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Posts by SafeDesire

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Originally posted by ergazoobi
I don't think you know what a "spiritual successor" is. When you put on a new outfit in the morning, would you say you've reincarnated? Perfect Dark is a spiritual successor. Bioshock is a spiritual successor. This is literally just a new banjo game with slightly different protagonists. They certainly could have gotten more creative with it while still maintaining the "spirit' of the banjo games. Sticking this closely to the aesthetic feels kind of lazy to me.

And yeah please point me to evidence of them doing anything new. I read the interviews where they were like "yeah it's not enough to rehash old ideas we're going to do new things!", but without any actual examples it doesn't exactly have me convinced.


Ugh yeah, I do, it seems you are the one that doesn't. A spiritual successor is a video game successor that has many of the same themes, styles and etc to the original game(s) so it's very similar or related to the franchise/series it's a successor to. There's nothing stating it has to be wildly different or how different it has to be. If it's lazy to you, sorry, but this is how close they want to portray Yooka Laylee to Banjo Kazooie and I see nothing wrong with that whatsoever.

I can't find one of the other pages I wanted to link currently but here's one:
http://www.playtonicgames.com/the-man-behind-yooka-and-laylee/
The very bottom.
If you can't see the new ideas implemented into the early gameplay videos though, I don't know what to tell you. #smw{^_^;}
meh
Expecting to at least see one of two characters (if not both) announced as Smash DLC at E3.

Willpower and fire energy.
meh
I love this just for the NGHE compatibility.

Hopefully this alternate SMW editor isn't canceled like the past attempts...
meh
http://www.smwcentral.net/?p=section&a=details&id=9571

Tip kills Mario when Mario jumps on Tip but it either seems to happen because of X and Y coordinates of Tip or Tip's collisions. Not 100% sure.


I've been told before, as you can see at the link above, to redownload and/or reinsert Tip because it may be a sprite conflict or an insertion error but no, I've tried reinserting this sprite about 10 to 15 times now and redownloaded it 5.


After messing around with Tip some more, it not only happens in his 24x24 and 32x32 form but even in his 16x16 form.

It also does not seem to be from a sprite conflict because first of all I tried Tip on a completely different level and he worked perfectly. I then put in all the sprites from the level where he was killing Mario (again, only happens in certain areas) yet Tip still worked perfectly in the test level I got set up. I even tried putting the sprites in the same exact places compared to the level he kills Mario in (also Tip in the same place), still working just fine.


I have No More Sprite Tile Limits (ASAR) patched, that's it.


(If I can't get any help for this, I'll just remove the sprite and move on with the hack. I WOULD love to use Tip though...)
meh
Originally posted by GreenHammerBro
Sounds like the ",x" index for using a sprite slot is missing. Open the asm file, check any sprite tables missing those tags.


I'm not going to lie...I'm stupid when it comes to ASM.
As such, I don't know where exactly ,x could be missing (like...what line(s))

http://pastebin.com/u5XAYxiQ


Edit: Or don't, w/e.
meh
Song : Attack on the Koopa Bros
SPC/MP3/Youtube: https://www.youtube.com/watch?v=_Qp-cGWavJU
MIDI : http://www.vgmusic.com/music/console/nintendo/n64/pm_koopa_battle_1.1.mid
Addmusic : K
Sampled : Would prefer it to be sampled BUT it's not a requirement.

Comment: Please PM me if you (yes, you) take upon this request. All I'm asking, at the very least, is for a port that stays very faithful to the original theme and loops perfectly. Sampled, ontop of that, would be absolutely amazing but like I said it is not a requirement.
meh


Trying to realign the top half/frame of Mario's head for when he's doing his victory pose but I'm having no luck. I want to slide the top portion over to the right by 2 pixels. Any help?

(No knowledge of ASM if that is actually needed...)
meh
No, I did not.

I simply replaced the graphics, tested and saw that this was happening. It's either edit the x positioning of one or edit 5 to 6 graphics of Mario and then there's the problem of 2 being 16 pixels horizontal and shrinking them would just look weird and not match...
meh
I replaced Super (Big) Mario's graphics with Big Mario graphics and Small Mario with Small Mario.


I'm not that stupid.


It's also not due to a hex edit, I tested on a fresh rom and the same thing happens.

E: D6, E6 and F6 for Mario's Tilemap, Small Mario victory frames. It's all where it should be.



Can I just get an answer to my initial question please?
meh
Originally posted by Magiluigi
Originally posted by Ladida
the rest is fine and not "bad"

Not really, there really is a lot of banding and some pillow shading. The colors are kinda lame too, but nothing waaaayy too major.


Annnd the second nitpickiest person on the forum. The gang's all here.
meh
Originally posted by Moon
Hi, I'm new here and I hope I'm doing this right. I also don't speak english very well, so sorry for any language mistake.

I just wanted to show some graphics I made:


It's pretty basic I know, so since I have more 2 lines for palettes, I will make a part 2 file, with more stuff for decoration and a more diversified tileset.

gibe critic pls :v bye


Your graphics really do look good, I don't see much of anything bad about them. People have their own graphic styles after all.

Like Ladida said, the only problem I see is the light sources.
meh
Originally posted by MrDeePay
Originally posted by SafeDesire

Annnd the second nitpickiest person on the forum. The gang's all here.



And what does attacking other users for accomplish in this thread aside from creating unnecessary animosity?


I'm always the one targeted for this yet people like Magiluigi, nah, he's all good.

This site, this community, I swear....
I'll stop this here but my god..some of you people take the wrong side all the time.
meh
Can someone give me a code that I can insert with uberASM that makes it so when Mario touches a Goomba, Spiny, Shell-less green Koopa, Green Koopa or a kicked green shell (yes, needs to be specific), the level resets, the screen fades as-if Mario entered a door or went down a pipe and Mario is teleported to the entrance of said level? Mario keeps the power-up he currently has as well.

I'm terrible at ASM or I'd do it myself.


Also Mario's lives stay the same, he won't lose a life.
meh
Originally posted by Spk77k
I guess (according to my little experience) this may work.
put the code in the level_code.asm and start the code (level105: or something) right below the definition.

This code 'might not work' properly because level_code.asm may execute before sprites, (which may result to player damage/die first)

Sorry, I never tested it. So tell me whether it worked or not please.


It did not work.

Would changing it into a patch that requires freespace do the trick?
Need it for two levels. Level 11E and 1F0.
meh
Thanks a lot. #wario{:peace:}

@Von Fahrenheit: ..True...but eh, I got a solution so w/e.
meh
Sakurai tweeted about the direct. I think it was obvious we'd get Smash news after such a Direct drought but there's the confirmation for anyone thinking otherwise.
meh
While on the topic of Pokémon.





The actual pointers are not set as of yet, it's just the world map tilemap and graphics themselves.
meh
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