@marino Here's a new one for the front page spotlight good sir
That Call of Duty 4 victory stream is a good place to get all you need, to whoever manages to tackle this.
Some good Brading in here
@brad messaged me on Twitter that he'd be willing to help out. I may be able to skip the middle man and get some clips straight from the source =P
Still, I wouldn't mind finding that original God Fuck! We'll see what happens =]
Think we're gonna need one good "DAMN IT ALL!"
I'd love to see Jeff's "OY GOVNUH" play at the start of the fight completely out of context. Then have the rest of the fight play with fake Brad's voice.
Wish I could at the moment, but remember the last episode of the Lantern Run everyone just started shouting F-U at each other and walked out of the room.
This is pretty amazing. The Time to Brad attack is something Capcom should be ashammed that they never figured out.
@pyrodactyl:@mesoian: That attack is the crux of the idea behind what caused me to build him. Originally (and still in the programming) was to have multiple of him start to appear during the fight so at one point, there are a bunch of him running around and exploding all over the place. It was actually way too hard to win so I took it out and replaced it with him spawning back in faster and faster. I feel like I also may need to incorporate a visual cue to indicate when he dies due to dmging himself. I don't know if you noticed, but he only takes real damage if you get "last hit" on him. That joke doesn't seem to really shine through -_-;;
No, I noticed that. Perhaps what you can do is put way more damage emphesis on Brad's needle attack, have it do something like 30% damage and have the explosion balls still hurt Brad. That way he could be the obvious first in the critical path.
pretty cool idea that last hit stuff. To bad it doesn't really come across that well. That cloning idea would also be fantastic but you would need a bigger level or something
@mesoian: Having a bit of a hard time understanding what you mean -_-;; The safety cone shot currently does more damage than any of his other "attacks". I also want to prevent him actually being able to cause any real damage to himself because I just feel it's important to have the player do all the damage it takes to kill him. I think I may just be misunderstanding you.
@pyrodactyl: It gets absolutely crazy with multiples. I do have a variable set for normal and easy. Maybe someday I can add hard and allow the madness then. A bigger level might be doable, but I already increased the horizontal a bit from the original boss room size and I'd rather not have it be scrolling. As far as I know, there wasn't ever a non one room boss fight.
Hey duder ! I did not know about this project of yours and let me tell you: it is AWESOME so far. I spent an hour just playing the 2 bosses and finally managed to beat them. Do you plan on making a boss mode like right now, or are you going to add weapons and full levels ? Don't think I'm ungrateful and ask for more, it's simple curiosity. Either way would be great.
By the way, since I played a little bit of the game, I do have some comments and suggestions. One of the problems I have during the Brad fight (I understand you're still currently designing it, so I understand) is how random it is. Don't get me wrong, the "Time To Brad" at the beginning is hilarious and the fact that Brad's main weapon is himself dying is a brilliant idea. I think if you exploit that idea even more, it could be the best. I read that you tried to spawn several Brads at the same time, which could be interesting, since the fact that he respawns faster in the current fight isn't very interesting, nor noticeable. I think the main issue with the fight is the room itself. The top platform is kinda useless to be honest, and whenever he would spawn on it, he would either take damage from one of his own "death balls" or I would just have to wait for him to jump down. It can also be abused to avoid the fight. Maybe replacing that top platform with two little lower platforms or removing everything altogether could make it more interesting. Again, I don't know, I'm just spitballing here.
The Ryan fight is much tougher, and took me half an hour to beat. Took me some time to figure out how to dodge the "Huh", but once I got it, I beat it on my first try. The only problem I have is about his dash attack. It's pretty useless in it's current state. He NEVER runs towards me whenever he does it, and it just ends up being a very easy way to deal a LOT of damage. Also, it lacks a visual cue to tell that it's an attack, and not just him moving around. I know there's the sound bit, but it could really use a visual cue. Or you could have him have an electric shield around him when he does this attack. It would make it even more obvious that your should dodge. Oh, and is it just me or is the transition time when he "casts" the birds a little too long ? I dunno, I might have played it too much xD
Oh also, is it normal than whenever the screen turns to black, the game still runs and I can jump and shoot and stuff ?
Damn... Sorry if I sound too critical now... It's just that it is a kickass idea and is really fun to play (I mean, it's Mega Man, dammit) and this could turn out amazing :'D I'm looking forward to seeing more from you. Oh also, the art is pretty damn good, sir ! :D!
@fobwashed: I think what he's suggesting is that, by letting Brad damage himself, you could make him the logical starting point as the first boss in a standard Mega Man progression. The one that's easiest to beat without any special weapons.
If that's the case, I get what you're saying and it'd make a lotta sense. Problem is, I don't have any powers/abilities being unlocked by beating anyone yet sooooo -_____-;; Also, while he "damages" himself, he doesn't actually do any "real" damage, just allows himself to be killed to start another explosion attack.
@jamesjeux007: For now, in my spare time or whenever I get the urge, I work on the boss fights a little bit. Tweaks here and there. I did a vote a while back and the winner being Vinny, he's the fight I've been tinkering with in my spare time (of which there isn't much). I just happened to think of something so stupid (and thankfully easy to implement) that I put the Brad fight together real quick. I have thought about making a level, though it'd be more work because then I'd have to make enemies and whole level layout. . . Maybe someday once the boss fights are finished.
The level that Brad exists on is actually Ryan's level which is why it doesn't really fit him =P I'll whip something appropriately "BRAD" later on. . . or if anyone wants to give me one =) I DO need the vertical movement in the fight though to give him more of a chance to run into balls.
Having some kind of shield or sparks around Ryddok when he's zooming around is a good idea. I set him to move in a random direction because having him zoom to the player right away was way too hard.
Yes, turning black and having movement is normal. It's a "feature"
@fobwashed: Really looking forward to the Vinny fight then if this is what you've been working on :')
I replayed both fights to see and just noticed that whenever Brad kills himself, he doesn't take damage... and that's only because I read it here ! I see how it would make sense from a developer perspective but from a player perspective, I didn't notice because it because it's so counter intuitive. I mean, if he blows up, you expect him to lose health. Heck, I was certain it was hurting him. Maybe make his own attacks hurt him and give him more health... or just remove the fact that he can hurt himself. Because personally, I think the fact that he can blown himself up with his own attack add a pretty big element of luck into the fight. It just boils down to : "Is the AI going to jump into his own death ball or not ?" And I should win because of skill, not luck. You could still keep the element of him dying as an attack, but maybe put it on a timer ? Then you could use the big "Time To Brad" timer which doesn't get used at all after the initial awesomeness. And as he loses more and more HP, the timing would get shorter ? Or he would explode into more balls ? Because if he dies on a timer, then you don't NEED verticality, but you can actually use it for a third attack or something (an "e-mail" related one ? ;'D).
And yeah, I thought that make Ryan dash immediately towards the player would make it too hard. But there has to be a middle ground. Because he just keeps avoiding me :'(
Oh also, what are you developing this on ? I'm curious :')
"Cor, emails!" Made me want to get back into the fight right away when I died. It has that "just one more go" quality, somewhat reminiscent of Super Meat Boy. Took me about 10 attempts to beat Brad on easy.
It's hard for me to give feedback because I'm bad at the game, but I agree with previous comments that the upper platform is largely redundant during the Brad Battle. Perhaps 2 or 3 small platforms at the same height might work. Also, an "email attack" causing 4 or so envelopes (with GB bomb logos on them) to rain down might work. Maybe situate them in a simple diagonal formation to make them easy to dodge (if this is the first boss) and differentiate them from Ryan's hummingbird flock.
I already mentioned this Fobwashed, but it's fantastic that you're continuing this project. I look forward to seeing more and cursing at my monitor again soon!
@jamesjeux007: I get where you're coming from but I still think that being able to dodge and beat him is player skill and not random luck. Reason being that you as the player should still be able to tell if he's close to killing himself (since it won't ever happen on first hit) and should be able to position yourself accordingly to dodge whatever it may result in. I also feel like keeping his deaths related to what his character is doing as opposed to watching a timer elsewhere on the screen is easier for the player. I do want to do more with the TTB (mostly incorporate it into the BG better and possibly use it to have level altering) but I'll leave that till I actually get around to building his BG =P
As for Ryan, yeah. . . Maybe I could have him do the voice clip, and then a moment later charge at the player. All I do know is that when I was toying around with various things, the worst was always to have him go towards the player at the start of the charge.
I'm using C# and the XNA framework.
@eviternal: So you tried it after all =P You basically take half damage when playing on easy. I tried also increasing the damage you deal, but that made it far TOO easy! If you're not using a gamepad, that may also make things a bit tougher.
I do want to add an Email attack to Brad, I just haven't really settled on an idea for it yet. Also, yea. The level is just Ryddok's level for now. The platforms will defenitly be moved around once it's Brad's.
Thanks for playing and commenting =) I'm hoping that the lack of other responses indicate that people have moderately enjoyed the thing and don't feel the need to scream at me that I've wasted their time!
Let me just figure out how to remove all the traces of a previous version so I can try this one.
@geirr: In control panel, there should be an Uninstall Programs or a Programs category. From there, sort by date installed and it should be up near the top of the list. Uninstall. Then Install =)
Oh I tried, nothing really happened. So then I tried via Ccleaner and it just blinked and then nothing.
I'll get it though, I want to experience this!
@geirr: What this means is you've already tried the game and are attempting to install an update =) So for that, thanks!
Haha yes, sorry, as you mentioned earlier - silence usually means people aren't pissed. I loved fighting Ryan and I'm looking forward to fighting the rest.
Someone uploaded a vid of the Shoe Man boss fight. It actually looks too easy -_-;; Maybe I'll pump up the difficulty a little next time I update. Also, try out the game before watching if you don't wanna ruin the boss fight strategy ;-)