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04-26-24 10:28 PM
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Main - Posts by MarioFanatic64

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MarioFanatic64
Posted on 06-12-14 12:59 PM, in Super Mario Sunshine 64 DS Link | #42483
Sounds fine to me. This hack is for the Sunshine levels. If you don't want to do extraneous work then you don't have to.

MarioFanatic64
Posted on 06-24-14 06:14 AM, in Super Mario Sunshine 64 DS Link | #43012
Posted by Fiachra
I like the general design of yours, StarLand but there are a few changes I'd make, something like:

[image]


I'm just wondering if it'd look better if you used the Gamecube version of Delfino Plaza in the background.

I'm not saying that your version looks bad, but it is low poly and low-res.

I would suggest this image, but it has too many differences from the original Delfino Plaza.

MarioFanatic64
Posted on 06-26-14 06:00 AM, in Super Mario Star Land [Released!] Link | #43078
Posted by Krazyguy75
...why do people need covers? I doubt we'll distribute physical copies, and in game the covers are never used.


It's a nice thing to do while people are waiting for real info.

MarioFanatic64
Posted on 06-27-14 04:43 AM, in Another Super Mario 3D released! Link | #43150
Very good. Been following this hack for quite a while, being the biggest Fanatic of Mario 64 and whatnot.

I can't wait to play it later. ^_^

MarioFanatic64
Posted on 06-27-14 05:18 AM, in Another Super Mario 3D [RELEASED] (rev. 2 of 06-27-14 05:19 AM) Link | #43151
xdelta patch isn't working for me.

"xdelta3: target window checksum mismatch: XD3_INVALID_INPUT"

What region/version of the ROM do I need to use?

EDIT: Never mind, just read the readme derp.

MarioFanatic64
Posted on 07-01-14 12:24 AM, in Speed Test: How Fast Is Your PC Connection? Link | #43362
Presenting: Australian Internet

[image]

MarioFanatic64
Posted on 07-13-14 05:48 AM, in Super Mario Sunshine 64 DS Link | #44065
Posted by peyton
Posted by Fiachra
Making progress with the secret/bonus levels:

[image]

I'm currently working on the Ricco Harbour Sewers.

That Pinnochio/Picasso/Pachinko Machine looks extremely interesting. It's gonna be difficult without F.L.U.D.D.


Actually, the whole reason that level was hard in the first place is because the physics in the level were altered to unfairly push you around.

It will be much easier in SM64DS, I think.

MarioFanatic64
Posted on 07-24-14 12:49 AM, in another thread to trash [trash] Link | #44726
Posted by BlackYoshi485
Now i'm working in the models and new textures, everything about items, characters, enemies, and NPCs, when i have finished all that things, i will start with the first world.


I don't think this is a good idea. You've been allegedly making this hack for a long time now, since the days of DSHack, but still we're yet to see anything in-game.

Make levels first, extra stuff later. People need to actually see stuff if you want your hack to get attention.

MarioFanatic64
Posted on 08-04-14 10:55 AM, in NSMB5: Clone Tag Team 1+2 (Full Length Hacks! 150+ Levels!) (rev. 3 of 11-17-14 11:27 AM) Link | #45378
I was having mixed feelings of posting this here as this board is basically a sister-site to NSMBHD where this hack is already well-known and more relevant, but I just thought I might be able to reach more people the more I spread the info.

So, this is a compilation of two hacks that I produced throughout a 4-year span. In 2012 I released my second NSMB hack, New Super Mario Bros. 5: Clone Tag Team which introduced a new feature into the game (controlling two Mario’s at once). It was a fairly succesful project so shortly after finishing that project I put my other projects aside to work on a sequel that was fresher and funner. Clone Tag Team 2 is absolutely packed with content, features more creative and daring level design, new features, and a beautiful new graphic art style with a plethora of themes. In Clone Tag Team 2, everything is bigger and better and there is a new musical soundtrack.



These hacks are complete and available for download now. In Clone Tag Team, there are 69 new, original levels with 11 remade from past Mario games. Of these levels, 19 of them include a Clone which acts like a second playable character. In Clone Tag Team 2, there are 81 brand-new levels, and 36 of which contain a Clone. The catch is if one Mario dies, so does the other, which makes you rethink how you play the game. Of course, the Clone is not for everybody. That's why if you play as Luigi (By holding L+R on the File Select screen), the Clone will not appear (which was totally by design, it took SO much ASM hacking to pull that off.)

Anyway, enough rambling. Here's the download link for the double pack. Enjoy these hacks. I was developing these from March 2010 until July 2014, and they are my children.

MarioFanatic64
(post deleted) #47166

MarioFanatic64
Posted on 09-10-14 09:13 AM, in Super Mario Sunshine 64 DS Link | #47983
IIRC the water in the lily pad ride kills you if you touch it. Does that still happen?

MarioFanatic64
Posted on 10-30-14 06:40 AM, in Waluigi in Super Mario 64 DS [Released] Link | #50437
[image]

MarioFanatic64
Posted on 10-31-14 08:01 AM, in NSMB5: Clone Tag Team 1+2 (Full Length Hacks! 150+ Levels!) Link | #50491
Bumping this thread because of an update.



Here's a Download Link to the new updates:

https://kuribo64.net/get.php?id=AiR4ZagmDiRXWZ7Z

And a changelog:

Clone Tag Team 1
Small changes here and there, nothing particularly special.
Scrolling left on Clone levels have been re-enabled after it's implementation in v1.3. If you don't like this, then there aren't any major changes between this version and v1.3 so just stick to v1.3 for now.
The opening cutscene no longer plays if you wait on the Title Screen.
Patch have been changed to .xdelta for Mac users. This also allows more advanced ROM modifications for future updates.

Clone Tag Team 2
1-2: You can no longer be pushed through the ceiling by moving platforms.
1-Tower: Fixed a camera issue with the Secret Exit.
2-2: You can no longer get stuck by jumping over the ceiling of the cave. Values of Star Coins 1 and 2 have been swapped accordingly.
2-4: Getting to the Secret Exit with Mario will no longer cause a Time Up instadeath.
2-Castle: A third Clone no longer spawns if you linger near the exit from the first Sky Area, fixes random instadeaths and audio errors.
2-A: Tile misplacement corrections, small change in level design with how Star Coin 1 is acquired.
5-Tower: You can no longer be pushed through the ceiling with Mini Mario.
Patch have been changed to .xdelta for Mac users. This also allows more advanced ROM modifications for future updates.

MarioFanatic64
Posted on 11-04-14 06:51 AM, in Another Super Mario 3D [RELEASED] Link | #50759
Posted by BlackYoshi485
i don't know if this is an SM64DS exclusive hack, but MKGirlism, aka Yami soon when she finishes some things about the Mario Kart 7 hacking, she will continue with Super Mario 3D Land, maybe someday we'll see an port of this hack for the 3DS, right?


Super Mario 3D Land is way too different than 64/Sunshine for that to work.

MarioFanatic64
Posted on 11-05-14 06:16 AM, in Maybe a revolution of "SMG1 levels" Link | #50849
What I like about Galaxy 1 is that the planets were generally larger- you often started on an iconic, large planet and your mission would eventually veer off onto other smaller planets as you get closer to locating the Power Star. I love the Hub World, unlike bland World Maps it provides a sense of proper connectivity- instead of feeling like every "level" is just a simple chunk of land in space like SMG2's Starship Mario, you get the feeling in the Comet Observatory that they are a part of the world that you actually have to travel to and makes the world feel very authentic. Plus, I like having a large-ish area where I'm not crippled by an objective, time limit or general linearity that prevents me from taking a break from Power Star catching. There's a few other things I like about SMG1; one is the amount of different style of objectives to get Power Stars, there's a bunch of races that feature very different gameplay, several different kinds of collecting missions and generally a lot of variety in gameplay. And the inclusion of a story is a rarity in Mario games, but it works- it doesn't try to hard to be a movie- but it's something to enhance your experience and it doesn't take anything away from the actual game. I loved Rosalina's storybook, and I really enjoyed seeing some of the cutscenes at the beginning and the end of the game.

What I like about Galaxy 2 is that there is a crazy amount of content. While there aren't many missions per level, every mission is unique and the levels are designed very well. You can finish the story segment of the game but you're still only 25% complete. The Green Stars were like a bonus round- the game didn't need them to be complete, but the addition of them along with the huge task of finding each and every one secretly hidden in the game, and how hard some of them were to obtain is what separated the boys from the men. That's another thing there, Galaxy 2 tended to have much more challenging stars and completing it is a real achievement worthy of the title "Master of Galaxies". While Galaxy 2 shares the same art direction of Galaxy 1 there is generally a lot more color and that really brings the game to life- that and the uplifting music. Whether it was the 60-strong orchestra or the simple synthesized tracks, the music was always fitting to the environment. Altogether, when it comes to the core gameplay, this game was generally much more polished, a higher quality of game, even if the game did sacrifice the more cinematic experience of the original Galaxy, something I hope returns when Nintendo have the resources to provide both without any extra sacrifices, it was definitely a better "Mario" experience.

My vote goes to Galaxy 2. There's just something about having the first sequel to a Mario game since 1992 which really hyped me up for this game, having been disappointed for some time that my favorite Mario game, Super Mario 64, never got the sequel it so deserved. And it was this hype of having a sequel to my second-favorite Mario game that really lifted my spirits up and made me truly optimistic what lay in store for Mario- and unlike most hype- this game reached and exceeded my expectations.

MarioFanatic64
Posted on 11-05-14 06:20 AM, in Another Super Mario 3D [RELEASED] (rev. 2 of 11-05-14 10:57 PM) Link | #50850
As far as gameplay goes, 64/Sunshine and 3D Land are nothing alike.

MarioFanatic64
Posted on 11-23-14 09:17 AM, in Newer Super Mario Bros. DS Link | #51657
Nice! It's too bad that NSMBHD has a 1-World Demo Rule because it would be great for you to show this off over there.

MarioFanatic64
Posted on 11-24-14 12:13 AM, in Newer Super Mario Bros. DS Link | #51706
Posted by Ningamer
Skawo DID say World 1 is done though...


That doesn't mean he has to make a demo though. It's his choice whether or not to make a beta available.

MarioFanatic64
Posted on 11-30-14 02:04 PM, in Super Mario Sunshine 64 DS Link | #52016
Posted by Fiachra
Posted by Celestial
... that was strange to me was the shadow was for King Thwomp. ...


I know it's still there but I don't know where it's stored (though have a vague idea) but it would likely be a lot of hassle to try and remove (due to his shape you couldn't add an accurate one for Petey Piranha). I'll try to remove the sound effects and dust clouds where he stomps his feet.


If you do find where the shadow is located, you could always make it a simple circle shape. They do that all the time.

MarioFanatic64
Posted on 12-08-14 01:58 AM, in Newer Super Mario Bros. DS Link | #52461
Posted by skawo
Well, a ton of revisions, fixes and unfortunate findings

15:32:27 skawo Geld dammit
15:32:36 skawo This is against me
15:32:48 skawo > Needs World 2 tower to only be used in World 2
15:33:00 skawo > The World 2 tower is the only one used in multiple worlds
15:33:15 skawo Pissshit fucktwat
15:38:31 skawo It's like Miyamoto personally had a vision of the future
15:38:36 skawo and decided to fuck me over


it's time to make more levels, I guess. You shall maybe finally the progress counter increasing.


Protip: World 1 and 3 also share the same Castle.
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Main - Posts by MarioFanatic64

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