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More objects patch 3?

Alright. But, it would be a great idea (in my opinion) to add the Daredevil Mode and the Countdown (Time) gimmick. It would probably give hackers/modelers more ideas for their levels.

Ps. Wouldn't it be a good idea to include some custom enemies on the upcoming patch. People tend to just reuse the same enemies included on the original Sm64 game. Maybe, you could create a patch which contains NPCs that could develop an obstacle for people's levels. Why not?

Ps. #2: A new power up that could also create lots of challenging and interesting levels, also give new mission ideas to others. Maybe implementating a very simple power up could help others figure out cool ideas for their level. If you want a custom power up on your patch, I could give you a few ideas.
Maybe you could try to use the system of !-boxes (the one with the itemboxdefaultcontent.txt) for the enimiegenerator.
Hmm...
I was thinking about a winged yellow box (like the winged ?-blocks like in Super Mario World) would be interesting, one option that it goes left to right and back, and one which goes endlessly to one direction.

I'd love to see Podoboo still, but I don't know if it's possible to make it so that if it jumps back in the lava, that it spawns a poof of smoke or some lava splash effects to just not make it look like it falls through the lava...

A draggable shell, once thrown, that the camera follows the shell (making Mario's movement locked), and that you have to turn the shell to hit some pins, enemies or a switch which can be interacted with the shell only. Once the shell hits a wall, jumps off-stage or hits a switch, that it goes in a poof of smoke, and that the camera returns to Mario. (Like those Mario Party mini-games where you have to throw a green shell to your opponents.)

I don't know if you ever want to make it so that you have to unlock the yellow boxes. But I'd like to see a locked yellow box and a working yellow ! switch some day.

A shooting star from the Super Mario Galaxy series which works like a warp pipe. Not instantly warping when touching it or jumping in it, but that the camera locks up when jumping in it, rotates Mario really fast for a half second (with an animation which he prepares to get launched (maybe one of the first frames from his Longjump)), shoots straight up or straight forward in an angle/direction, and when Mario is almost out of sight, that you trigger a warp point. I thought it'd be interesting for if you want space or sky hub worlds or levels like that.

Last one,... I thought it'd be nice to see this in a bonus mini-game: the triple RNG blocks from Super Mario World's mini-game. If you hit all the blocks "correctly", that you get a 1-UP (or maybe something else?), and if one of the first two blocks are wrong, that the blocks turn into used blocks and give you nothing.

Sorry for a lot of text btw, I started working on just some levels for a Super Mario 64 rom hack I just wanted to try out something. In the mean time I got some ideas.

Btw, is there a way that you can let an enemy spawn a Bowser key?? Like, Mips, or Wiggler... Or something else,... I'm still really new when it comes to modifying Super Mario 64, sorry to ask that here. xD
Originally posted by skullkid64
Moving spikes (4x4 (16) spikes goes up and down; basically it gets out of the ground for "x" time and goes back to the ground (repeats).



Nicest Idea Ever.
While I do know gravity like SMG isn't easily possible. But what about just reversing it? or maybe just adding a way for it to change in a direction by touching an object (I think SMB3 had an object like that, also I good example would be Sonic 3)
Team CornersoftYoutube
  .
I've got a problem. When using the flipswitch panel Star spawner, I enter the level and the star automatically spawns without activating any switches :/

    See my hack development here!: Super Mario and the missing memories.
Originally posted by Mariohacker14
.
I've got a problem. When using the flipswitch panel Star spawner, I enter the level and the star automatically spawns without activating any switches :/


i dont remember how exactly i coded them, because ive never used them, its probably an issue with Bparams,
  I don't think thats a problem with Bparams... it happens to me on all levels, even on hubs. Applying the patch again didn't solve the problem either

    See my hack development here!: Super Mario and the missing memories.
  Okay, I'm still getting errors with the MOPs objects: Yesterday, I noticed that everytime I visit Cool-Cool Mountain, the Green Switchboard's gears take a random model id in the level, and today the flipswap platforms crashed the game when getting close (same for the noteblocks). It's sad to say but if i can't find a solution to them, i'm going to get very discouraged into continuing my hack, because most of the levels I have already finished are heavily based on the MOPs objects. I just cant start again on a clean rom, because i have done an insane amount of tweaks to behaviors (mostly), geometry, textures, icons, sounds, text...

What bugs me is that they do corrupt without doing anything insane, i was just importing levels and music :/

    See my hack development here!: Super Mario and the missing memories.
Originally posted by Mariohacker14
Okay, I'm still getting errors with the MOPs objects: Yesterday, I noticed that everytime I visit Cool-Cool Mountain, the Green Switchboard's gears take a random model id in the level, and today the flipswap platforms crashed the game when getting close (same for the noteblocks). It's sad to say but if i can't find a solution to them, i'm going to get very discouraged into continuing my hack, because most of the levels I have already finished are heavily based on the MOPs objects. I just cant start again on a clean rom, because i have done an insane amount of tweaks to behaviors (mostly), geometry, textures, icons, sounds, text...

What bugs me is that they do corrupt without doing anything insane, i was just importing levels and music :/


did you switch to importer 19.5 or 19.4? because if you did, that probably screwed you over.
  
Originally posted by Kazeshin
Originally posted by Mariohacker14
Okay, I'm still getting errors with the MOPs objects: Yesterday, I noticed that everytime I visit Cool-Cool Mountain, the Green Switchboard's gears take a random model id in the level, and today the flipswap platforms crashed the game when getting close (same for the noteblocks). It's sad to say but if i can't find a solution to them, i'm going to get very discouraged into continuing my hack, because most of the levels I have already finished are heavily based on the MOPs objects. I just cant start again on a clean rom, because i have done an insane amount of tweaks to behaviors (mostly), geometry, textures, icons, sounds, text...

What bugs me is that they do corrupt without doing anything insane, i was just importing levels and music :/


did you switch to importer 19.5 or 19.4? because if you did, that probably screwed you over.


I'm aware of the bugged newer versions, so i'm stuck with 1.9.3

    See my hack development here!: Super Mario and the missing memories.
oh, there is another bug in the importer with certain objectbanks. it loads a whole bunch of weird modelIDs which causes there to be too many modelIDs loaded. which objectbank did you use in cool cool mountain? i think the one from LLL crashes stuff.
  
Originally posted by Kazeshin
oh, there is another bug in the importer with certain objectbanks. it loads a whole bunch of weird modelIDs which causes there to be too many modelIDs loaded. which objectbank did you use in cool cool mountain? i think the one from LLL crashes stuff.


Sorry for the late reply, changing the object bank did work! Thanks again kaze, now i can continue :D

    See my hack development here!: Super Mario and the missing memories.