[NPC Pack] Boss Bass (Outdated, updated version is in basegame)

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Murphmario
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[NPC Pack] Boss Bass (Outdated, updated version is in basegame)

Postby Murphmario » Mon Jun 21, 2021 9:47 pm

Here's a recreation of Boss Bass from Super Mario Bros. 3. It pretty much acts how you'd expect it to, swimming back and forth below the player and jumping out in an attempt to eat them. It's not an exact replica of it's original version, but it's decently close.
Image

Download:
https://drive.google.com/file/d/1jErZTZ ... sp=sharing

Edit:
Forgot to mention this previously, but some of the code here was taken from the basegame Sea Mine NPC by snoruntpyro. Just giving proper credit.
Last edited by Murphmario on Sat Feb 24, 2024 8:38 am, edited 3 times in total.

MegaDood
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Re: [NPC Pack] Boss Bass

Postby MegaDood » Tue Jun 22, 2021 9:38 am

This is awesome! It's very accurate to the original and acts exactly the same, only less accurate thing is it falls a bit slower than the original SMB3 boss bass, though it's not an issue. Good job!

TheGameyFireBro105
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Re: [NPC Pack] Boss Bass

Postby TheGameyFireBro105 » Sat Jun 26, 2021 5:18 pm

I noticed two issues in the code of the enemy. It basically dies if it tries to jump when within block collision; Semi-solid and solid alike.

Murphmario
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Re: [NPC Pack] Boss Bass

Postby Murphmario » Sun Jun 27, 2021 5:10 pm

TheGameyFireBro105 wrote:
Sat Jun 26, 2021 5:18 pm
I noticed two issues in the code of the enemy. It basically dies if it tries to jump when within block collision; Semi-solid and solid alike.
You sure something isn't messed up with other code in your level? It shouldn't be freezing randomly or failing to not float in the water, and it's doing neither of those things on my end.

Edit: Updated link to make the NPC immune to iceballs, since being frozen then unfrozen seems to cause collision issues.

TheGameyFireBro105
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Re: [NPC Pack] Boss Bass

Postby TheGameyFireBro105 » Mon Jun 28, 2021 4:27 pm

The issue is that on occasion, it stops having buoyancy properties.

Murphmario
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Re: [NPC Pack] Boss Bass

Postby Murphmario » Mon Jun 28, 2021 4:38 pm

TheGameyFireBro105 wrote:
Mon Jun 28, 2021 4:27 pm
The issue is that on occasion, it stops having buoyancy properties.
I think I might know what the issue is. Where exactly are you placing it inside the water box?

TheTrueMarioMaster
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Re: [NPC Pack] Boss Bass

Postby TheTrueMarioMaster » Mon Jul 05, 2021 12:55 am

I see you figured out the problem that other guy was having with his Boss Bass npc since I don't think he could figure out how to give it a custom death animation for when it eats the player which is why it only hurt the player like any enemy would.

AirShip
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Re: [NPC Pack] Boss Bass

Postby AirShip » Thu Dec 30, 2021 12:03 pm

I made a SMW-Styled version with the Big Cheep Cheep beta sprites, for those who are interested:
Image

https://www.dropbox.com/s/1ttcqcggcbdsc ... d.zip?dl=0

btw, great NPC Pack Murphmario, excelent job!

Alucard648
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Re: [NPC Pack] Boss Bass

Postby Alucard648 » Fri Dec 31, 2021 10:14 am

AirShip wrote:
Thu Dec 30, 2021 12:03 pm
I made a SMW-Styled version with the Big Cheep Cheep beta sprites, for those who are interested:
Image

https://www.dropbox.com/s/1ttcqcggcbdsc ... d.zip?dl=0

btw, great NPC Pack Murphmario, excelent job!
I like the nerfed variety of that evil fish. I call this species of fish "False Bass". To be used in early world levels.


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