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Level 0 - Badniks

#61 User is offline Chimpo 

Posted 01 April 2009 - 03:57 PM

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I don't like the explosion idea myself. I rather just have him on top jumping on the tree.

Destroying it would be a quick reaction thing.

See Monkey -> OH SHI- -> Jump/Roll At It -> Did It Hit? -> Yes -> You Win!
Spoiler
|
Spoiler
No -> Fuck, just avoid it

#62 User is offline Matwek 

Posted 01 April 2009 - 04:04 PM

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could use it to create a more random element of gameplay. They either jump out of your way into the tree as you run past or they jump down from the tree to hit you.

Edit: When I say random I don't mean random as in different locations each time you play. I mean like the grasshoppers of MGZ where some would jump over you and others would burst from the ground and hit you, although with the monkey jumping up or down his position would alternate each time you pass without killing him.
This post has been edited by Matwek: 01 April 2009 - 08:48 PM

#63 User is offline test-object 

Posted 02 April 2009 - 06:40 AM

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QUOTE (ChimpoMcCrazypants @ Apr 1 2009, 10:57 PM) [post="296317"]Posted Image

Still, debate is needed on the curve of the coconuts.
A. Left-right pattern or simultaniously?
B. Fly upwards, sidewards or downwards?
This post has been edited by test-object: 02 April 2009 - 10:37 AM

#64 User is offline The KKM 

Posted 08 April 2009 - 06:02 PM

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Simultaniously, and fly upwards.

Also, I think you could play wiht other simian species. Previous Monkey Badniks have been much... chimpazee-esque. I thought maybe this one can be more based on an Orangotang?

Anyways, in the level art topic, idea arose for an hermit crab badnik that would funcion sorta like a Mettaur in Mega Man. So, I drew it.

Posted Image

#65 User is offline test-object 

Posted 12 April 2009 - 04:45 PM

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I very much like the idea for this badnik but I have a nagging feeling this all is becoming too much for the first level. I take responsibility for this misunderstanding: I forgot to mention that we do need at least 1 basic enemy. One that is minding his own business and simply walks back and forth. Well, I'll include it because it blends so well in the environment, but I hope there'll be a better way in which we maintain a correct difficuilty curve.

Beach zone:
[x] Flying > Tucan
[x] Plant > King Sling
[x] Basic Enemy > Liquiphant
[x] Monkey > Monkeybot (The treejumping one)
[x] Insect > Petroshell

[ ? ] Pirahna-like > Shrimps (?)

#66 User is offline test-object 

Posted 21 April 2009 - 12:52 PM

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Doubleposting. I recently had an idea for an underwater enemy and had to think of your badnik, Koi.

If you touch him if he's inside it's shell, you don't get hurt. You walk/roll over him as if it was slippery. This makes him more defensive which is something we definitly need. He can only be hurt when outside the shell and I'm even thinking of disarming him. No gun, just a shell.

#67 User is offline Phos 

Posted 21 April 2009 - 08:42 PM

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If it becomes too much, a monkey/other simian badnik could go in the jungle level as well.

Another possibility would be to give each act a Badnik unique to it.

test-object: That's exactly what I imagined for this badnik.

#68 User is offline Afti 

Posted 02 May 2009 - 12:09 AM

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So, I was thinking about a pelican badnik.

It swoops at Sonic, trying to stab him with its long, sharp beak. When it hits, it will just fling him off and fly away. However, if you dodge, you can jump on the beak and use it as a platform. You can ride on the beak until you see somewhere to jump off, or the pelican crashes into a wall, gets its beak stuck, and becomes a non-moving platform.

This could be used to reach a floating platform with no springs or other permanent platforms allowing you to reach it, or, when it crashes into a wall, could let you scale a wall that's too high to jump.

No art; this is solely about how such a badnik might behave.

#69 User is offline STHX 

Posted 02 May 2009 - 02:45 AM

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You heard Tweaker guys, so let's make another pointless post, and contribute without any means on what we must do.

QUOTE (Koi Kami Mauro @ Apr 9 2009, 01:02 AM) [post="298743"]Posted Image[/quote]
Posted Image

It may turn better with 1 or 2 colors more, but I prefer not using too many since we still haven't a clear idea of the Badnik's palette

#70 User is offline test-object 

Posted 02 May 2009 - 12:05 PM

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Mmmh, a bit big, I think. Can we see it in comparison with the Sonic sprite?

#71 User is offline STHX 

Posted 02 May 2009 - 01:24 PM

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Posted ImagePosted Image
I should have drawed it with the sprite nearby.
The heigh doesn't seems a problem, but maybe it is a bit large (possible solution: easy, less larger shell).

However, maybe its final design should be postponed a bit, since that badnik just screams "hey, I'm identical to a part of the scenario, so I'm hitting you when you don't notice"

#72 User is offline Rokkan 

Posted 02 May 2009 - 03:36 PM

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Pillow shading and lacks contrast a lot.
Fixed it:
Posted Image

Size seems okay if you ask me. It screams "I'm NOT A REGULAR PIECE OF THE BACKGROUND"

#73 User is offline STHX 

Posted 02 May 2009 - 03:46 PM

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That's a lot better, but I wonder if 12 colors aren't too much (but I'm not the one who has to say it).

I agree with its dimensions being fine (in the end he is not that tall, and I saw larger badnicks). But maybe it is a bit too bright.

#74 User is offline Thundertimi 

Posted 02 May 2009 - 04:56 PM

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Nice work rave.

It's actually start looking like badnick.

But there is smoething wrong in shading.
Hmm...

#75 User is offline test-object 

Posted 03 May 2009 - 04:03 AM

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QUOTE (Rave @ May 2 2009, 10:36 PM) [post="305167"]Posted Image

Size seems okay if you ask me. It screams "I'm NOT A REGULAR PIECE OF THE BACKGROUND"[/quote]
Not sold on it yet, though the face is perfect now. I see where you want to go on making it big, but to me, this badnik is partly supposed to be background once it hides itself.

Also, I had the fixed King Sling still slinging around. Try saying "King Sling still slinging" 3 times in a row.
Posted Image

Posted ImagePosted Image
This post has been edited by test-object: 03 May 2009 - 04:14 AM

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