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03-28-24 09:26 AM
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Main - Posts by TheSunCat

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TheSunCat
Posted on 11-17-17 01:41 PM, in Super Paper Mario Repainted [On Hold] Link | #91147
My school bans Imgur, but I managed to get it through a proxy. It looks amazing!

TheSunCat
Posted on 11-18-17 11:36 PM, in Newer SMB Wii. Editor Help Link | #91169
Reggie is the level editor, Koopatlas is the world map editor. You can find downloads through google. Need anything else?

TheSunCat
Posted on 12-10-17 06:21 PM, in SMG 2 How do you import StarManFort? Link | #91880
Just add it using its ID. Type what you added to PlanetMapDataTable in the "Add Object" prompt.

TheSunCat
Posted on 12-10-17 08:25 PM, in SMG 2 How do you import StarManFort? Link | #91891
Go to Whitehole, open the galaxy you want to edit. Select an object. Change "Object name" to StarManFort. The click save and run from a folder to see your changes.

TheSunCat
Posted on 12-12-17 12:32 AM, in SMG 2 How do you import StarManFort? Link | #91926
Did it load ingame though? I had problems with that but found a (somewhat random) solution.

TheSunCat
Posted on 12-15-17 01:39 PM, in New model not showing up in whitehole Link | #92058
The blue box means that the model isn't found. Check the file you placed in ObjectData. Are the folders in the .arc all names the same as the .arc (you can check with WiiExplorer)? Did you rename the coin correctly? Did you uaz0 compress the .arc?

TheSunCat
Posted on 12-15-17 01:43 PM, in General SMG2 Troubleshooting thread Link | #92059
I'm afraid I do not know how to help you with that, Skek. Sorry for the disappointment.

There is already a page like this on NMG, which Skek posted. There is also a NMG Discord for quick questions. You can join it here: https://discord.gg/s5ENrpj

I do agree that we should have some sort of documentation of how to do stuff, but there's a Wiki for that (again, on NMG).

TheSunCat
Posted on 12-18-17 10:30 PM, in BMDCubed: Have You SMG/2 Modders Seen THIS? Link | #92260
You should make a thread about this! I'll test it whenever you can build it! :)

TheSunCat
Posted on 12-19-17 07:05 PM, in SuperBMD: A library to import and export various 3D model formats into the Binary Model (BMD) format Link | #92279
This is super useful! I'll test it as soon as I get home and give feedback/try to find bugs.

TheSunCat
Posted on 12-20-17 09:24 PM, in Boss-Blitz Galaxy Boss Edits Link | #92313
Will definitely stream this on my channel! Will be away from home for about a month but will do it when I get back!

TheSunCat
Posted on 12-20-17 09:29 PM, in Kuribo64 Town Square Link | #92315
Everyone's names are rainbow...


Time for a party!

TheSunCat
Posted on 12-22-17 06:02 PM, in SuperBMD: A library to import and export various 3D model formats into the Binary Model (BMD) format Link | #92429
It takes everything AssImport takes. That's what gets it above all other BMD makers (not that there are that many tbh). SO MANY FILE FORMATS :)

TheSunCat
Posted on 12-30-17 12:25 PM, in Golden Shell (KouraShine) added in SMG2! Link | #92592
The golden chest is unused. It works as it should with the golden shell.

TheSunCat
Posted on 01-12-18 05:30 PM, in Kaizo troll galaxy Link | #92792
I would play this level if it didn't crash, and if it is a funny troll level (not pick-a-pipe, etc), but funny trolls or mind games. If that is the case, I would love to play it.

TheSunCat
Posted on 01-19-18 06:20 PM, in Happy new year Link | #92879
I've got a bit over 3GB of backed up K64 Uploader stuff. And I have barely started with the "Your own files" section.

TheSunCat
Posted on 03-23-18 09:07 PM, in Super Mario Galaxy: The Lost Levels - DEMO OUT NOW Link | #93781
I'm so happy this hack isn't canceled, they usually die very fast. But not this one!




it shall never die.....

TheSunCat
Posted on 05-02-18 05:23 PM, in Being Creative with Custom Galaxies Link | #94222
I could also share some tips:

Tip 1:
Choose a concept and stick with it. Find creative uses for them. For example, say you want to use the bubble shooters. Those could be used to transport the player, remove powerups, and you use them as enemies. Find a creative concept for your levels.

Tip 2:
Stick with a theme. It's important to choose a theme for your galaxy and clearly stick with it. And grassland is overrated. Take Shiverburn for example. It starts with a clear lava theme, with lava-themed enemies like Octoombas. The skybox helps the mood a lot (well not the HellValleySkyTrees, but that's a different story), so try to use a matching one. If that requires you to model something, great! Then the level moves to an ice theme and uses exclusively the circle laser things and some Elite Octoombas, which still work with the ice theme. The level goes on, utilizing the cloud flower to make some more challenging jumps later on easier, but lets you run out of clouds so the level is not too easy.

Tip 3:
Looking back to my previous point, use custom models! Anyone can make a galaxy with a couple RedBlueExStepA and B's, but those are (usually!) less fun as you don't discover something new when you play it. It's just a random collection of random platforms floating in space. When you make a level model, you can establish a mood really well; the player will feel more engaged. First, imagine a random collection of platforms with some Boos. Then imagine a Luigi's Mansion styled planet where you get to explore all around and there are ghosts hiding in the trees etc. Does that sound more exciting?

Tip 4 (I promise I'm done after this one):
Use the Nintendo formula! As Jason said, Nintendo-designed levels usually follow a specific structure. First, they introduce a mechanic, like a powerup, and let you play around with it in a safe environment. There are some areas in the first part that challenge the player but only give a small reward (like a 1-up or coins in more recent games). After the player has learned to use that specific mechanic, he/she is given a more challenging area that usually has a bigger consequence if you fail, as the player now knows how to use it. The galaxy ends with a final challenge that combines all the skills the player has learned this far.

Tip 5:

jk that's all I will make u read because this wall of text is big enough already.

TheSunCat
Posted on 05-03-18 12:23 PM, in Being Creative with Custom Galaxies Link | #94233
But don't do just a stage reskin, unless you're making a 2nd mission or something.
If you're making a completely original galaxy, make it original! Actually use models! That is something that would definitely help a lot of creative levels. Choose an idea, plan out your stage, make its models, place enemies etc, make sure the game doesn't decide to crash for no reason.

TheSunCat
Posted on 05-18-18 03:50 PM, in Being Creative with Custom Galaxies Link | #94358
Back on topic...

Making galaxies takes a *ton* of work, so don't start a bunch of them at the same time. Work on one until you finish it, and then start a different galaxy. Also, it feels much more complete if you have (at least) two scenarios in your level.

A second star SHOULD be a completely new experience than the first star. It should have a similar feel, as well as theme,
but it should incorporate something *new*

TheSunCat
Posted on 06-06-18 11:40 AM, in Important announcement: GDPR compliance Link | #94554
>Server changes
>BanHammer Deluxe not fixed
>:cri:
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Main - Posts by TheSunCat

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