The Adventures of Panzer 2 - Development Thread

9Panzer

Active member
Super-Mecha Grokk V2
Alright so sadly my Giant Pile of Grokk was proving to be a feat a little beyond my coding skills lol. I decided to bring him down a little and make a "sigma" style fight instead. I think I will have more luck with this version.

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9Panzer

Active member
amazing art! I'm guessing the fist moves and the gun shoots?
That’s the idea. I’m hoping to reduce the amount of sprites on the screen by abusing tiles like crazy. Ideally only the fist and one other object will be active at a single time to reduce lag. It’s going to be a very code heavy encounter
 

9Panzer

Active member
Super-Mecha Grokk V2 WIP
Getting close to putting a bow on him. So heavy code used to make all this work that I hope doesn't come bite me in butt. For "technical reasons" revolving around each frame's vBlank for tile drawing I flipped the boss around. I'm using Artix/Dale/mouses pallete swap in conjuction with the changeontiles macro I cobbled together from different forum posts. Works like a charm! He will shoot a swirling projectile at the player that he can use to break his "helmet" and expose him.

 

9Panzer

Active member
Hareynas Boss Fight WIP
This is a fight I've been looking forward to tackling. Its going to be a fairly straight forward encounter- its just going to incorporate a whole much of goofy mechanics. My hope is to have Harey bomb around in his tractor and then switch phases to a "barn yard madness" thing. No idea if its going to work but it will definitely be unique.

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9Panzer

Active member
Hareynas Boss Fight WIP 2
I wanted to make sure to incorporate as many animals as I could... Chickens were up first.

 

9Panzer

Active member
Hareynas Boss Fight WIP 3
Phase 2 is ready. When you break his Tractor he panics and jumps to the top level to start shooting at the player.... and there is also a Cow for some reason.

 

9Panzer

Active member
Hareynas Boss Fight WIP 4
Pretty much done roughing this one out. Will move on to another boss now. Pretty much checked off all my list on him
✓ Tractor
✓ Angry Hareynas after you break said tractor
✓ Attack Chickens
✓ Charging Cow
✓ simple but annoying second phase pattern.

 

9Panzer

Active member
Super-Mecha Grokk V2 WIP 2
Minor tweaks for Grokk, Sped up his fusion canon animations as per a suggestion on facebook and fixed his helmet animation.

 

9Panzer

Active member
Wheels Fight V2
Ya, I could resist but to import this beast back into the game. He was one of my first bosses in Panzer 1 and originally supposed to be the first levels boss. Grokk replaced him early in development. Having said that, he managed to murder many, many players. He's been edited a bit in this version to have a projectile and smoother rebound mechanics.

 

9Panzer

Active member
Hellwolf Fight V2 WIP
Panzer is literally the most useless character in the game (This is by design to keep the theme of the game). so I added the downthrust ability to give him more of a purpose as he will be losing his projectile attacks in Panzer 2. The downthrust ability is a real game changer and gives Panzer a solid character to play as. Because of this I wanted to make sure that the player didn't just get it handed to them. Hellwolf is planned as an optional boss. You'll be able to challenge him during the game and if you win he will teach Panzer to use the ability. There are two major of gimmicks with this fight.

✓ The player will be forced to use Panzer for the fight. The ability to switch characters will be disabled.
✓ Hellwolf will be immune to fire - but the player can be hurt by it.

Hellwolfs sprite also got a big upgrade for this version. :)

 
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9Panzer

Active member
Hellwolf Fight V2 WIP 2
Managed to get the pre-load script in to force the player to be Panzer. It also disables the character switching which is pretty awesome!

 

9Panzer

Active member
Definitely Not Vespeto WIP 1
So carrying on with my boss development marathon. Didn't have a ton of time but I did get a basic running sprite and background tiles setup for him.

 

9Panzer

Active member
@SciNEStist of course! I add tiles that check the object and if its this one it just tells the object to jump. Since I don't have any recoil when they get hit the object will happily loop through its back and forth pattern. I'll post a WIP shortly. :)
 
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