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04-27-24 12:53 PM
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Main - Posts by RicBent

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RicBent
Posted on 03-03-16 03:52 PM, in CoinKiller -- NSMB2 editor upcoming (rev. 2 of 03-03-16 04:17 PM) Link | #68176

You can now edit Sprite Data:

[thumbnail] [thumbnail]

Build: https://kuribo64.net/get.php?id=fP984lfUQChOHnsm

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GitHub - YouTube - NSMBHD

RicBent
Posted on 03-03-16 09:35 PM, in CoinKiller - Suggestions Link | #68188

Post all suggestions for CoinKiller into here.

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RicBent
Posted on 03-03-16 09:46 PM, in CoinKiller - Bug reports Link | #68193

If you encounter any bugs using CoinKiller post them here.

  • Please describe the bug as detailed as possible, including how to reproduce the bug.
  • Post the crash report if there is any.
  • Post screenshots if needed.
  • Please say what version you are using (or at least try to download the latest version and look if the bug is still existing).


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GitHub - YouTube - NSMBHD

RicBent
Posted on 03-03-16 09:49 PM, in CoinKiller -- NSMB2 editor upcoming Link | #68194

To prevent this thread to get spammy please:


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RicBent
Posted on 03-03-16 10:20 PM, in CoinKiller -- NSMB2 editor upcoming Link | #68196

It's nice that you'd like to help with this, but whithout a fixed point, where the sprite is located the images are useless.
Also they should be taken at the first frame, you enter the level and the gold variations are not realy needed.

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GitHub - YouTube - NSMBHD

RicBent
Posted on 03-04-16 06:16 AM, in CoinKiller - Bug reports Link | #68207

Er, works perfectly fine for me...

If you reopen the level in CoinKiller, is the time 0? If not there isn't a problem.

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RicBent
Posted on 03-04-16 06:24 AM, in CoinKiller -- NSMB2 editor upcoming (rev. 2 of 03-04-16 06:27 AM) Link | #68208

Not at all. All sprites we have at the moment are in the described quality, so why should we break that standards?

Also I already said that most of your images are useless, because there is no fixed point.

And tbh I wouldn't like to make a level and allways see a Banzai Bill which is misplaced and alleays appears ingame at other spots, would you?

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GitHub - YouTube - NSMBHD

RicBent
Posted on 03-04-16 01:47 PM, in CoinKiller - Bug reports (rev. 2 of 03-04-16 01:47 PM) Link | #68212

Oh I know what happened. I forgot to add the tilesetnames.txt, which contains names for the tilesets into conkiller_data (that caused the area editor widget not to load correctly).

So yea, will be fixed with next commit.

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GitHub - YouTube - NSMBHD

RicBent
Posted on 03-10-16 09:42 AM, in NSMB2 Custom Content Link | #68389

Something I made while I were a bit ill the last days:



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GitHub - YouTube - NSMBHD

RicBent
Posted on 03-10-16 05:05 PM, in CoinKiller -- NSMB2 editor upcoming (rev. 2 of 03-10-16 05:06 PM) Link | #68404

I added a lot of rect lift sprite images:

[thumbnail]

Also loading the dlc levels is now possibe without modifying the romfs:

[thumbnail]

Should also fix the bug GalladeGuy had with the time limit and choosing tilesets.

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GitHub - YouTube - NSMBHD

RicBent
Posted on 03-10-16 07:13 PM, in CoinKiller - Bug reports Link | #68405

That is actually not a bug at all, because the width and height of the special exit controller can be 0.

The way I actually display the sprite was only for testing purposes and will be done a bit better (simmilar to NSMBe) soon.

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GitHub - YouTube - NSMBHD

RicBent
Posted on 03-10-16 08:09 PM, in CoinKiller -- NSMB2 editor upcoming Link | #68408

Your coinkiller_data folder is outdated or missig, I guess.

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RicBent
Posted on 03-13-16 12:46 PM, in CoinKiller -- NSMB2 editor upcoming Link | #68465

Added a few new Sprite Images:

[thumbnail]

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GitHub - YouTube - NSMBHD

RicBent
Posted on 03-14-16 02:32 PM, in NSMB2 Custom Content Link | #68536

Nothing too fancy, but still cool:



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RicBent
Posted on 03-14-16 10:28 PM, in NSMB2 Custom Content Link | #68564

What is 3dEditor?

I used Ohana3ds to replace the textures of the logo.

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GitHub - YouTube - NSMBHD

RicBent
Posted on 03-16-16 03:17 PM, in NSMB2 Custom Content Link | #68747

[thumbnail]

I made a small test with a custom ctpk. Tho it was created with a Nintendo tool, since I couldn't get it to work with ctpkTool.

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GitHub - YouTube - NSMBHD

RicBent
Posted on 03-16-16 10:02 PM, in NSMB2 Custom Content Link | #68770

CTR Texture PacKage

There's one in each Tileset which contains the main tileset gfx and sometimes annimations for flowers etc

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GitHub - YouTube - NSMBHD

RicBent
Posted on 03-17-16 03:00 PM, in NSMB2 Custom Content Link | #68814

The tileset editor is like 80% done. The saving function has still a bug which causes the game to crash/corrupt if the object definition size is changed. But I'm working on it :)

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GitHub - YouTube - NSMBHD

RicBent
Posted on 03-18-16 05:57 PM, in CoinKiller -- NSMB2 editor upcoming Link | #68850

[image]

I'm fucking going to eat my shoes.

I double and triple checked the saving algorithmus for tilesets, but whenever the object definition size changes, the tileset gfx fuck up or the game crashes away (Depends if the ctpk is before or after the object defs in the sarc, it seems like). In the editor everything seems fine, meaning that there is no corruption in the sarc archive. But if I change the object defs in any way that the new file sizes match the old ones everything works perfectly ingame.

My first guess was that there is somewhere a header in a file which defines some data sizes in the tileset, but I couldn't find anything :(

Just wtf. If someone has some time and could have a look at the problem it would be greatly appreciated.

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GitHub - YouTube - NSMBHD

RicBent
Posted on 03-19-16 12:49 PM, in CoinKiller -- NSMB2 editor upcoming Link | #68872

Posted by NoThisIsStupider
So, I just took a look at the latest build off the uploader, and, unless i'm missing something, is there no way to switch the area? Like go from 1-1 Overworld to the Cave? Or is that one of the things yet to be implemented?


For now area selection is hardcoded


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Main - Posts by RicBent

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