I know a lot of people have problems with how to make bosses.
Thanks to winkio, I found out a couple of ways now.
Bosses
Step 1: SpriteWhen making a boss, the boss must look big and impressive.
A way to do that is to use battlers and convert them into character sheets.
A different way to do this, using animation is to make big characters yourself, or search some on the internet.
Note: Animations are more impressive than a big character sometimes!
Step 2: LocationEvery boss needs a unique location that the boss uses.
Example:
When there is a cave with a lot of empty space, the boss jumps over the empty space and attacks after jumping, this way the player must find a weak moment to hit the boss.
Step 3: SkillThe boss must have unique and impressive skills.
They should also be quite over powered.
When making skills, note that shooting skills are a lot easier to use when making a pattern.
Step 4: AnimationsYour boss must look impressive, very impressive, big animations can really help!
Step 5: PatternYou have to make a pattern that the player recognises and finds a weak spot in.
You can't simply make an enemy that uses skills randomly.
The best way to do this is to make a move route and add forced actions.
A forced action is an attack, heal, ... that you tell the enemy to do.
$BlizzABS.enemy_force_action(1, ACTORS, 0, SKILL, 85)
This code means that the enemy uses Skill number 85 on the first actor.
The skill can be a shockwave, full screen, shooting, ... skill.
Here are some other force actions:
$BlizzABS.enemy_recover_all(TROOP)
$BlizzABS.enemy_change_hp(8, DECREASE, CONSTANT, 58, KILL)
$BlizzABS.enemy_change_sp(@SELF, INCREASE, VARIABLE, 12)
$BlizzABS.enemy_change_state(TROOP, ADD, 6)
$BlizzABS.enemy_transform(11, 3)
$BlizzABS.enemy_deal_damage(11, VARIABLE, 8)
$BlizzABS.is_enemy?(event_id)
$BlizzABS.enemy_has_state?(event_id, state_id)
$BlizzABS.enemy_can_see?(event_id, target_type, target)
$BlizzABS.enemy_can_hear?(event_id, target_type, target)
$BlizzABS.enemy_can_perceive?(event_id, target_type, target)
$BlizzABS.enemy_has_memorized?(event_id, target_type, target)
Step 6: WeaknessEvery boss has hes weakness, add a weakness in your pattern in form of a Wait command or a movement.
Step 7: Test and improveFight your own boss on multiple levels, test the boss when the actor is level 10, test it when the actor is level 50, and so on.
If the boss is too weak, make him stronger, if he is too strong, make him weaker.
Special notes:
- Use variation in pattern! (Make a parallel proces that has a conditional branch that checks enemy health, actor health, mana, ...)
- Don't make your bosses to easy, if you don't know if he is hard enough, ask a friend to beat it!
- Make some kind of background story to your boss, it doesn't need to be in-game but it will help you make skills and looks!
- Every boss you use in a game should be different, they should all have a different weakness and different skills!
Special thanks to winkio