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05-03-22 06:08:44 AM
Jul - SM64 Hacking (Archive) - Brainstorming ideas for Mushroom Battlefield New poll - New thread - New reply
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RJWaters2
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Posted on 05-10-08 08:30:23 PM Link | Quote
Some pretty clever puzzles (maybe even the SMW-style key-in-a-keyhole style) can be made with Ukiki from TTM. Maybe an escort-style mission?
weckar
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Posted on 05-11-08 10:31:38 AM Link | Quote
How about importing some textures (replacing, more likely) and give it a swamp-like setting? It'd be a unique level, and it could behave pretty much like SSL (sinking, and getting stuck in the soil after a big drop). You'd have to jump from platform to platform (like you mushroom platforms) to get over a sinky sinky bit?

Btw, I just saw that huge pipe video you made, maybe it would've been better if you set the camera to mario?
messiaen
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Posted on 05-11-08 02:16:04 PM Link | Quote
weckar: There is the possibility of importing/inserting new textures, and that's what I did to get the mushroom texture on the level without changing the loaded Bob-omb/Shifting Sand Land.

Your swamp idea is very good. In fact, I may change the "Terrain Type" of the level to the one used in Shifting Sand Land to accomplish that. Thinking about it, this kind of collision can be used for the "Koopa Shell" racing.

RJWaters2: I have to play that level again to remember how Ukiki is used in the game, but I think the Little Penguin/Mother behavior will be used for that.
weckar
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Posted on 05-11-08 09:13:35 PM Link | Quote
Just for the record, what is currently th limit on 'level blending'? Could you go as far as packing the object libraries of the courses together or is that just a dream not to come true? (My dream course would include objects from both Tick Tock Clock and Jolly Roger Bay. And probably a Surprise box clone with custom texture)
messiaen
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Posted on 05-11-08 10:17:34 PM (last edited by messiaen at 05-12-08 08:34 AM) Link | Quote
There are memory limitations and possible conflicts between banks which use the same ID, so you won't be able to load everything at once.

Edit: This post was too confuse, so I just left the essential .
weckar
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Posted on 05-11-08 10:45:24 PM Link | Quote
A simple 'no' would've been fine, but I got it all the same. Thanks anyway
messiaen
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Posted on 05-12-08 04:48:50 PM (last edited by messiaen at 05-13-08 09:37 AM) Link | Quote
I'm experimenting with some types of collision which affect the initial camera setting in order to get a interesting fixed camera angle.

Now this is a beautiful image of the Bob-Omb background:




Edit: Another screenshot, this one showing 0x24 objects viewed from the very edge of the terrain. I don't know how this may affect the peformance, so far the level is OK but there are still less than 50 objects in it. Most likely, there will be some balancing to do as the N64 hardware is very limited.


Stevoisiak
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Posted on 05-13-08 08:09:49 PM Link | Quote
Sweet! Also, I have an idea. How about using a 2.5 D styled level! You could use objects like walls to keep on a single path, create splits in the level, have certain areas in 3D (sorta like in Super Mario Galaxy how they have some 2D area's that may circle around, turn, go up, or stay stright, while having fully 3D area's too), and create one way boss battles!
Vinnyboiler
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Posted on 05-16-08 10:33:34 AM Link | Quote
How about a sky diving act where you warp mario to the very top of the level and you need to get the star while you are falling.
messiaen
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Posted on 05-16-08 11:33:46 AM (last edited by messiaen at 05-22-08 06:42 PM) Link | Quote
I think falling for stars would be too frustating and random. But your idea reminded me that I could use the flying cap in the level, especially combined with more challenges. I like the idea of an act in which you have to do a bunch of small tasks in order to get to the star. Flying around for something could be a nice climax for that.

---

Edit: I managed to get a "Flatworld" version of Lethal Lava Land, so I have a template from which to start yet another level. It is not actually Flatworld, but Lethal Lava Land without terrain polygons / level collision, so you have just the lava and objects from that level to place around. It will be easy to insert my custom geometry (blocks) in the level, because I won't use the second area (inside the volcano), so there is plenty of free space.

<object width="425" height="350"> <embed src="http://www.youtube.com/v/8KODKk0oKpE" type="application/x-shockwave-flash" width="425" height="350"> </embed> </object>

You can go under the lava because there are still some collision holes, but these will be okay when I move up the main big collision plane so that it gets just a little below the "Y" level of the lava polygons.
machead253
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Posted on 05-18-08 11:58:27 AM Link | Quote
Could you add something like a forest with a lake and creak. And could you add a huge mountain
with a snowy top.
Stevoisiak
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Posted on 05-18-08 08:18:42 PM Link | Quote
You ought to combine your hacking skills with others mod creating knowledge, (EX: Me-me, Bonifarz, RJwaters2) to create the ultamate hack! Also, nice idea with the mountain idea machead.
messiaen
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Posted on 05-20-08 02:08:59 PM Link | Quote
While I'm not against the idea of a team hack, it would be frustrating to do the hard work and leave the fun part - creating the level in TT64 after everything is set and working - to someone else.

I'm beggining to design the main level terrain for the mushroom level, because I'm getting tired of that "Flatworld" look . Using 0x24 objects is too limited, so this will be pure polygon editing. It will be something simple to add more interest.

Also, here is a screenshot of one Koopa Shell experiment:




Just a simple-as-it-can-get track that I did to test how the shell behaves on a few collision terrains. The timer is just for entertainment purposes . It is triggered by a specific collision (#33) which is used in the Peach Slide. There is another one to stop it (#34), however it will behave exactly like the Peach Slide, including spawning a star at the same X,Y,Z position of that level.
Stevoisiak
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Posted on 05-20-08 07:32:00 PM Link | Quote
I just had a great idea! Would it be possible to add more than 3 key objects using behavior scripts? Or posibly use something like the appearing ligt effect on a door? Or make multiple exit points in a level? (Possibly using the in painting paintings) You could make secret levels like in Super Mario World!
messiaen
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Posted on 05-20-08 09:52:12 PM (last edited by messiaen at 05-22-08 06:41 PM) Link | Quote
I couldn't understand these ideas. What are "key objects" ? What is the "appearing light effect" ?

Also, I can't handle multiple exits and there are already secret levels in Mario 64.
Stevoisiak
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Posted on 05-26-08 02:59:12 PM Link | Quote
Originally posted by messiaen
I couldn't understand these ideas. What are "key objects" ? What is the "appearing light effect" ?

Also, I can't handle multiple exits and there are already secret levels in Mario 64.

Keys, as in the keys you get from bowser. They unlock doors. You could make secret areas using them. And for the light effect, the way the light appears for the flying level at a certain number of stars, a door could appear when you get a key, or an alternate exit for a level.
messiaen
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Posted on 05-26-08 04:06:04 PM Link | Quote
Ah, I didn't understand if you meant "key object" (a important object for an act) or the Bowser key, now it is clear. I think of using it in SMW-style, and now that James (yoshiman) found the coding which spawns itens from a tree, the key could be well hidden on there .

I can't make the appearing light effect, but the idea of an door inside a level is interesting. Perhaps a door that only opens if you have a certain ammount of coins? That would be probably a simple (but not easy, at least for me) modification with interesting effects.

I haven't been working on this for the past few days, I'm focusing on improving the experimental "Platform Battlefield" which is the basis of this. I now have about 5 different "blocks" with 3 texture combinations, and they can be used not just for building terrain but also for simple interiors. This template, along with a sample level, will be released in a few days.
Stevoisiak
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Posted on 05-26-08 06:02:41 PM Link | Quote
Originally posted by messiaen
Ah, I didn't understand if you meant "key object" (a important object for an act) or the Bowser key, now it is clear. I think of using it in SMW-style, and now that James (yoshiman) found the coding which spawns itens from a tree, the key could be well hidden on there .

I can't make the appearing light effect, but the idea of an door inside a level is interesting. Perhaps a door that only opens if you have a certain ammount of coins? That would be probably a simple (but not easy, at least for me) modification with interesting effects.

I haven't been working on this for the past few days, I'm focusing on improving the experimental "Platform Battlefield" which is the basis of this. I now have about 5 different "blocks" with 3 texture combinations, and they can be used not just for building terrain but also for simple interiors. This template, along with a sample level, will be released in a few days.

I meant to say the door appears when you get the alternate exit, but that idea would work. Isn't there a non-opening door in the shack in the snow mountain level. (I cant believe I don't remember the name)
messiaen
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Posted on 05-26-08 09:40:09 PM (last edited by messiaen at 05-27-08 09:48 AM) Link | Quote
One question: does anyone remember which levels use "hanging from ceiling" objects ? I searched in Toad's Tool 64 and I found one in the "Tall Tall Mountain" level. I want to "rip" it, but Tall Tall Mountain is not very good for this because its shape is a bit complex, I want something more simple. I'm sure there is another level with some kind of "net" you can hang, but I couldn't find it.
kingwhomp
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Posted on 05-26-08 10:08:17 PM Link | Quote
how did u move the collision data to make the platforms
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Jul - SM64 Hacking (Archive) - Brainstorming ideas for Mushroom Battlefield New poll - New thread - New reply


Rusted Logic

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