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8-F? Kong-struction site; Monkeys aren't donkeys, quit trying to confuse me!
Topic Started: Feb 23 2011, 10:40 PM (4,175 Views)
EvilMariobot
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So, who want's an ICBM?
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Din
Mar 13 2011, 03:26 PM
Impressive, it really reminds me of a construction site.

In terms of using Pauline's belongings as Red Coins, I do like the idea.

So, how do you want the Donkey Kong fight to work? It looks like you have Donkey Kong jumping around and tossing barrels up there...
Thanks!

As for how the DK fight plays out:
First, he'll do an attack; either throwing barrels in an arc at you (exploding barrels at low health), or slaping the ground, releasing shockwaves. After this he'll move across the screen; either by rolling, or by several leaps into the air.
TheQu
 
My only suggestion is the Pie Factory section. Becaue seriously. Pie factory.

Already part of the layout. (though, the pies themselves may have to be absent.
Babblefish
 
Maybe the boss could have a tower you have to climb like the old DK games with him sending barrels down, then when you reach the top it breaks and plays out like you described.

The level itself is the tower.
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Din
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Looks like, in the official poll, your level is in the lead by a wide margin.

http://s4.zetaboards.com/mkfusion/topic/8501563/1/#new

Hope this wins... it's a brilliant idea.
Edited by Din, Mar 14 2011, 10:21 AM.
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MetalKirby
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Perhaps the switches from Mario VS DK could also play a role here? It sounds like having switches would complicate the boss battle, so I wonder about using them in the second section. Switches could be used to help the character stack some barrels to help them climb up to an otherwise unreachable part of the site. To make sure characters like Tails can't just fly up to move on, we can require characters to bring a key nearby to a locked door on said unreachable platform that warps a player to the platform where the pre-boss checkpoint is found at.
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EvilMariobot
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So, who want's an ICBM?
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MetalKirby
Mar 16 2011, 02:24 PM
Perhaps the switches from Mario VS DK could also play a role here? It sounds like having switches would complicate the boss battle, so I wonder about using them in the second section. Switches could be used to help the character stack some barrels to help them climb up to an otherwise unreachable part of the site. To make sure characters like Tails can't just fly up to move on, we can require characters to bring a key nearby to a locked door on said unreachable platform that warps a player to the platform where the pre-boss checkpoint is found at.
I've never played the Mario Vs. DK games, so I don't know how the switches work.

As for Barrels, they function like the "Ice Bricks"; you grab them and kick them at enemies (or get them thrown at you by Buster Beetles, which will happen a lot).

Flying characters can't really fly upward that fast, or get significant height before they tire out. Trust me, once they reach the "100m" tier of the first room, whatever advantage they might have had gets seriously diminished.
Edited by EvilMariobot, Mar 16 2011, 09:18 PM.
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MetalKirby
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Well, in Mario VS DK, there were three different colored switches (Red, Yellow, and Blue), which controlled the same colored blocks and platforms. If one switch is pressed, that color becomes solid on all blocks and platforms, and all other colors were invisible until a different switch is pressed. They were featured in many of the game's puzzles, and also played a part in a few battles with DK.
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The Swordsman
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Like the idea, just one question why is DK(Jr.) working for Legion? He isn't evil...
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EvilMariobot
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So, who want's an ICBM?
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MetalKirby
Mar 17 2011, 03:27 AM
Well, in Mario VS DK, there were three different colored switches (Red, Yellow, and Blue), which controlled the same colored blocks and platforms. If one switch is pressed, that color becomes solid on all blocks and platforms, and all other colors were invisible until a different switch is pressed. They were featured in many of the game's puzzles, and also played a part in a few battles with DK.
Ah, I see. Well, this level is mainly focusing on the early arcade games. Also, I'm too far into the layout design to incorporate it.
The Swordsman
 
Like the idea, just one question why is DK(Jr.) working for Legion? He isn't evil...

The idea is that Legion's goons (perhaps Ganondorf) have reawakened DK's rivalry with Mario and ramped it up to 11. After knocking him back to his senses, he explaines that he was brainwashed, gives you some information or something and (pending Dev approval) releases Amy Rose if you beat him as Sonic.
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frostare
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Ha! That counts the second time DK has been brainwashed, the first being in DKC3. I have to wonder how those Tikis couldn't brainwash him.
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Warcheeso
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frostare
Mar 18 2011, 03:47 AM
Ha! That counts the second time DK has been brainwashed, the first being in DKC3. I have to wonder how those Tikis couldn't brainwash him.
easy... the Tiki's were trying too hard...lol! DK is too dumb to be hypnotized... however, DK is usually very easy to be fooled.... so he could have been bribed with all the bananas he wanted or something like that.... and knowing DK, he'd go for it... until he finds out he was lied to about the bananas. heck, Gannon (or whoever) could Lie to DK telling him that the MK coalation stole and ate his banana horde... that would set him off easily.
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EvilMariobot
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So, who want's an ICBM?
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Well, I've finished my sketches for the level and the spritesheets for the new enemies. This more or less ends my job on the level, so now I need volunteers to code the enemies and build the level. I'll only give the resourses to the respective volunteers via PM along with any information they'll need.
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Del
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Spriter, level designer, coder, etc.

Feel free to make new topics in the development phase boards to explain every single enemy's behavior, post the individual sprite sheets, the tilesets, the sketches, sound effects, etc., that way maybe you'd get some people to get interested and help more with it. If no one tries to help with it I'm afraid that'd reduce the chances of seeing this happening a lot, all the devs got our plates full right now :(
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MetalKirby
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Just one thing I want to discuss related to the stage...why only Sonic to unlock Amy? I was really hoping I would be able to unlock all of the characters in the game using just one character.
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Del
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Spriter, level designer, coder, etc.

Oh yeah, about that, no it won't happen, there are better ideas to unlock Amy already, plus it's not fair to make characters unlockable by playing as only one of the rest like in this idea. (and no, Zero in 0.3 was unlocked by Vile for that beta only, it won't stay that way)
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EvilMariobot
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So, who want's an ICBM?
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Del
Mar 22 2011, 02:28 PM
there are better ideas to unlock Amy already,
Fair enough.

As soon as I make a few adjustments and do some research, I'll get right on that development topic.
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EvilMariobot
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So, who want's an ICBM?
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EvilMariobot
Mar 22 2011, 08:58 PM
As soon as I make a few adjustments and do some research, I'll get right on that development topic.
Or, I would if I could make a topic there.
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The Swordsman
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I hope it makes in the game though, we'll finaly see who is better at getting rid Mario. ^_^
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EvilMariobot
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So, who want's an ICBM?
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Here are my resources
Tileset:
Spoiler: click to toggle

Girders and Oil Drums are standard solid objects. Conveyer belts are animated use examples to construct them. Lift Track caps work with the kind of lift tracks found in Dry Bowser's Castle. Barrels act as the white grab blocks you kick. These should be edited to not animate until they are kicked and not to disintegrate after a while. The fire works with the Oil Drums and is also animated. Two versions must be made; ones that are constantly burning and ones that recede after a time (like you see in Donkey Kong Country). The timing should be adjustable to account for sequenced sets.
Enemy- Snapjaw:
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The lone new enemy in the level. Basic left-right movement, but when it encounters a ladder, it will climb down it. When it falls off or hits a solid, it continues toward the player's location.

More to come. Sit tight. Do not respond until I'm finished.
Edited by EvilMariobot, Mar 24 2011, 09:19 PM.
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JudgeSpear
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I got time is on my side!!!

This level discussion has been moved to the Production Phase board, as per recommendation by several MKF devs.

Coongratulations to all involved!
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EvilMariobot
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So, who want's an ICBM?
[ *  *  *  * ]
JudgeSpear
Mar 24 2011, 09:16 PM
This level discussion has been moved to the Production Phase board, as per recommendation by several MKF devs.

Coongratulations to all involved!
WHAT PART OF "DO NOT RESPOND UNTIL I'M FINISHED" DID YOU NOT UNDERS...
O Hai, JS. Umm... LOOK! A MONKEY!

Boss- Donkey Kong:
Spoiler: click to toggle

First, DK should be strong against Projectiles.
Roaring is an optional touch to start the battle a la the Mega Man boss intros. The idle animation is for between actions, DK is stompable in this state but it should last about a second and a half. Hurt, I hope, speaks for itself.

Hand Slap creates a shockwave along the ground. We should have a shockwave available already, don't we? DK is unstompable in this state. When throwing a barrel DK is unstompable. he throws barrels in an arc at the player's position. the TNT barrel is for when he's at low health. I know we have plenty of Explosions available.

After using an attack, DK will move to the other side of the arena in one of two ways.
One is to roll across the screen. DK is unstompable in this state. the other way is to jump across the room in four leaps. DK is stompable in this state.

For the sake of keeping the nuances of the level a secret, I will only give the level sketch to the one who agrees to build it.

Once again, Thanks for all your support.
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JudgeSpear
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I got time is on my side!!!

EvilMariobot
Mar 24 2011, 09:42 PM
]WHAT PART OF "DO NOT RESPOND UNTIL I'M FINISHED" DID YOU NOT UNDERS...
O Hai, JS. Umm... LOOK! A MONKEY!
Oh, so you want me to move this topic back to the brainstorm board? :smug:

Seriously, you and all others involved have really put forth a lot of work getting this level where it is now. Can't wait to see it built.
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Nitros
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Not a robot.
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This level seems really awesome so far. I don't know how I could contribute (since I can't really code or anything), but I could try building the level if all the resources get completed.
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The Qu
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...so alone.
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My only complaint is that those really aren't Snapjaws. Snapjaws have always been either metallic or organic sentient bear traps. They've never even had legs, AFAIK.
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TheomanZero
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EvilMariobot
Mar 24 2011, 09:42 PM
Boss- Donkey Kong:
Spoiler: click to toggle
Hmm, the Barrels don't really match up with DK's sprites. Maybe he could use a reshade -- I'm thinking something similar to what was done to Bowser in SMF:R.
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Sacorguy79
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WOAH, who let in the Ape with the TnT barrels?!?

Looks excellent, Mariobot. I like the way you've planned out the Donkey Kong boss (and the TnT. LOTS of TnT!). I can't wait to see this level put into action.
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EvilMariobot
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So, who want's an ICBM?
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The Qu
Mar 25 2011, 01:21 AM
My only complaint is that those really aren't Snapjaws. Snapjaws have always been either metallic or organic sentient bear traps. They've never even had legs, AFAIK.
I looked it up on the Super Mario Wiki and the version I selected (from Yoshi's Island DS) are indeed labeled as Snapjaw and have the same behavior.
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