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| Jul - SM64 Hacking - Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) | - - ![]() |
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| gamekrazzy Member Level: 28 ![]() Posts: 177/199 EXP: 127157 For next: 4181 Since: 03-06-09 Since last post: 1037 days Last activity: 380 days |
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| Well I don't really want to put out a release date yet, because I would feel I have to get it done by then. which in effect I still havn't finished all of the super Mushroom stuff in this hack. I mean I still have to edit and change Metal Mario's behavior as well as the cap so I can make the mushroom a texture. -------------------- Gamekrazzy* |
| Celux Cheep-cheep Level: 29 ![]() Posts: 57/199 EXP: 132175 For next: 15710 Since: 09-21-08 Since last post: 111 days Last activity: 21 days |
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| I havn't done any Super Mario 64 hacking for quite some time, but im very tempted to get back into it considering how much i love making video game hacks. But perhaps i should wait until the polygon importer is released. -------------------- Im watching you. |
| Stevoisiak Member Level: 34 Posts: 273/283 EXP: 239034 For next: 14617 Since: 11-22-07 From: New York, Long Island Since last post: 1763 days Last activity: 1664 days |
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Originally posted by Celux Yeah, mario hacking seems to have gone to a standstill since the release of the Missing Stars, and the removal of the release date for the polygon importer... -------------------- The guy who acts like he actually knows what he's talking about |
| Lyskar 12190 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() -The Chaos within trumps the Chaos without- Level: 174 ![]() Posts: 3158/12195 EXP: 69502736 For next: 1395131 Since: 07-03-07 From: 52-2-88-7 Since last post: 2 hours Last activity: 31 min. |
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| gamekrazzy Member Level: 28 ![]() Posts: 178/199 EXP: 127157 For next: 4181 Since: 03-06-09 Since last post: 1037 days Last activity: 380 days |
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Originally posted by Metal_Man88 No... there are still stuff for instance as in what I am currently working on Metal_Man. Just because the polygon importer is coming doesn't mean thats it. We can still hack mario, his caps and everything. Anyways I have an update. I was able to bilboard the super mushroom texture. I had read through the bilboarding and completely skipped the 0x14 command in the geo layout. Turned out that the 1 up and alot of other stuf didn't have that command because of the 0x21 command in there behavior. But because I couldn't find the behavior for the metal cap I had to use the 14 command. I basically made my own geo layout for the super mushroom. I am working on getting the texture right so that it looks more realistic(Using the 1-up mushroom texture it is halfway through the ground. I tried using a tree for it and replacing the texture but it was to big. My next task will be to change some behaviors. YAY! -------------------- Gamekrazzy* |
| Lyskar 12190 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() -The Chaos within trumps the Chaos without- Level: 174 ![]() Posts: 3165/12195 EXP: 69502736 For next: 1395131 Since: 07-03-07 From: 52-2-88-7 Since last post: 2 hours Last activity: 31 min. |
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| messiaen Catgirl Level: 61 Posts: 627/1085 EXP: 1795233 For next: 81363 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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| Forgot to post this one: Davem314 suggested me to try something along the lines of Mario Kart green shells. Its still much simpler than that, currently the shells only protect Mario. An idea for the future is to make them (beta) red shells and once you throw them they will look for the nearest enemy and chase them. I already have an idea how to implement this, finding the nearest animated object is easy, but I have been lazy to look at the 1-up mushroom to get a proper "chase" effect. By the way, the shells are just a modified Amp behavior. While looking at the amp behavior I found some possible cool effects, such as gradually increasing/decreasing the radius of the circular movement, or making the amps move. That could be exploited in future hacks. |
| Devin175 260 ![]() ![]() Level: 32 Posts: 161/266 EXP: 191475 For next: 14967 Since: 06-17-09 From: United States Since last post: 599 days Last activity: 599 days |
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| Outstanding messiaen, you've done it again with your hacking skill. |
| Aamelo Member Level: 15 Posts: 15/46 EXP: 13592 For next: 2792 Since: 08-06-09 Since last post: 1548 days Last activity: 1190 days |
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| He is one of the best hackers of sm64 that i seen... |
| Devin175 260 ![]() ![]() Level: 32 Posts: 164/266 EXP: 191475 For next: 14967 Since: 06-17-09 From: United States Since last post: 599 days Last activity: 599 days |
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Originally posted by Aamelo don't forget vl-tone. |
| messiaen Catgirl Level: 61 Posts: 628/1085 EXP: 1795233 For next: 81363 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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From theory to practice. Finally a good use for those beta red shells : |
| Aamelo Member Level: 15 Posts: 16/46 EXP: 13592 For next: 2792 Since: 08-06-09 Since last post: 1548 days Last activity: 1190 days |
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Originally posted by messiaen Why don't you do a "!" Box that gives you the shell powerup? |
| I Love Ikachan! Member Level: 12 Posts: 23/28 EXP: 6627 For next: 1294 Since: 04-25-09 Since last post: 1778 days Last activity: 1768 days |
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| Awesome work, messiaen! But isn't there a way you can make those red shells not get stuck at the wall? (Maybe you can make it explode or something.) -------------------- Try again when you can make a layout that doesn't suck. --X |
| Devin175 260 ![]() ![]() Level: 32 Posts: 167/266 EXP: 191475 For next: 14967 Since: 06-17-09 From: United States Since last post: 599 days Last activity: 599 days |
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He just didn't want to do a graphic hack, and if I'm not mistaken he wants to create something that nobody has ever thought of. I don't think he change it, but I do know he is using the 1-up behavior for the shells. Quotes made more legible by Metal Man88 |
| Lyskar 12190 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() -The Chaos within trumps the Chaos without- Level: 174 ![]() Posts: 3296/12195 EXP: 69502736 For next: 1395131 Since: 07-03-07 From: 52-2-88-7 Since last post: 2 hours Last activity: 31 min. |
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| gamekrazzy Member Level: 28 ![]() Posts: 186/199 EXP: 127157 For next: 4181 Since: 03-06-09 Since last post: 1037 days Last activity: 380 days |
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| hey watsup. Anyways I know this has nothing to do with the super mushroom hack, but recently I have been studying the way other levels work with the help of VL-Tone's documents. I know I have found out how area 2, 3, and 4 work. This is to show that. It's Bob-omb Battlefield with 2 areas. They are practically the same in it, I just changed the backgrounds so that it looks like your switching from night to day. I also changed the music. The lulluby is perfect for Night time. Anyways here is the video. -------------------- Gamekrazzy* |
| Devin175 260 ![]() ![]() Level: 32 Posts: 183/266 EXP: 191475 For next: 14967 Since: 06-17-09 From: United States Since last post: 599 days Last activity: 599 days |
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| Nice job gamekrazzy. |
| messiaen Catgirl Level: 61 Posts: 629/1085 EXP: 1795233 For next: 81363 Since: 11-20-07 Since last post: 197 days Last activity: 183 days |
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Originally posted by Metal_Man88 Yeah, that's the spirit. There's no much use getting it as a real power-up since it doesn't serve much purpose in the original game. The main idea is to eventually use it on a future hack, adjusting things to work the way I want (ie, for a specific purpose in a level).
That's a good idea, I guess I'll just make them explode after some time, which will make things simpler for me. Gamekrazzy: Interesting, I never looked much at areas because unfortunately you can't work with them yet in Toad's Tool 64, but you should try setting a few different areas for Flatworld (make sure you make two copies of the terrain polygons/collision and point to them respectively so they can be really independent areas). |
| gamekrazzy Member Level: 28 ![]() Posts: 187/199 EXP: 127157 For next: 4181 Since: 03-06-09 Since last post: 1037 days Last activity: 380 days |
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Originally posted by messiaen If you set the level to a level that has more then one area, you can edit them that way. The last time I tried it with flatworld though it didn't work. __________________________________________________________________________ Now that I think of it. I could make one big humungous level that uses multiple flatworlds, but the farthest I can get is 4 areas because the largest level has 4 areas. Do you think I should make a document on how multiple areas work. Kind of like an add on to VL-Tone's flat world document? I mean this would be usefull for people who want as much levels as they can fit into this game right. Also maybe VL-tone could use it for the next version of TT64.-------------------- Gamekrazzy* |
| VL-Tone Member Super Mario 64 forum moderator Level: 48 Posts: 516/620 EXP: 793055 For next: 30488 Since: 07-27-07 From: Montreal, Canada Since last post: 197 days Last activity: 10 hours |
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| Jul - SM64 Hacking - Post your SM64 mods, patches and screenshots here! (NO ROM LINKS!) | - - ![]() |
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Acmlmboard - 07/23/2013 b378.03 ©2000-2013 Acmlm, Xkeeper, Inuyasha, et al. |
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