Good tutorials on advanced 2D platformer boss design

I have found quite a few boss design tutorials but they are all very basic.

Any tutorials which teach how to design enemy movement like the Lil Slugger in Super Meat Boy which has bipedal movement which looks robot-like instead of just floating.

or the Brownie which follows a certain path on its own and we have to race it

Im sure there are countless other unique bosses in platformers.
Any scripting information on designing these bosses?

I’m not clear on whether you’re asking a game design (what your bosses should do) question, or an implementation (how to make them do that) question.

Can you clarify?

You just have an animated character who chases after you, if your too slow and he catches and its gameover. I cant of anything complex about that except maybe for the animator

@JoeStrout I mean the implementation of them.

For example, how to make a boss throw projectiles at your position. A straight bullet is easy. How about throwing something that with a curve like arc instead of a straight line

@Aiursrage2k I see, thanks. So, its movement is just transforming through the world with animations and a script to kill the player on contact

How about the bosses in Rayman Origins?

Most of them have weak spots that only activate for a certain time period and if you dont jump on them within that time, they disappear. How do I add a tongue to a boss that it can stick out and grab you with. I can get the position of the player and make an object move towards the player. But the confusing part is how the other end of the tongue is still in the boss’s mouth. The tongue actually scales in length according to the distance needed to move.

I hope I made it clear

Just give the projectile a rigidbody and give it some gravity.

Okay the brownie boss would be harder, but once you have the platformer controls working you could “record” yourself playing it (just record the position, rotation at given intervals) and use that data to act as “player2”, if he gets there first you lose.

For the tongue you’d use something maybe a line renderer would be the easiest thing. Position 1 is always inside the mouth, position 2 is at the player (and just lerp there over time 0.5 seconds – or whatever).

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Once you have the boss behavior designed, then its on to the scripting forum.

Asking how the boss should behave is design. Asking how to make the boss do the designed behavior is scripting.