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09-07-24 02:27 PM |
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0 users reading CoinKiller -- NSMB2 editor upcoming | 1 bot |
Main - NSMB2 hacking - CoinKiller -- NSMB2 editor upcoming | Hide post layouts | New reply |
RicBent |
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Administrator Level: 46 Posts: 166/466 EXP: 664599 Next: 47175 Since: 09-25-12 From: Germany Last post: 1157 days ago Last view: 312 days ago |
Arisotura |
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Star Mario in this room you have a pile of apple pies Level: 164 Posts: 5818/9032 EXP: 57258028 Next: 444362 Since: 07-03-12 From: in a box Last post: 11 days ago Last view: 15 hours ago |
Hiccup |
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Normal user Level: 58 Posts: 547/815 EXP: 1540553 Next: 36993 Since: 09-06-12 Last post: 1826 days ago Last view: 181 days ago |
Good work. A quick request though: could you make it so sprite and sprite setting notes appear in the editor? |
RicBent |
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Administrator Level: 46 Posts: 168/466 EXP: 664599 Next: 47175 Since: 09-25-12 From: Germany Last post: 1157 days ago Last view: 312 days ago |
fiver |
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Fire Brother Normal user Level: 63 Posts: 392/1121 EXP: 2075490 Next: 21662 Since: 04-24-16 Last post: 669 days ago Last view: 636 days ago |
Nice work. Happy birthday, btw. |
TheSaturnyoshi |
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Goomba Derp Level: 12 Posts: 15/27 EXP: 7902 Next: 19 Since: 12-31-15 From: Canada Last post: 2935 days ago Last view: 2889 days ago |
I made a bunch of copies of the default tilesets to see if I could add extra ones, and whenever I select any of the new ones in the editor it crashes, originals are still good though. |
RicBent |
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Administrator Level: 46 Posts: 171/466 EXP: 664599 Next: 47175 Since: 09-25-12 From: Germany Last post: 1157 days ago Last view: 312 days ago |
Because the internal files are named still like they used to be. I might add a messagebox that regognices wrongly named files in tilesets and then renames them properly. Oh, and don't wonder about no progress in the following two weeks. Im in Sicily currently. But I'm defenetly planning to release CoinKiller in the 4 weeks after I'm back home. ____________________ GitHub - YouTube - NSMBHD |
TheSaturnyoshi |
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Goomba Derp Level: 12 Posts: 16/27 EXP: 7902 Next: 19 Since: 12-31-15 From: Canada Last post: 2935 days ago Last view: 2889 days ago |
What do you mean the "Internal files"? I notice a bunch of references to other stuff of the same name in the sarcs, and they're not in the ROMFS from what I can tell.
By the way, in case I wasn't clear I mean I just copy-pasted a bunch of them alongside the originals. |
RicBent |
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Administrator Level: 46 Posts: 172/466 EXP: 664599 Next: 47175 Since: 09-25-12 From: Germany Last post: 1157 days ago Last view: 312 days ago |
TheSaturnyoshi |
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Goomba Derp Level: 12 Posts: 17/27 EXP: 7902 Next: 19 Since: 12-31-15 From: Canada Last post: 2935 days ago Last view: 2889 days ago |
Oh derp of course.
But what exactly prevents it from being used? |
Toms |
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Paratroopa transphobe. Level: 27 Posts: 2/156 EXP: 107969 Next: 8190 Since: 04-11-16 From: Local trash can Last post: 2088 days ago Last view: 500 days ago |
Dayum, this looks pretty cool
And of course, since we're all thinking the same thing... DOES THIS MEAN THAT A NEWER2 IS COMING?!?!? Honestly, NSMB2 isn't all that bad. Sure it seems that it shamelessy rips everything from NSMBW, but there's actually alot of new stuff hidden under the hood Really looking forward to this (and possibly a tileset editor too) |
LeftyGreenMario |
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Don't like politics? Too bad, it's-a Mario time. Level: 83 Posts: 398/2062 EXP: 5212352 Next: 219869 Since: 03-14-16 From: Stabbing Wario Last post: 552 days ago Last view: 551 days ago |
I don't think anyone ever said New Super Mario Bros. 2 is bad, per se, it's just that it's lazy and rehash.
'course, it took effort to make, but when people mean "lazy" they mean uninspired. Anyway, gr8 work. Keep it up. |
RicBent |
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Administrator Level: 46 Posts: 173/466 EXP: 664599 Next: 47175 Since: 09-25-12 From: Germany Last post: 1157 days ago Last view: 312 days ago |
@SaturnYoshi The internal files are named like the tileset names with some addions. When Ck loads a tileset and the internal file is not existing, it crashes. @TMolter A fully working tileset editor is already included. And I don't think that skawo is interested into working on 3 hacks simultaniously. ____________________ GitHub - YouTube - NSMBHD |
fiver |
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Fire Brother Normal user Level: 63 Posts: 506/1121 EXP: 2075490 Next: 21662 Since: 04-24-16 Last post: 669 days ago Last view: 636 days ago |
Posted by TMolter NSMB2 is a great game in terms of lazy design, it just got extremely lazy with music But yeah, I'm sure that Newer 2 will come at some point, and I'd be very interested in working on it if it does The scene has lotsa potential Anyway, great job on the editor, Staple and Mariomaster! Hopefully we can all get more sprite images soon |
Imnotstaple |
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Member nothing to see here Level: 30 Posts: 142/194 EXP: 154636 Next: 11233 Since: 09-20-15 From: N/A Last post: 1394 days ago Last view: 604 days ago |
*ahem* Don't forget my own project!
But yeah, thank you a lot StapleButter, Mariomaster, and MrRean for your contributions to CoinKiller. Although I may be wrong, it sure as hell took a lot of effort and motivation to continue working on it and I truly appreciate it. Now that Mariomaster's tileset editor has some good functionality use, I may start working on a NSMBWii remake for the 3DS, of course after I finish my own NSMB2 project. ____________________ sign |
fiver |
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Fire Brother Normal user Level: 63 Posts: 508/1121 EXP: 2075490 Next: 21662 Since: 04-24-16 Last post: 669 days ago Last view: 636 days ago |
that'll be really hard, though. remember rolling hills and layer 0 doesn't exist in NSMB2
edit: and, y'know, yoshi xD |
Imnotstaple |
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Member nothing to see here Level: 30 Posts: 143/194 EXP: 154636 Next: 11233 Since: 09-20-15 From: N/A Last post: 1394 days ago Last view: 604 days ago |
Well of course.
It won't be an exact replica from my perspective, it will have new elements from NSMB2 and so on. It'll manage somehow. ____________________ sign |
Hiccup |
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Normal user Level: 58 Posts: 549/815 EXP: 1540553 Next: 36993 Since: 09-06-12 Last post: 1826 days ago Last view: 181 days ago |
Some ideas for recreating missing things (other than ASM):
Rolling Hill * Slope tiles with optional conveyor belt behaviour (if conveyor belt behaviour works with slopes) Yoshi * Modify the level to work without Yoshi, or with a replacement powerup Layer 0 * Tiles that act differently than you expect (e.g. you can walk through them) * Use the tile creator/destroyer to destroy/replace the tiles when you approach them |
Imnotstaple |
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Member nothing to see here Level: 30 Posts: 144/194 EXP: 154636 Next: 11233 Since: 09-20-15 From: N/A Last post: 1394 days ago Last view: 604 days ago |
That could work. Very nice ideals. ____________________ sign |
RicBent |
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Administrator Level: 46 Posts: 174/466 EXP: 664599 Next: 47175 Since: 09-25-12 From: Germany Last post: 1157 days ago Last view: 312 days ago |
Why not make something original instead of redoing NSMBW? Why should I play levels made for a big screen, specifically for different powerups on a a small screen with strange trys to come the original as close as possible. Also I imaginge that remaking levels is kinda boring... ____________________ GitHub - YouTube - NSMBHD |
Main - NSMB2 hacking - CoinKiller -- NSMB2 editor upcoming | Hide post layouts | New reply |
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