Custom Boss GFX: Tatanga's Spaceship (SMB3) (Fixed)

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Custom Boss GFX: Tatanga's Spaceship (SMB3) (Fixed)

Postby PixelPest » Sat Oct 03, 2015 7:13 pm

I made this custom boss as the major antagonist of an upcoming episode I'm working on but thought I'd share it now. These GFX are inspired by the original Tatanga the Mysterious Alien boss sprite from Super Mario Land 1. I ripped, edited, and then recoloured the graphics to create a new SMB3 boss. This boss includes three ship sprites (below), bullets, and the elements needed to create the boss battle (in my style, although it could be varied in many ways). In my version, Tatanga's spaceship flies up and down, shooting black bullets horizontally and dropping small, strange purple objects out of the bottom of his spaceship, which when thrown at the window of the ship cause damage to the boss. After the windshield is hit three times the battle is over and Mario has won. Mario however cannot touch the ship or he will be hurt.
FIX: Replace the switch block with an invisible SMW spiny set to "Don't Move", triggering the corresponding events on death. Also add a single set of SMB3 spikes facing up in the top right corner instead of the ones facing down.
Image
Constructing the Boss Battle:
Spoiler: show
This boss battle is quite simple to make if you follow it step by step.

STEP 1: Copy the all of the sprites of the ship's phases as well as all of the bullets into your custom graphics folder (background-29/29m, background-148/148m, background-149/149m, npc-7/7m, npc-17/17m) and their txt files. Leave behind all other graphics included in this download for now, or else it will make this process a lot harder than it needs to be.

STEP 2: Create your layers and events. (Does not have to have the exact same names.)
Layers--Phase1, Phase2, Phase3, Star
Events--Phase1_Up (layer movement=Phase1, vertical speed=-5, trigger event=Phase1_Down after 1 second, auto start), Phase1_Down(layer movement=Phase1, vertical speed=5, trigger event=Phase1_Up after 1 second), Phase2-Up, Phase2_Down, Phase3_Up, Phase3_Down, Phase2 (show layer=phase2), Phase3, End_Phase1 (show layer=Phase2, hide layer=Phase1, trigger event=Phase2), End_Phase2, End_Game (show layer=star, hide layer=Phase3)
Note: Auto start all Phase#_Up events.Note: Auto start all Phase#_Up events.

STEP 3: Create the first phase. Please note that these measurements do not need to be exact, just try not to stray too far from these guidelines.
3a. Place the first ship BGO in layer "Phase1", between 1 and 2 blocks from the ground (1.5 works best, 1 is a little glitchy sometimes).
3b. Place a gray SMB3 switch block (hit=End_Phase1) in the top right corner of the ship, in layer “Phase1”.
3c. Place three downward pointing SMB3 spikes in the remaining three spots, covering the rest of the ship, in layer “Phase1”.
Turn off Auto-Align to complete the next steps.
3d. Place a gray bullet NPC (generator=0.5 seconds, left, projectile) aligned with what appears to be a launcher on the left side of the ship. Keep it as close as possible to the ship (about 8-10px) for the best effect, in layer “Phase1”.
3e. Place a purple bullet NPC (generator=5 seconds, down, projectile) aligned with what appears to be a launcher on the bottom of the ship. Keep it as close as possible to the ship (about 8-10px) for the best effect, in layer “Phase1”.

STEP 4: Create the second phase.
Repeat 3a, 3c to 3e using the second ship BGO (background-148).
4b. Place a gray SMB3 switch block (hit=End_Phase2) in the top right corner of the ship, in layer “Phase2”.

STEP 5: Create the fifth phase.
Repeat 3a, 3c to 3e using the third ship BGO (background-149).
5b. Place a gray SMB3 switch block (hit=End_Game) in the top right corner of the ship, in layer “Phase3”.

STEP 6: Place a star in the layer “Star”.

STEP 7: Copy in the rest of the graphics.

Sorry if some of these instructions are a little unclear. You should be able to figure it out though with these as guidelines and check some of the troubleshooting, shoot me a PM, or comment below if you need any further help. These intstructions are only one possible way of creating this boss; there are other sequences of events and layers that could likely be created to get the same/similar result.

TROUBLESHOOTING:
Do all events link to other events except for the last one?
Are all of the phases in their appropriate layers?
Are all of the generators in their appropriate layers?
Are all graphics required in your graphics folder?
Are all of the spikes and the switch in each of the layers?
Are the switches set to trigger their appropriate events?
Screenshot (This Test Level Included):
Spoiler: show
ImageNote: The test level only uses a single phase.
Download:
Spoiler: show
Download .zip from Mediafire

Includes:
- All needed graphics included invisible objects.
- "The Evil Alien Tatanga" boss battle music (used in test level)
- Test Level (first phase only)
Last edited by PixelPest on Sun Oct 04, 2015 1:25 pm, edited 2 times in total.

bigpotato
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Re: Custom Boss GFX: Tatanga's Spaceship (SMB3)

Postby bigpotato » Sun Oct 04, 2015 12:48 am

Good idea! But am I supposed to be able to stand on top of him?
tatanga.png

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Re: Custom Boss GFX: Tatanga's Spaceship (SMB3)

Postby PixelPest » Sun Oct 04, 2015 7:57 am

bigpotato wrote:Good idea! But am I supposed to be able to stand on top of him?
tatanga.png
Thanks for noticing that. If forgot to put an extra layer of spikes (facing up) on the top. I'll fix that ASAP.

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Re: Custom Boss GFX: Tatanga's Spaceship (SMB3) (Fixed)

Postby NathanBros » Tue Oct 06, 2015 10:36 am

Well, the outlines on the boss and the projectiles use a different style, is that intentional?


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