Kuribo64
Views: 19,988,205 Home | Forums | Uploader | Wiki | Object databases | IRC
Rules/FAQ | Memberlist | Calendar | Stats | Online users | Last posts | Search
04-18-24 11:13 AM
Guest:

0 users reading Super Mario Sunshine 64 DS | 1 bot

Main - SM64DS hacks - Super Mario Sunshine 64 DS Hide post layouts | New reply

Pages: 1 2 3 4 5 ... 24 25 26 27 28 29 30 31 32 ... 43 44 45 46 47
GreenThunder1337
Posted on 05-18-15 02:39 AM Link | #59889
I mean, controlling 2 Yoshi's in the game is a tad redundant.

I guess it would be cool tho, but then again- *DS hardware crash*

____________________
Kuribo64 / NSMBHD / MMM

NNID: GreenThunder1337
3DS FC: 1521 - 5979 - 1511

Fruit Smasher
Posted on 05-18-15 02:45 AM Link | #59891
Posted by GreenThunder1337
I mean, controlling 2 Yoshi's in the game is a tad redundant.

I guess it would be cool tho, but then again- *DS hardware crash*
What? i never said control 2 yoshis.

GreenThunder1337
Posted on 05-18-15 03:00 AM Link | #59895
Posted by Somebody Else
What? i never said control 2 yoshis.

You can already play as Yoshi + new rideable Yoshi for the mustaches.

____________________
Kuribo64 / NSMBHD / MMM

NNID: GreenThunder1337
3DS FC: 1521 - 5979 - 1511

Fiachra
Posted on 05-18-15 06:18 PM Link | #59909
I doubt it would be possible to implement in my game; as mentioned already, my levels have much higher polygon counts than the original game and Mario's F.L.U.D.D. model further increases a level's count. I can just about get levels to display decently as a result and adding Yoshi's model on-screen at all times if a Player's riding him would make issues much worse.

Fruit Smasher
Posted on 05-19-15 12:40 PM (rev. 2 of 05-19-15 12:40 PM) Link | #59931
What about the fruit idea for yoshi? Where he gets fruit depending on the stage? It could be his special!


i was thinking... can you make yoshi's special move involve fruit? Like the ? box picks the fruit that fits the stage. For example, for a stage with a lot of ditches, the ? box drops a Watermelon witch, in turn, causes yoshi to flutter more. For a stage with alot of lava/poison, we can have strawberries that cause regeneration. 

Fiachra
Posted on 05-19-15 12:46 PM Link | #59932
Yeah it's a good idea and I think it should actually be possible to do, I would try and use a BTP file to just swap his palettes to change colour. Luigi uses a BTP file to make him appear invisible so I'll try and replicate that.

SuperMario2
Posted on 05-19-15 06:11 PM Link | #59940
any progress on the hack? Is it close to completion?

GreenThunder1337
Posted on 05-19-15 09:41 PM (rev. 5 of 06-06-15 05:13 PM) Link | #59948
Posted by SuperMario2
any progress on the hack? Is it close to completion?

It's taken 2 years so far to get to 60%, I really wouldn't ask a question like this again for a while... it just seems kinda rude. :I

____________________
Kuribo64 / NSMBHD / MMM

NNID: GreenThunder1337
3DS FC: 1521 - 5979 - 1511

Fruit Smasher
Posted on 05-20-15 11:49 PM (rev. 2 of 05-20-15 11:52 PM) Link | #60013
who else is in this project?

or is it just an indie project?

Fiachra
Posted on 05-21-15 10:24 AM Link | #60026
Posted by Somebody Else
who else is in this project?

or is it just an indie project?

I've had Nomura from GBAtemp create 3 secret/Castle Secret Star levels and add coins, enemies etc. to 1.5 levels and Stomatol has provided music for 3 of the levels and the logo. Everything else though (as far as I remember) has just been me but if there are any experienced 3D modellers who'd be interesting in helping me further reduce the polygon count of my main levels that would be very helpful in speeding up progress.

Fruit Smasher
Posted on 05-21-15 05:21 PM Link | #60030
Posted by Fiachra
I've had Nomura from GBAtemp create 3 secret/Castle Secret Star levels and add coins, enemies etc. to 1.5 levels and Stomatol has provided music for 3 of the levels and the logo. Everything else though (as far as I remember) has just been me but if there are any experienced 3D modellers who'd be interesting in helping me further reduce the polygon count of my main levels that would be very helpful in speeding up progress.


ive been using blender for about 2 years now... i now how to reduce polygon count to the near minimum. Do you need an example of my 3d modeling? i can make you a stage for an example of my work.

GreenThunder1337
Posted on 05-22-15 01:05 AM (rev. 2 of 05-22-15 01:06 AM) Link | #60056
Posted by Somebody Else
ive been using blender for about 2 years now... i now how to reduce polygon count to the near minimum. Do you need an example of my 3d modeling? i can make you a stage for an example of my work.

You could simply reduce the polygons on the stages in the demo, prove your worth that way while not spoiling anything about the final release.

Just a suggestion.

____________________
Kuribo64 / NSMBHD / MMM

NNID: GreenThunder1337
3DS FC: 1521 - 5979 - 1511

Fruit Smasher
Posted on 05-22-15 01:14 AM Link | #60058
i would never spoil it. im against leaks. I hated that smash 4 leak.

But i should wait for Fiachra, and see if he will even consider me.

Jesse
Posted on 05-22-15 09:29 AM (rev. 2 of 05-22-15 09:30 AM) Link | #60062
I remade a mario kart 8 track for mario kart ds (it works) and I am doing some other ds model related stuff now. Thus reducing polygon count, I could help if you want.

I don't think there is much to spoil unless you never played mario sunshine..

Fiachra
Posted on 05-22-15 04:01 PM Link | #60073
Contd. via PM.

masterworm2
Posted on 05-28-15 09:26 PM Link | #60347
Posted by Fiachra
I doubt it would be possible to implement in my game; as mentioned already, my levels have much higher polygon counts than the original game and Mario's F.L.U.D.D. model further increases a level's count. I can just about get levels to display decently as a result and adding Yoshi's model on-screen at all times if a Player's riding him would make issues much worse.


Don't you worry about that, I can at least half the level poly count. Would be nice if you added me to the main thread post as modeller by the way.

Jesse
Posted on 05-29-15 08:44 AM Link | #60360
Posted by masterworm2
Don't you worry about that, I can at least half the level poly count. Would be nice if you added me to the main thread post as modeller by the way.

I doubt that, if you reduce the triangle count too much, you will damage the mesh of the level.

GreenThunder1337
Posted on 05-29-15 09:54 AM Link | #60363
Are we sure we understand just how much quality we want to exchange for quantity?

____________________
Kuribo64 / NSMBHD / MMM

NNID: GreenThunder1337
3DS FC: 1521 - 5979 - 1511

masterworm2
Posted on 05-29-15 12:09 PM Link | #60367
Posted by Jesse
I doubt that, if you reduce the triangle count too much, you will damage the mesh of the level.


Doubt all you like, my college teacher said I was the best out of all the higher years on reducing poly count without making the model look any less great.

Fiachra
Posted on 05-29-15 02:09 PM Link | #60378
Posted by Fiachra
I doubt it would be possible to implement in my game; as mentioned already, my levels have much higher polygon counts than the original game and Mario's F.L.U.D.D. model further increases a level's count. I can just about get levels to display decently as a result and adding Yoshi's model on-screen at all times if a Player's riding him would make issues much worse.

Posted by masterworm2
Don't you worry about that, I can at least half the level poly count. ...

I think your comment is a bit overly-confident, whilst there's still room for some reduction, there's simply no way they could be reduced by half and not be butchered or modified beyond recognition, Mario Sunshine's levels are much larger and complex than SM64DS's and I've already had to make a lot of compromises in what I can keep of a level.

Pages: 1 2 3 4 5 ... 24 25 26 27 28 29 30 31 32 ... 43 44 45 46 47

Main - SM64DS hacks - Super Mario Sunshine 64 DS Hide post layouts | New reply

Page rendered in 0.031 seconds. (2048KB of memory used)
MySQL - queries: 29, rows: 235/235, time: 0.015 seconds.
[powered by Acmlm] Acmlmboard 2.064 (2018-07-20)
© 2005-2008 Acmlm, Xkeeper, blackhole89 et al.