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03-28-24 03:46 PM
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0 users reading CoinKiller -- NSMB2 editor upcoming | 2 bots

Main - NSMB2 hacking - CoinKiller -- NSMB2 editor upcoming Hide post layouts | New reply

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RicBent
Posted on 07-01-16 09:03 PM Link | #72760

I redid the Level Area Managment, allowing us to open the same level in different windows:

[thumbnail]


Also the possibility to edit (progress-) paths is now there:

[thumbnail]

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GitHub - YouTube - NSMBHD

Arisotura
Posted on 07-01-16 09:27 PM Link | #72768
amazing work, man

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NSMBHD - Kafuka - Jul
melonDS the most fruity DS emulator there is

zafkflzdasd

Hiccup
Posted on 07-02-16 06:32 PM Link | #72856
Good work. A quick request though: could you make it so sprite and sprite setting notes appear in the editor?

RicBent
Posted on 07-02-16 08:06 PM Link | #72861

Done. Now the comment is shown when ever you hover over a field.

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GitHub - YouTube - NSMBHD

fiver
Posted on 07-02-16 08:09 PM Link | #72862
Nice work. :P Happy birthday, btw. :)

TheSaturnyoshi
Posted on 07-10-16 04:50 PM Link | #73254
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
Posted on 07-10-16 04:57 PM Link | #73256

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.

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GitHub - YouTube - NSMBHD

TheSaturnyoshi
Posted on 07-10-16 05:03 PM Link | #73257
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
Posted on 07-10-16 08:24 PM Link | #73274

Well, a Sarc is a file container. Those strings you see there are the filenames of the child files in the Sarc.

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GitHub - YouTube - NSMBHD

TheSaturnyoshi
Posted on 07-10-16 08:53 PM Link | #73275
Oh derp of course.
But what exactly prevents it from being used?

Toms
Posted on 07-11-16 04:08 AM Link | #73303
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
Posted on 07-11-16 04:23 AM Link | #73305
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
Posted on 07-11-16 07:18 AM Link | #73309

@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.

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GitHub - YouTube - NSMBHD

fiver
Posted on 07-11-16 02:27 PM Link | #73317
Posted by TMolter
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

NSMB2 is a great game in terms of lazy design, it just got extremely lazy with music :P

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 :P

The scene has lotsa potential ;)

Anyway, great job on the editor, Staple and Mariomaster! Hopefully we can all get more sprite images soon :P

Imnotstaple
Posted on 07-11-16 04:19 PM Link | #73321
*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. :P

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fiver
Posted on 07-11-16 04:34 PM (rev. 2 of 07-11-16 04:34 PM) Link | #73322
that'll be really hard, though. remember rolling hills and layer 0 doesn't exist in NSMB2 :P

edit: and, y'know, yoshi xD

Imnotstaple
Posted on 07-11-16 04:56 PM Link | #73324
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. :)


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Hiccup
Posted on 07-11-16 05:39 PM Link | #73330
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
Posted on 07-11-16 06:12 PM Link | #73336
That could work. Very nice ideals.

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RicBent
Posted on 07-11-16 07:22 PM Link | #73339

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...

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GitHub - YouTube - NSMBHD
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Main - NSMB2 hacking - CoinKiller -- NSMB2 editor upcoming Hide post layouts | New reply

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