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| Posts by Noobish Noobsicle |
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+1 to the Homestuck recommendations. If you think it's a bit too long, I'd recommend starting with Problem Sleuth. It's the same author as homestuck, and gets really deep into some funky physics. (or lack thereof) It's also complete, and is about a solid day's read.
Otherwise, I've had lots of fun reading Ctrl-Alt-Delete and Questionable Content. (don't worry, the content doesn't get questionable very often)
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Quite a few, actually. And a few more that are seriously anti-pony.
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I would just like to say
that you have just won C3
Hey Chester! Call off the war; this guy has clearly demonstrated that System's armada of talent is far beyond ours!
...actually, no. Don't do that.
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Yes.
It's this thread.
The one you've all been waiting for.
First, please watch this video. This should explain pretty much everything.
Now! Let me just explain what's up here.
In case you've been out of the loop, 2 player co-op has been an item of mine I've shown off over the past few C3s, with moderate improvements each time. This time, however, the improvements are anything but moderate. Here, have a list of major improvements:
-Physics engine for 2nd player is virtually indistinguishable from 1st player
-Dynamic graphics are completely redone, now uses more top-of-SP1 tiles instead of the typical dynamic sprite slots that screw over regular sprites
-The sprite itself is no longer connected to spritetool, the whole thing is isolated into a single ASM patch, even though it still hijacks the sprite routine because it needs all the sprite tables for free ram 
-Full layer 1 interaction. The sprite can now interact with most common blocks, including slopes (mostly), ? blocks, doors, pipes, etc
-Sprite can enter and exit doors/pipes and actually appear in the next room!
-Player 1 can die while sprite continues to play; any player that dies while the other is still alive will come back in a bubble a la NSMBWii
-Swimming! It can swim!
-Climging! It can climb!
-Capes! It can fl... okay, it can't fly. And it never will because flying with co-op isn't a thing that anyone would ever want to do. But it can float.
-2nd player and 2nd player lives counter appear on the overworld
-Interaction with cluster and extended sprites
Unfortunately, there's one little catch, as those of you who have watched the video already know.
I replaced mario and luigi with ponies. Cutie Mark Crusaders, to be exact, and the two which you play as changed based on which save file you pick! Presumably, the storyline that this would go with is that Princess Molestia foalnapped the third CMC an you have to go save her. But that is neither here nor there, and I sort of need to address the raging anti-bronies here.
Look, I'm sorry. I would have done a Mario/Luigi release if I could, but I got an offer from an artist to do pony graphics for 2 player SMW co-op. So I obliged, and pulled the project out of hiatus to work on it again, and all the improvements you see above were actually done after I had gotten reacquainted with the code structure and changed the characters to ponies.
And now it's been 6 months since I've touched the project thanks to reasons explained in the video, including a seperate project I will 'release' later this C3. So I've completely forgotten how the thing works, and my nasty habit of never commenting my code isn't helping.
tl;dr: Don't hate on the ponies. Just imagine that they're walking marshmallows instead.
Okay! On to the next part of the video: the 5 player co-op demonstration! For christmas this year, I got an MP5 and three additional controllers to go with my SNES, and wrote a simple little proof-of-concept demo for 5-player co-op in super mario world. It's about as rudimentary as it gets, as the 5 little 8-bit marios can only interact with that one level of ground and can't even touch sprites, but they're there. I'd actually be willing to donate that code, or at least my homebrew MP5 test ROM, to someone who wants to work on the project.
Oh, what's that? You want a download link? Okay then... as per with the tradition...
EPIC LARGE DOWNLOAD LINK
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Originally posted by RPG HackerPretty amazing! Will you make an updated video of the sprite? I'd love to see it in action!
You mean the video I linked in the OP?
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Originally posted by leodCousin rage quitted, because he died when he spinjumped on a pokey (and also because netplay induced lag), so seeing it completely functional in the future is sure as hell going to be awesome, but this is great nonetheless.
Yeah, sorry about the pokeys. I'm honestly not sure why they behave like that, as they link to the same main codebase that handles all those spinjumpable enemies.
Moved to the top of the to-do list. Unfortunatly, my to-do list of things to fix with this is way down on my to-do list of to-do lists.
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Originally posted by CrispyYoshiHmm, I played this with my brother on our Wii. We got to Morton's Castle when all of a sudden we died at the beginning of a room due to a bad screen transition. We also got to Star Road 1 and kept dying because of the 3rd layer of spin blocks... My brother commented it was "to prevent us from breaking the 4th wall". Anyways, it was a fun experience, though buggy, and I hope you finish this one day!
I'm actually shocked you managed to get that far in the first place! But yeah, vertical levels are undeniably broken.
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Yes, that was a thing I was worrying about. But, see I have a solution.
For starters, I've locked the demo I passed out there, and when I do have a final release, I'll only distribute it to very specific parties that can convince me that their project would benefit significantly from my code. I personally refuse to have a patch so thoroughly embroidered with my name be abused and associated with miserably bad hacks.
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I mentioned in my other C3 thread that I had been doing another project that was eating all my time, and that I might release it later.
Well, this is that.
Essentially, it's a Homestuck knockoff fan-adventure written in a mildly allegorical style about my life. I call it Thoughtstuck. I have it hosted on my website, and it currently stands at 130 pages long.
There were a couple of reasons I started this.
- All the original conceptualization for this was done back in late 2011/early 2012, when I had a lot of stupid social stuff going on IRL, and I just needed an outlet to express my views about people.
- I wanted to learn to draw and animate for realz. Yes, that's how I learn stuff. Jumping headfirst into a huge project. As a result, the beginning panels look kind of crappy, but you can see the artistic progression as you go forward.
- I just wanted to play dungeonmaster over a huge homestuck-like quest! Homestuck is the kind of thing that you look at and say, "oh, I want to do that!"
So yeah! Prior to me posting this here, the only people who knew it even existed were friends who I told through myself, so I guess this represents my first attempt at advertisement?
The whole thing is about a 20 minute read, not counting loading times. There are a couple of flashes, including one 'epic movie' flash. Actually, if you're on the fence about reading this, I'm going to recommend that you jump straight to that flash (click here) to get an idea of what's up here. It serves as a pretty good opening sequence if you're getting into it, IMO. Of course, after you're done with that, jump back to the beginning. Spoilers and all.
Once you've finished it, or at least gotten a grip on it, I'd love some critique on the story direction, characterization, or art. (preferably something a little more useful than 'ur art sux'!)
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And just as a little addendum, I just noticed that the SMWC theme doesn't have a specific font-color defined for quote boxes, but the MLP one does. I don't know how many other themes exhibit this behavior, but the end result is that if someone has a white background for their post, specifies a color for their regular text, but neglects to specify font-color for their quote class, then quotes are unreadable.
Example: this post by Luigi-San.
I'm pretty sure that the solution to this one is not to regulate users more, but rather to remove the text-color attribute from the quotebox definitions of the offending themes.
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The exact state of the Super CMC World Project is as follows:
1) I haven't touched it in near seven months.
2) The Co-op sprite project is nearly inseparable from the crusaders at this point.
3) If you'd watch to the end of the video leod linked, I showed off a proof-of-concept for 5-player co-op, so maybe maybe maybe I can get 3-player CMCs???
But the first point mainly. I've gotten caught up in loads of real life nonsense that have prevented me from doing important things like this.
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CodeLDA $15
ROL
ROL
AND #$01
EOR #$01
STA $14AF
Put that code in levelASM or a generator.
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Originally posted by KaijyuuI don't know an easy fix but I know the problem.
It has a 16x16 collision box when it comes to level interaction. Pretty much all sprites do; the big mole is the only one I can think of that might do differently (and maybe not; I forget).
Fixing it will likely require some black magic, and not some simple edit in the .cfg.
Nope, the big mole has only one 16x16 collision box that gets shifted around based on its direction.
What you /might/ be able to do is set the object clipping value to the same as the big mole (E), and then set the direction flag for the sprite depending on which way it's being pushed.
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| Last edited on 2012-05-28 11:37:26 AM by Noobish Noobsicle. |
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Not quite.
$018F8C, with 6 digits and a dollar sign, is an SNES address. You use it in xkas.
x918C, with fewer digits (usually 4 or 5) and an x, is a PC address. You use it in a hex editor.
Both addresses mean the same thing, just different programs understand them differently. You convert back and forth with them using Lunar Address.
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Watch as Alcaro wins AAAAALL the trophies!
Anyway, yay! Two more trophies for me! Thank you all for voting the co-op sprite for best ASM higher than best sprite, since at heart is is more of an ASM hack than a sprite at this point anyway.
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If I may, I have a little suggestion.
It appears that this argument is a hugely subjective case that really needs to be dealt with on a hack-per-hack basis. From what I can tell, we're not going to find any blanket rules we can just throw over the situation without listing out block by block what is fair and what is not.
As a result, I think it would be worth considering to open threads in the moderation subforums for posting by other users. This could potentially allow mods to have feedback on their moderation habits on a micro-scale and maybe let the community as a whole find an agreement on arguments like these. Of course, the forum would have to be heavily monitored to prevent butthurt folks raging over their hack being removed, but I think that the benefits would outweigh the issues.
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