awarding points periodically, instead of just at the end, you make the deaths have a greater impact on the score. Especially with infinite lives, acing a boss might not be the fastest way to victory. Without giving points periodically, the scoreboard will be lead by people who finished fast but died many times. With individual races, the scoreboard will be lead by those who died the fewest number of times AND completed the bosses quickly.

My suggestion for the rockwall is to remove it. Instead of using the sticker to get access to the bosses you should use the sticker to emit the race gates. This way everyone can play the winning entries. However, only people who played through the first part can get the highest scores.

***************

Also, I just wanted to give a big thanks to those of you who contributed to the level, judged, organized, etc. It's very easy to sit here and be critical, not having put forth a boss myself this time around. You guys all put in a lot of hardwork and should be commended.
2009-04-09 18:08:00

Author:
dcf
Posts: 468


I only have a few minutes right now, so keeping it short.

I think I can exchange the checkpoints there for Snowflakecat's(I think it was?).Indeed it was. Snowflakecat's Superior Infinite Checkpoint.


The raceflags...I don't quite understand yet. Won't you get a lower score anyway if you die? You're still taking longer with each death. Sorry, just need a little explaining there.Well... I'll give an example. Say you can ace most of the bosses easily, but two of the bosses take you an inordinate amount of time to beat for some reason. You would get a lower score than someone who can beat all of the bosses in an average time, but isn't particularly good at beating any of them quickly.

If each boss had individual race gates, you would get a higher score for each boss you can beat quickly instead of for beating the entire series quickly, while at the same time, the more bosses you can beat quickly, the higher your score. I think it would be a little more rewarding for the players to get better at beating each boss. The bosses could also be given values this way. So bosses that are really tough would also be more rewarding.


Gilg, I'll nudge that bit of dark matter later if I can.

Anything else I missed (I'm sure I did lol), I'll re-read everything and get to it.Unlethalize the front two legs of Dodeca MkI at the same time you fix the dark matter.


Here's a question: I've had this request a couple of times before... Should the rock barrier on Part Two be removed? This allows people to play through the bosses without having to beat Part One. What would you think is best and why? I'm starting to think I might just remove it, because like Bridget said, not many people are getting to see the bosses from Part Two which were actually winning entries. Well, just let me know.Well, both levels have independent scoreboards, so I think you may as well remove the rock wall. What you could do instead is give a few bonus points to those who have the sticker, or something like that.



Man, BR is turning out to be a real headache. x___x; I'll get back to some of these things later on today.Tell me about it. Then again this is really the first time BR has gotten a significant number of bosses, so I'll say this is the first real Boss Rush. BR1 was just the pilot episode, now we're really getting into the thick of things.
2009-04-09 18:32:00

Author:
Gilgamesh
Posts: 2536


armored turret and that door thing are really easy to kill ^^

with armored turret i just jump onto the barrel of the turret while it's near the ground and then climb behind it and shoot it from there

and with the door, i just jump through the holes that you're meant to shoot through and stand right in front of the thing that you're meant to shoot and get it from there

as for themes:

-egyptian
-animals/monsters
-medieval
-mythical
-aquatic
-giant bosses (that type that you have to climb up/into)
-remakes of bosses from other games

and this might be a bit experimental, but what about optional bosses that require 2 or more players
2009-04-09 19:55:00

Author:
Dexiro
Posts: 2100


armored turret and that door thing are really easy to kill ^^

with armored turret i just jump onto the barrel of the turret while it's near the ground and then climb behind it and shoot it from there

and with the door, i just jump through the holes that you're meant to shoot through and stand right in front of the thing that you're meant to shoot and get it from there

as for themes:

-egyptian
-animals/monsters
-medieval
-mythical
-aquatic
-giant bosses (that type that you have to climb up/into)
-remakes of bosses from other games

and this might be a bit experimental, but what about optional bosses that require 2 or more players

Mythical sounds like a winner! IMO
2009-04-09 20:30:00

Author:
dcf
Posts: 468


How about Greek and Egyptian Mythology?2009-04-09 20:40:00

Author:
aer0blue
Posts: 1603


How about Greek and Egyptian Mythology?

Sounds great. If we can get a template, I'll start work on mine ASAP
2009-04-09 20:51:00

Author:
dcf
Posts: 468


Sounds great. If we can get a template, I'll start work on mine ASAP

I'm gonna take a small BR break before I do anything BR3-related. Shouldn't be too long, though.

2009-04-09 20:56:00

Author:
aer0blue
Posts: 1603


so are we having a vote or just sticking with the mythology theme ^^

either way i'm not bothered, the boss ideas that i have are pretty adaptable
2009-04-09 20:56:00

Author:
Dexiro
Posts: 2100


Yeah, that's the one. I didn't get to complete that boss because I forgot to activate a new checkpoint and died. The spray was intense, but because the target was big you could shoot while concentrating on avoiding. I didn't get to see the whole boss though so I'll need to play it again before giving my full comments.

Oh, that.

Yeah, that'd be the first half of that fight; the boss' 2nd form has 4 targets and they're all pretty small and it's meaner, so look forward to that


And lol, Gilg, Im sorry you got crushed by my stupid door so many times. Guess Im not the only one to get randomly squashed there while looking for the right moment to jump back in.

Considering the utterly stupid amount of testing on these I did, you'd THINK I woulda gotten out all of the idiotic bugs, but nooooooooo. There's ALWAYS that one that I somehow miss. Enduro in the 2nd part was worse though. That thing took 4 hours of screaming to fix at one point. Bah.
2009-04-09 22:56:00

Author:
Bridget
Posts: 334


Enduro in the 2nd part was worse though. That thing took 4 hours of screaming to fix at one point. Bah.

you should of made it easier then!!!

(still hasn't managed to kill that boss)
2009-04-10 00:58:00

Author:
Dexiro
Posts: 2100


you should of made it easier then!!!

(still hasn't managed to kill that boss)

That's the thing: I *did* make it easier


That's definitely rather easy compared to the type of things I usually make. It's a heck of alot less cruel than Rave was.

Wait'll you get to the one in the 2nd part though (if you can get there, bah). That one does rather make this one look friendly.
2009-04-10 02:25:00

Author:
Bridget
Posts: 334


Wait'll you get to the one in the 2nd part though (if you can get there, bah). That one does rather make this one look friendly.
The second phase is impossible. I had to get my friend to destroy one brain while I destoyed the other, just so I wouldn't have to go through the second phase, lol.
2009-04-10 04:12:00

Author:
Sackdragon
Posts: 427


Okay, both levels have been republished. I think I covered everything. Even added a Camera Zone for Blast Mech, and a Magic Mouth for Mega Turrent. Let me know if I missed anything.

The flags were set to their default time, which I think would be fine. I breezed through the first couple of bosses. I've beat them so many times now...haha.

Is it possible to simply copy the data into the BR account on my PS3? That way I can use everything I have on my normal one while still publishing under BR.
2009-04-10 08:18:00

Author:
aer0blue
Posts: 1603


Hello gentlemen, dropping back in, because I'm interested in BR3.

Let me start addressing the question at hand. While I have heard that you can copy data from your account to multiple PS3's, I'm not sure if that can also apply across PSN files.

Now, to discuss the theme suggestion that seems to be the one that is being "eyed" the most (it seems): Greek and egyptian mythology. Of course it would seem fair to wait for the release of the Egypt pack (of course, I know we are all skilled builders and could make do without ) and such, and on that point we could also expand to VIKING mythology, and I think it would be nice to have a broad spectrum like that.

It'd be nice for me to get details as soon before as possible, so I can make a shiny boss
2009-04-10 09:31:00

Author:
Astrosimi
Posts: 2046


Egyptian Mythology
Greek Mythology
Norse Mythology
Japanese Mythology

Sounds pretty good! We did only see one Japanese-themed boss on BR2. Mine was going to be too, but didn't make it in. I'd like to remake it for this next one, not to mention it broadens people's options.

No mech theme! Now that's a toughie for some. d:
2009-04-10 09:49:00

Author:
aer0blue
Posts: 1603


Egyptian Mythology
Greek Mythology
Norse Mythology
Japanese Mythology

Sounds pretty good! We did only see one Japanese-themed boss on BR2. Mine was going to be too, but didn't make it in. I'd like to remake it for this next one, not to mention it broadens people's options.

No mech theme! Now that's a toughie for some. d:

I thought the Japanese-theme was a great idea for BR2 to begin with, honestly.

Unfortunately, I've a negative amount of artistic skill. I wont be able to produce anything that doesnt look like some bizarre gizmo. There's a good reason why the boss I made for BR1 was just a black spinning cross, lol. Cause that's about as artistic as I get
2009-04-11 08:10:00

Author:
Bridget
Posts: 334


I wanna participate in the next one pl0x!2009-04-11 20:40:00

Author:
qrtda235566
Posts: 3664


sorry for making Blast Mech tough. he's not impossible to beat though.

anyways could you keep the robot mech theme? i seriously doubt i could come up with anything for any of the mythology themes.
2009-04-12 19:19:00

Author:
superBlast
Posts: 267


sorry for making Blast Mech tough. he's not impossible to beat though.

anyways could you keep the robot mech theme? i seriously doubt i could come up with anything for any of the mythology themes.

mechs seem a little boring and overdone to me

it can't be that hard coming up with a mythology themed boss

it's just like making a giant robot shaped like a dragon
2009-04-12 20:27:00

Author:
Dexiro
Posts: 2100


I wanna participate in the next one pl0x!

Of course.


mechs seem a little boring and overdone to me

it can't be that hard coming up with a mythology themed boss

it's just like making a giant robot shaped like a dragon

Precisely this. Just gotta be a little creative, but in all honesty, it shouldn't be that hard at all.
2009-04-12 22:23:00

Author:
aer0blue
Posts: 1603


Okay, I took the time this weekend to play through some more of the boss rush 2 entries.

When last I left off, I had played up to Tetra Vera (boss number 6 in part one) before failing to activate a new respawn gate and dying after 6 lives.

Samurai Sword Guy:
This guy remains one of my favorite bosses in this bosh rush challenge. The idea is well executed. It requires pattern recognition and timing. Again, the only suggestion I have on this guy is the addition of a life bar to make the objective more obvious.

Armored Turret:
The camera fix made a big difference here. I have a hdtv so I can see a wider area than many sd players (unless they've used the zoom option to play in widescreen). Someone should double check this with a sdtv.

Mechanical Gate:
After playing through the boss once before, I realized one could stand on the moving platforms on the right. Basically, this just created a more convenient safe area from which I could attack and not be hit. Safe areas aside, this boss looks great and the multiple phases are cool.

MkI:
Three things were fixed since last time. The boss no longer moves all the way to the left, the front legs are no longer electrified and the lower exit gate is no longer stuck. I enjoy the final phase of this boss but still really dislike the initial phase where one fires from underneath the boss. The real issue for me is that the legs obscure the plasma shots. I keep getting killed by plasma that never appeared out from behind a leg.

Blast Mech:
My second time playing this boss I ran into a new bug. When I blew up the legs some of the leg remained. This tilted the boss when he was on his back making some of the surfaces unclimbable. I did finally manage to get all the brains. Again, I think this is a great boss. It just needs a switch on his head that pops all the brains.

Tetra Vera:
I really enjoyed this boss. Couple comments. First, the paintinator is not glued down. Second, I got killed by the door several times. Third, I thought the second phase could use the plasma balls to be spaced out a little better. It's almost impossible to move through.

Spinning Turret:
Even with the magic mouths the objective was not clear. In particular an indication that the spinning part is grabbable would have been really useful. I'm still not sure when I actually hit the button enough times. I didn't realize for quite a while that the dissolvable material on the floor was gone.

Big Robo
The square that moves up when you grab it broke for me. This ended my second attempt.


Part Two

Bomb dropper:
Really great boss! It took me a couple lives to figure out what was causing the spiked ball to kill me. However, once I figured it out this was a really cool fight. The lifebar was much appreciated.

Machine that you go inside:
Another amazing boss! Even though plasma was all over the place I could actually survive for quite a while. I thought the mechanism for damaging the boss was really cool. Some sort of indicator for how much time remained before the front came back down would be good. As would an indicator for how much time remained before the front went up revealing the insides.

Quadrapulse (?)
This was easily my favorite boss in the whole rush. Great job! The shape and movement were all really well done. The different attack areas, which stopped attacking when defeated, were a nice touch.

Rock Monster
A well done recreation of the famous mega man boss. I thought hitting the inner eyes was annoying. The boss wasn't difficult but it took a long time to beat. I would have preferred for the creature to be a bit larger so sackboy would need to jump over the parts as the boss flew across the screen. (Just like the original.) Along these same lines, starting in the center instead of the side would also have been good. I think the vulnerable spots would have been more interesting to hit from the center, rather than from the outside.


********************

General comments:

Infinite Life Checkpoints: A major improvement.

Race gates: I discovered that if you failed to beat a boss in time, then you could just walk backwards from the next start gate to reach the finish gate. In the next boss rush we should design around this. The area between bosses should be the end gate, a drop, a checkpoint, start gate so you can't go back. For this boss rush it doesn't need to change. This is because this method gets you a lower score because you are a) losing one race point award and b) get points before the boss, which you then lose when you die, so its better to get the points after the boss.

Part One Versus Part Two: For the next boss rush, you should consider renaming these parts and removing the sticker requirement completely. I would have liked to see Part Two simply titled "boss rush two-winning entries." This is the one that should be played first. When this was beaten you could get a key that would unlock a second level called "bosh rush two-remaining entries." This stage would not be set up in series. It would instead be set-up in parallel, with an elevator at the beginning to select the boss you want to try. This method should get the bosses more plays.
2009-04-12 23:31:00

Author:
dcf
Posts: 468


I would have liked to see Part Two simply titled "boss rush two-winning entries."

Thing is, Spikey Misfortune isn't a winning entry (the first on Part Two). It was placed there due to lack of space on Part One, so I couldn't have named that "Winning Entries" if SM wasn't one. But I get what you mean.

Actually, I was thinking earlier today, something Bridget mentioned last night. Let me know what you guys think...

Perhaps set the bosses as a "hub" interface of the sorts, a'la MegaMan (Wily's Castle). Meaning, you start at a central point, and from there you select which boss you would like to take on, in whichever order. However, you must beat all of them to get to the remaining winning entries or something. It's different than going boss after boss in a linear path, but it does give the players the option to fight whatever they like first.

This completely destroys the "Branching Path" feature though, but honestly, to implement the branching paths, we'd need quite a few bosses. I tried to do it with this one, but it just didn't feel right--it seemed more troublesome than anything (for the Player). Maybe if there were more entries... but yeah. That's a new idea, anyway.
2009-04-13 00:10:00

Author:
aer0blue
Posts: 1603


who needs branching paths when you can do them in any order ^^

that'd be great in BR3 because then you can see all of the bosses even if you can't defeat all of them
2009-04-13 00:42:00

Author:
Dexiro
Posts: 2100


I like the megaman hub idea. As Dexiro said this way you get to see all of the bosses.2009-04-13 01:20:00

Author:
dcf
Posts: 468



LBPCentral Archive Statistics
Posts: 1077139    Threads: 69970    Members: 9661    Archive-Date: 2019-01-19

Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.