WingNuts and Bolts

# Air Boss

This section details the Air Boss menu

Air bosses are any boss that fly and are not rogues or snakes.

Your standard Air Boss window.

# Graphics

To make a new Air Boss press the "New" button.

Has base image - This is the base image used for the Air Boss, extra weapons and sprites can be added to this.

Base altitude - This is the distance between the base and the ground, this value in pixels will change the shadow to represent height.

Has impact explosion - This is the explosion to be used when the boss takes damage.

Has single initial explosion - This is an explosion to play initially when the boss is destroyed.

Has individual explosions - These are explosions that are played over and over for a lenght of time.

Has final death explosion - This is the final explosion to be used when the death sequence is over.

Time between initial and final explosions - This is how long the boss will spend dying. The boss will spend the ammount of time specified slowly turning red and exploding until it hits zero and triggers the final explosion.

Add decorative extra sprite images - These 16 check boxes let you add up to 16 images that sit on the base and make up different parts of the boss.

X offsets - This is the cordinate along the X-axis for the sprite.

Y offsets - This is the cordinate along the Y-axis for the sprite.

Bearing - This is the angle that the sprite is facing in degrees.

Altitude - This is how high above the base the sprite is drawn in pixels. This value will determine how far the shadow is from the sprite.

Your standard Air Boss Properties window.

# Properties

Shield level - This lets you determine the minimum and maximum shield levels for the boss, measured in units.

Velocity - This lets you set the minimum and maximum velocity for the boss measured in pixels per second.

Yaw rate - This lets you set the rate of turn for the boss measured in degrees per second.

Yaw acceleration - This lets you set the rate of acceleration for the boss measured in degrees per second squared.

Bearing change - This lets you set the rate of change for the boss measured in degrees.

Change time - This lets you set the time it takes to change bearing, measured in seconds.

Base destruction score - This is the base score you receive when destroying the boss, this will be multiplied to dependin on level.

Level score multiplier - This value is multiplied to the base score based on level number.

Collision damage - This is how much damage the boss will inflict if it runs into the player, measured in points.

Collision detection circles - This is just like the collision zones for Enemy Craft and Player craft. To make a collision circle, click the check box next to it. You can have 16 different circles. To see the circle, you'll need to click "Collison" on the bottom left of the window. You can position the circle with the following commands:

- Use the Arrow Keys to move a circle up and down, left and right.
- Use the + (plus) and - (minus) keys to increase or decrease the size of the cirlce.
- Hold down shift while using the arrow keys to move the circle 10 pixels at a time.
- Hold down shift while using the + (plus) and - (minus) keys to increase or decrease the size of the circle 10 pixels at a time.

Collision circles can overlap, and should. To adjust a circlue, use the "Edit Circle" option at the bottom right of the window. Each numbered button corrosponds to that collision circle.

Your standard Air Boss Turrets.

# Turrets

Define the boss turrets - You can assign up to 16 turrets to an air boss. These are selected from the pull down menus.

X offsets - This is the position on the x-axis of the turret, measured in pixels.

Y offsets - This is the position on the y-axis of the turret, measured in pixels.

Bearing - This is the initial bearing of the turret in degrees.

Altitude - This is the distance above the boss base that the turret will be. This value in pixels changes the distance of the shadow.

Destroy turrets proportionally to the remaining shield level - This option will destroy the turrets as the boss takes damage. The game takes the total number of turrets and divides the boss shields by that number, to determine when turrets are to be destroyed.

Player awareness distance - This is a value in pixels that measures how close the player must be to the boss before the boss "notices" it and will fire on the player.

Has looped engine sound - This is a sound to be played looping.

Has damage received sound - This is a sound to be played when the boss takes damage.

Has initial explosion sound - This is a sound to be played when the initial explosion happens.

Has final explosion sound - This is the sound to be played whenthe final explosion happens.

Has auto taunting sound - This is a sound to be played when the boss taunts the player.

Has deactivation sound - This is a sound to be played when teh boss becomes deactivated.

Has initial warp-in sound - This is a sound to be played when the boss warps into the level.

Your standard Airr Boss Destruction window.

# Destruction

Particle rate - This is the rate in particles per second that particles will be created when the boss is damaged.

Maximum number trails - This is the maximum number of particle trails that will be created on the boss.

Particle type - These are the 4 different particles you can have the boss use.

Spawn new boss and enemy craft when destroyed - When this is checked, the boss has the ability to spawn a new boss and/or aircraft.

X offset - This is the position on the x-axis in pxiels where the boss/aircraft will spawn.

Y offset - This is the position on the y-axis in pixles where the boss/aircraft will spawn.

Min/max bearing - These values represent the minimum and maximum bearing in degrees that the spawned boss/craft will take.

Maximum generation of boss for recurring spawns - This is how many times the boss loop can be done, this keeps you from ending up in a situation where boss will continually spawn forever.

Your standard Air Boss Extras window.

# Extras

Spawns goodies when destroyed - When this is checked the air boss will spawn a number of goodies upon death. Choose a goody from the pull down menu, and select the maximum and minimum number of goodies to spawn.

Assign an enemy pilot for this unit - This lets you choose from several pilots to take control of the boss. The pilots are hard coded into the game.

Has greeting vocal effect - This is a sound to be played for the greeting vocal.

Has retreat vocal effect - This is a sound to be played for the retreat vocal.

Has random taunt vocal effect - This is a sound to be played at random intervals taunting the player.

Has destruction vocal effect - This is a sound to be played when the boss is destroyed.

Minimum silent time between vocal effect - This is a value measured in seconds that is the minimum time between playing the vocal sound clips.

Maximum silent time between vocal effect - This is a value measured in seconds that is the maximum time between playing the vocal sound clips.

Manufacturer - This is the Manufacturer of the air boss.

Model name - This is the model of the air boss.

Year - This is the year attached to the model.

Distortion effect with initial appearance - This is an OpenGL distortion to be played when the boss arrives. This is only viewable in the game.

Distortion effect with initial explosion - This is an OpenGL distortion to be played when the boss has it's initial explosion. This is only viewable in game.

Distortion effect when finally destroyed - This is an OpenGL distortion to be played when the boss has it's final explosion. This is only viewable in game.