Title Screen
Level 1- Castle Entrance
Level 2- Royal Chessboard
Level 3- Castle Roof
Level 4- The Pit/Courtyard
Level 5- Olrox's Quarters
Level 6- Clocktower
Here's optomon's description of this new boss:
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- It moves very fast
- It moves across left and right and stays in that same row on the screen, moving up and down only slightly
- Unlike the Medusa boss, it stays one color. And it's red.
- I sped up the animation of the sprite to make it look like it pulsates
- It shoots those little green things (originally the snakes), which chase you around in the air
- It moves across left and right and stays in that same row on the screen, moving up and down only slightly
- Unlike the Medusa boss, it stays one color. And it's red.
- I sped up the animation of the sprite to make it look like it pulsates
- It shoots those little green things (originally the snakes), which chase you around in the air
Here's the sprite I made for the new boss.
Here's Optomon's Description of Olrox's new behavior:
Quote
The picture doesn't really tell the whole story. All you can see is the ax. Here's what his behavior includes:
- I programmed him to follow the player relentlessly (originally, he kept marching off the screen and never coming back)
- Since his feet don't move, I made him glide across the screen. When he moves, he leaves a little bit of a ghost trail behind (courtesy of exploiting a glitch).
- After he paces toward you a few times, he stops to throw a projectile (yes there's still some armored night in him). In the picture above he is throwing a quickened version of the axe that armored knight originally throws. I could easily assign him a different projectile such as a fireball if I wanted to, but I'm still thinking of a better idea for a projectile.
- When you whip him, he makes the distinct "squeaking" sound effect. Originally, the sprite animation would cease after you hit the enemy and this element (or actually, some other adjacent data accompanied with it), cured the glitch for some reason.
- He takes quite a few more hits than normal (this is up for debate, but it's just another thing I'm capable of editing). And yes, he is a boss.
- I programmed him to follow the player relentlessly (originally, he kept marching off the screen and never coming back)
- Since his feet don't move, I made him glide across the screen. When he moves, he leaves a little bit of a ghost trail behind (courtesy of exploiting a glitch).
- After he paces toward you a few times, he stops to throw a projectile (yes there's still some armored night in him). In the picture above he is throwing a quickened version of the axe that armored knight originally throws. I could easily assign him a different projectile such as a fireball if I wanted to, but I'm still thinking of a better idea for a projectile.
- When you whip him, he makes the distinct "squeaking" sound effect. Originally, the sprite animation would cease after you hit the enemy and this element (or actually, some other adjacent data accompanied with it), cured the glitch for some reason.
- He takes quite a few more hits than normal (this is up for debate, but it's just another thing I'm capable of editing). And yes, he is a boss.