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The Showoff Thread

Originally posted by RIT123

You can also try making a secret level for learning the basic moves before entering the first hub. After you completed the level and collected the star, you will be transported to the hub world. Afterwards when you start the game, you will appear at the hub. That will save you a main level.

if someone is advanced enough to do that, he's also advanced enough to break the strange limit of 31 levels.
Originally posted by Kazeshin
Originally posted by RIT123

You can also try making a secret level for learning the basic moves before entering the first hub. After you completed the level and collected the star, you will be transported to the hub world. Afterwards when you start the game, you will appear at the hub. That will save you a main level.

if someone is advanced enough to do that, he's also advanced enough to break the strange limit of 31 levels.

It will be good to know how to break the limit of 31 levels kazeshin tell me :)
Originally posted by RIT123
You can also try making a secret level for learning the basic moves before entering the first hub. After you completed the level and collected the star, you will be transported to the hub world. Afterwards when you start the game, you will appear at the hub. That will save you a main level.


I can't have the game start in Learning Block Fort and then make it start in the HUB world after getting [X] stars...This is the official first course complete with 8 Stars to collect including the 100 coin star and a hidden hard to get star.

Don't worry if it's too easy, though. There are a couple of harder acts as well. Plus, the rest of the game will get more difficult.

An hub world I am working on,it has 23,591 faces,and is far away from being done,I hope I don't run into any problem #smw{<_<}
Originally posted by cackletta
http://i40.tinypic.com/21b7l9x.png
An hub world I am working on,it has 23,591 faces,and is far away from being done,I hope I don't run into any problem #smw{<_<}

There are definitely too much polygons, even with skelux patch the engine can't handle more than 20000 (but it's better to stay on 16000), but I believe your level has room for optimisation. Try to not put too many poligons on single elements (trees and plants), and also (if you haven't already) do large use of components and groups. It will help keeping the polycount low. For instance, when you place an object upon a flat surface the contact points generate new vertices on the plane if the object is not a component.
Originally posted by Kinopio
Originally posted by cackletta
http://i40.tinypic.com/21b7l9x.png
An hub world I am working on,it has 23,591 faces,and is far away from being done,I hope I don't run into any problem #smw{<_<}

There are definitely too much polygons, even with skelux patch the engine can't handle more than 20000 (but it's better to stay on 16000), but I believe your level has room for optimisation. Try to not put too many poligons on single elements (trees and plants), and also (if you haven't already) do large use of components and groups. It will help keeping the polycount low. For instance, when you place an object upon a flat surface the contact points generate new vertices on the plane if the object is not a component.

It looks like the ship is going to have to go away
Sorry if this sounds accusatory Cackletta, but your hub world seems to use several design cues from Sound-Step Seas from Star Road 2:
-the giant floating ? and Note Blocks (the former having the same design as the one used by Skelux)
-the tropical theme which looks a bit like that employed by Skelux
-the underlying water texture

I'd suggest changing things a bit more. But hey, good luck on it and keep at it! #ab{:)}
How is it that you can say you want complex characters, and you want depth in video games, and you want art in video games, and you want them to compete with movies and novels, and yet anytime somebody tries to fucking insert anything that's above and beyond some 2D cutout, you flip your shit because it's not being handled in the way YOU want it to be handled in? Art and entertainment [aren't] always comfortable; they're not meant to be. Sometimes, they're meant to invoke or provoke different emotions and reactions. - Internet Aristocrat
Originally posted by BullockDS
Sorry if this sounds accusatory Cackletta, but your hub world seems to use several design cues from Sound-Step Seas from Star Road 2:
-the giant floating ? and Note Blocks (the former having the same design as the one used by Skelux)
-the tropical theme which looks a bit like that employed by Skelux
-the underlying water texture

I'd suggest changing things a bit more. But hey, good luck on it and keep at it! #ab{:)}

Sorry but your statement is invalid for there is no ship in sound step seas nor are they vines in my level,and the giant floating ? And the note blocks are from super mario galaxy 2,and again skelux water texture isn't from newsupermario bros DS + the texture we use aren't even the same,and there is no warp pipe in sound step seas,please look at these things before comparison.
Originally posted by cackletta
Sorry but your statement is invalid for there is no ship in sound step seas nor are they vines in my level,and the giant floating ? And the note blocks are from super mario galaxy 2,and again skelux water texture isn't from newsupermario bros DS + the texture we use aren't even the same,and there is no warp pipe in sound step seas,please look at these things before comparison.

I never said your stage was a carbon copy of Sound-Step Seas, and yes I did see the ship in your stage and the lack of vines, alongside a different water texture. I was merely saying that there are some similar design choices to Skelux's level and it would give your level more pizazz if you changed a few design choices up a bit.

(oh and if I'm gonna nitpick there WERE two Warp Pipes in Sound-Step Seas, one giant Pipe with a waterfall and a regular sized one near the end of the vid leading to a room with a Star.)
How is it that you can say you want complex characters, and you want depth in video games, and you want art in video games, and you want them to compete with movies and novels, and yet anytime somebody tries to fucking insert anything that's above and beyond some 2D cutout, you flip your shit because it's not being handled in the way YOU want it to be handled in? Art and entertainment [aren't] always comfortable; they're not meant to be. Sometimes, they're meant to invoke or provoke different emotions and reactions. - Internet Aristocrat
If you are so all hat and no cattle why don't you post your own pictures than saying other people's own are rip off s#w {>=(}
I like to think I've tried to be pleasant about this, but it's become apparent that you're taking this input far too personally, so I'm just gonna drop this and leave you to your own devices.

I wish you luck in all your future endeavors.
How is it that you can say you want complex characters, and you want depth in video games, and you want art in video games, and you want them to compete with movies and novels, and yet anytime somebody tries to fucking insert anything that's above and beyond some 2D cutout, you flip your shit because it's not being handled in the way YOU want it to be handled in? Art and entertainment [aren't] always comfortable; they're not meant to be. Sometimes, they're meant to invoke or provoke different emotions and reactions. - Internet Aristocrat
i laughed, when i noticed this, but for anyone, that want's to have 3D metal balls:

ROM Addr: 0021D830 Hex Behav: 13003A30
Rolling metal ball
00 04 00 00
11 01 00 01
21 00 00 00 <-sets billborading, so that 2D objects are allways shown
0E 15 00 82
0C 00 00 00 80 2E F3 4C
08 00 00 00
0F 12 0D 00 <-rotates X axis, put this to the behavior, delete 0x21
0C 00 00 00 80 2E F5 24
09 00 00 00

ROM Addr: 0021D858 Hex Behav: 13003A58
Tiny metal ball
00 04 00 00
11 01 00 01
21 00 00 00 <-sets billborading, so that 2D objects are allways shown
0E 15 00 82
0C 00 00 00 80 2E E9 CC
08 00 00 00
0F 12 0D 00 <-rotates X axis, put this to the behavior, delete 0x21
0C 00 00 00 80 2E ED F0
09 00 00 00

now you'd think, that it would rotate into the wrong direction, when the ball changes it rotation, but (!) through the object flags, the object rotation (0xD4) get's automatically set to the same as the movement rotation (0xC8), so that it will automatically rotate with the movement direction.


edit:
somethind different, that is quite nice;

how to drop to ground:
V1: objct pointer;

LWC1 F12, $00A0 (V1)
LWC1 F10, $00A4 (V1)
LW A2, $00A8 (V1)
LUI AT, $4348
MTC1 AT, F16
JAL $80381794
ADD.S F14, F10, F16
LUI V1, $8036
LW V1, $1160 (V1)
SWC1 F0, $00A4 (V1)
LW T1, $00EC (V1)
ORI T2, T1, $0002
SW T2, $00EC (V1)

when checking, if F0 <obj->0xA4, you can see, if it collides with the ground;
breakable box breaking gfx:
802B1B7C: LUI AT, 0x4238
802B1B80: MTC1 AT, F12
802B1B84: JAL 0x802A4440
802B1B88: ADDIU A1, R0, 0x0001

with these 2 things i created beautiful shooting stars (dunno, if that is even a word)
0.O kaze loves numbers
somethign different - 2D cam+moves (just works with cam preset 0x0E):

B2 level ID: 0x0013 (modify level by changing the number)


moves:
80248314: LW V1, 0x0020 (SP)
80248318: SWC1 F4, 0x0004 (V1)
8024831C: MTC1 R0, F6
80248324: SWC1 F6, 0x0008 (V1)

//LABEL 0
80248328: LW T8, 0x0020 (SP)
8024832C: LH T9, 0x0000 (T8)
80248330: SLTI AT, T9, 0xFFF9
80248334: BEQ AT, R0, $LABEL 1
80248338: NOP
80248340: LH T1, 0x0000 (V1)
80248344: ADDIU T2, T1, 0x0006
80248348: MTC1 T2, F8
8024834C: NOP
80248350: CVT.S.W F10, F8
80248354: SWC1 F10, 0x0004 (V1)

//LABEL 1
80248358: LW T3, 0x0020 (SP)
8024835C: LH T4, 0x0000 (T3)
80248360: SLTI AT, T4, 0x0008
80248364: BNEZ AT, $LABEL 2
80248368: NOP
80248370: LH T6, 0x0000 (V1)
80248374: ADDIU T7, T6, 0xFFFA
80248378: MTC1 T7, F16
8024837C: NOP
80248380: CVT.S.W F18, F16
80248384: SWC1 F18, 0x0004 (V1)

//LABEL 2
LUI T1, $8033
Lh T1, $DDF8 (T1)
ADDIU AT, R0, $0013
BEQ T1, AT, $END
NOP

80248388: LW T8, 0x0020 (SP)
8024838C: LH T9, 0x0002 (T8)
80248390: SLTI AT, T9, 0xFFF9
80248394: BEQ AT, R0, $LABEL 3
80248398: NOP
802483A0: LH T2, 0x0002 (V1)
802483A4: ADDIU T0, T2, 0x0006
802483A8: MTC1 T0, F4
802483AC: NOP
802483B0: CVT.S.W F6, F4
802483B4: SWC1 F6, 0x0008 (V1)

//LABEL 3
802483B8: LW T3, 0x0020 (SP)
802483BC: LH T4, 0x0002 (T3)
802483C0: SLTI AT, T4, 0x0008
802483C4: BNEZ AT, 0xEND
802483C8: NOP
802483D0: LH T7, 0x0002 (V1)
802483D4: ADDIU T5, T7, 0xFFFA
802483D8: MTC1 T5, F8
802483DC: NOP
802483E0: CVT.S.W F10, F8
802483E4: SWC1 F10, 0x0008 (V1)

//END



DISABLE LEFT/RIGHT:

80281588: ADDIU SP, SP, 0xFFD0
8028158C: SW RA, 0x0014 (SP)
80281590: SW A0, 0x0030 (SP)
80281594: LUI T6, 0x8034
80281598: LH T6, 0xC75A (T6)
8028159C: SH T6, 0x001A (SP)
802815A4: JAL 0x8028B9C4
802815A8: ADDIU A1, R0, 0x0000

LUI T1, $8033
LH T1, $DDF8 (T1)
ADDIU AT, R0, $0013
BEQ T1, AT, $END
NOP

//CHECK1
802815AC: LUI T7, 0x8033
802815B0: LW T7, 0xD5E4 (T7)
802815B4: LHU T8, 0x0012 (T7)
802815B8: ANDI T9, T8, 0x0001
802815BC: BEQ T9, R0, $CHECK2
802815C0: NOP
802815C4: LUI T0, 0x8034
802815C8: LH AT, 0xC778 (T0)
802815D0: ADDIU T1, AT, 0x2000
802815D8: JAL 0x8028B8B8
802815D4: SH T1, 0xC778 (T0)

//CHECK2
802815E0: LUI T2, 0x8033
802815E4: LW T2, 0xD5E4 (T2)
802815E8: LHU T3, 0x0012 (T2)
802815EC: ANDI T4, T3, 0x0002
802815F0: BEQ T4, R0, $END
802815F4: NOP
802815F8: LUI T5, 0x8034
802815FC: LH AT, 0xC778 (T5)
80281604: ADDIU T6, AT, 0xE000
JAL 0x8028B8B8
SH T6, 0xC778 (T5)


//END
80281614: LUI AT, 0x43C8
80281618: MTC1 AT, F12
8028161C: JAL 0x80281188
80281620: ADDIU A1, R0, 0x0900
80281624: LW T7, 0x0030 (SP)
80281628: ADDIU A2, SP, 0x0024
8028162C: OR A0, T7, R0
80281630: JAL 0x80280970
80281634: ADDIU A1, T7, 0x0004
80281638: LW T8, 0x0030 (SP)
8028163C: SH V0, 0x003A (T8)
80281640: ADDIU T9, SP, 0x0024
80281644: LWC1 F4, 0x0000 (T9)
8028164C: SWC1 F4, 0x0010 (T8)
80281650: ADDIU T1, SP, 0x0024
80281654: LWC1 F6, 0x0008 (T1)
8028165C: SWC1 F6, 0x0018 (T8)
80281660: LUI T3, 0x8034
80281664: LH T3, 0xC75A (T3)
80281668: LH T4, 0x001A (SP)
8028166C: LUI AT, 0x8034
80281670: SUBU T5, T3, T4
80281674: SH T5, 0xC75C (AT)
8028167C: LW A1, 0x0028 (SP)
80281680: JAL 0x8027FFF8
80281684: LW A0, 0x0030 (SP)
80281690: LW RA, 0x0014 (SP)
80281698: JR RA
80281694: ADDIU SP, SP, 0x0030

now you've just got to force to stay in lakitu cam;
i did it like this:
//START
ADDIU Sp, SP, $FFE8
SW RA, $0014 (SP)
LUI T1, $8033
LH T1, $ddf8 (T1)
addiu at, r0, $0013
BNE T1, AT, $END
NOP
JAL $288718
ADDIU A0, R0, $0002
LW RA, $0014 (SP)
JR RA
addiu sp, sp, $0018

(if i have to set some variables, i allways let them set in the debug menu, so the address for this would be 861c0)
i need hype



you can color yoshi with dpad, there's a mission, where you have to do that.
Originally posted by Kazeshin
i need hype



you can color yoshi with dpad, there's a mission, where you have to do that.

Wow that looks awesome are you making yoshi's island 64?

Originally posted by cackletta
0.O kaze loves numbers

Yeah, I understand nothing, But still, He #smw{<3} Numbers :3

Originally posted by Kazeshin
i need hype

*Swaggy-hyped picture*

you can color yoshi with dpad, there's a mission, where you have to do that.


Holy crashness! Is it a mini-game or some sort of in-game display setting? At first, I thought the colored bars were the characters' health... (Green as Yoshi, Red as Mario)
SUPER CRASH TIME YEAH!
Originally posted by Mariocrash
Originally posted by Kazeshin
i need hype

*Swaggy-hyped picture*

you can color yoshi with dpad, there's a mission, where you have to do that.


Holy crashness! Is it a mini-game or some sort of in-game display setting? At first, I thought the colored bars were the characters' health... (Green as Yoshi, Red as Mario)


it's ingame. the display disappears when leaving the paltform with yoshi's head.