#New++ Super Mario Bros
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oh
if any of you want to try it here is the code lol ```#include "nsmb.hpp"
ncp_over(0x021364b0, 19)
asm_func void LoadMontyMecBMG() {asm(R"(
mov r0, #0x79
)");}
ncp_over(0x02133f0c, 19)
asm_func void shotBill1() {asm(R"(
bl 0x021493E4
)");}
ncp_over(0x02133ac8, 19)
asm_func void shotBill2() {asm(R"(
bl 0x021493E4
)");}
ncp_over(0x02133b68, 19)
asm_func void shotBill3() {asm(R"(
bl 0x021493E4
)");}
ncp_over(0x021351c0, 19)
asm_func void billLoadModel() {asm(R"(
bl 0x0214A8B0
)");}
just get rid of loadMonetyMecBMG as thats for making it not load the normal boss music
looks solid
bruh just use ncp_repl lol
thats only the start of some other code
im going to add a fourth state to him where he shoots bonzi bills and ill need more code
so thoese will end up being jumps probably
I forgot how much I hated retilinf old levels
I was going through my rom files and I found a blackhole lol
I forgot that I had an idea where you would get sucked into one
I have retiled half of this level and I really dont feel like doing the other half
I had to retile levels several times so, I understand your pain perfectly
I just noticed the pety has no hitbox for his head lol
im thinking of making him get bigger every hit
bc why not
pretty cool!
i'd suggest using the "jumping" entrance for the bowser jr fight tho
take a break i guess
I did, but I made that change on the other rom lol
I still gotta fix it on my main rom
ok
it turns out that for some reason this guy takes a different amount of damage depending on where u hit him
it could be cool to make his stomach his week spot like in other games and make his head do half damage
wait really?
yeah
Illy you will still make the grounded spin jump code? If yes it will be public like the mid air twirl?
oh you mean like different values planned but they are all set to the same value?
yup
oh ok
ncp_repl(0x02133e2c, 15, "mov r1,#0x1e")
ncp_repl(0x0213320C, 15, "mov r7,#0x1e")```
if any of yall want to mess around with it there is some code to do so
alright
I want to but, i dont know the math behind it
Ohhh oki
Smth weird I have noticed is when I upload castle/tower levels to YouTube they always preform better than other levels
people like castles ig
They don't like mine ones 
I uploaded only one Castle level to my YT and it's the less watched video
People like vanilla or improved vanilla graphics or nsmbwii graphics
in some rare cases they can look good
but most backported graphics feel very out of place and look bads
as much as I love custom graphics, vanilla graphics always feel right
looks cool
Cool!
didja not make a backup or
Whole mod canned
no, ncp breaks sometimes and corruptes stuff when you import to many times
cant you just reapply the patches?
ohhhh
dang
all I need to do is extract the root folder and put it on a new rom
ah
guess you can just replace the overlays with clean ones
thats causes problems
I should of know when the petey music change hack wasnt working
wait know
it doesnt work for petey anyways
probs bc he is one of the oldest bosses in the game and seems to have the most hardcoded bits
Im making him use the normal boss music
and I just finished off the damage changes
now its just this bug
so stomping his head does half damage now
body does normal damage
alright
Looks like if Peach was sitting on the floor contemplating the lava and questioning her existence
did you put back all of the code hacks and such?
lmaooo
yeah
alright 
FRRRRR
if somebody was to make a fix for this that is not the skawo hex edit that would be very nice
I love fighting petey in a volcano tbh
Ice detected
interesting combination
i will use the pettey piranha on the w4 castle (w4 in my hack is the w5)
i feel like the boss is a bit too easy tho
i plan to use it in w6
- it takes six hits if u hit the head
- I kinda want to make him grow every hit
All of the bosses in NSMB are really easy, I could beat all of them in less than 5 minutes
oh interesting. this will make it more fun
And on the w2 airship and tower i will use the tank (super random)
I will make something like on newer wii that you defeat the same boss on the tower and castle
But since my hack dont have castles (except for w4 that the airship will just throw the player to bowsers castle) i will use the same boss of the tower on the airship
how come u dont have castles btw?
Like:
W1 = mega goomba (if i find an way to make an shy guy bossfight i will make it)
W2 = mole
W3 = fish
W4 = pettey and bowser
I replaced they with airships
Maybe you could replace the mega goomba model with a giant shy guy?
I would still have some castles if it were my hack, but its ur choice
HMMMMM INTERESTING
I think I saw some trig funtions at some point, If I can refind those I might be able to change his speed and some other things too
monty mole is the hardest bossfight imo. probably the only one that could be called a bossfight
cool
I preffer airships since i want to make an "newer wii" inspired hack
But with the main theme being the sakura village
(Except for world 2 lmaoo)
one of the icons of w4 of newer wii is the castle
thats smth to keep in mind
Yeah the japanese castle
I remembered being stuck on this level for 5 hours lmao
the one thats really over decorated to hide that its poorly designed
Yeah
imo one of the most memorable newer wii levels is 2-Castle
Newer wii dont have an cool level desing tbh
i don't remember it very much honestly. did it have spike balls? or am i completely wrong?
And they do like me:
Overdecorate the level to hide its pretty bad desing
yeah
i also wanted to reuse it in my hack
a lot of levels are very fun tho, but some have very bad level design, and aren't very fun, thats right
Why someone dont made an piramid castle for desert worlds? It is coold imo
Yeah
a lot of people have
No i mean, the piramid model for the castle
dont worry he's dancing
LMAO
YES!!! the colider scales with the model, I think or ill be able to make it work atleast
Why theres some weird boxes there on the sprites
oh nice!!!
I think this is a good size
I mean, this green, pink and yellow boxes
Yeah it is
Ohh ok
its a lua script
To view the hitboxes needs an lua script?
if i could see the full screen i could give a confirmed answer, but it seems right
it isnt much harder but since he has a bigger hitbox u have a higher chance of getting hit
and being big makes him seem harder too
This song is public? I liked it
interesting
the score gets completely messed up after the first hit tho
also i'd suggest making him grow fast with the sound effect playing once, instead of growing slowly and the sfx playing twice. if you can that is
dang I can not recreate that problem, I have played it another ten times and that hasnt happend
Yeah, I want to try and do that
alright
oh :/
probably savestate issue
happened when you hit the head tho
idk if that is important
and it showed a score of "100" instead of "1000"
Music from Paper Mario: Sticker Star [ใใผใใผใใชใชในใผใใผใทใผใซ . Paper Mario: Super Seal]. Game was developed by Intelligent Systems and published by Nintendo for Nintendo 3DS.
Music was composed and arranged by Masanobu Matsunaga, Saki Kurata, Shoh Muramaki, Yoshito Sekigawa, Yasuhisa Baba, Hiroki Morishita, Masanori Adachi, Kiyoshi Hazemoto, Tomoko Sano...
seems good
maybe a tiny bit faster, but i feel like im asking for too much lol
How do you port those songs to nds?
oh nice
nitro wav
Ah
use audacity to change the sample rate and to convert an mp3 to wav
I wanted to use nitro wav but i dont know how to use this and idk if its hard to use
its not that hard
"newer wii" inspired hack
LMAOOO
lol
Lmao
This shit made my day
SAME LMAOO
you can thank itztacos for that emoji
so this is related to me changing the damage when u bonk petey in the head
now I wish that I wasnt hacking one of the oldest actors in the game
ima try manually replace the bytes that I need to change head damage by using a char[]
yeah probably
well looks like the score is tied to damage for some reason?
maybe
maybe you can try multiplying the body damage and the total health by 2, and set the head damage as the original one?
idk if it will work tho
I might be able too
I just found its total hp count
well atleast smth that uses it
well it looks like there is multiple checks to kill him if he has taken to much damage
So, I increased everything I could find relating to peteys heath and now his heads colider when he is down does not work on the final hit
im going to undo every petey change besides his size
and ill try it again in the future
peteys castle is now finished
dang
alright
@blazing otter
This has never happened to me
Illy if you're doing manual ov edits thats 100% the cause lol
I was messing with these
not at all
I forgot to clean first that time
this used to happen in older versions but I never had the issue again since after fixing overlay invalidation
Its probs a problem with my laptop
that... is unlikely
im using ncp 1.0.6
Also no need to move entire roms if an overlay is corrupted
Just... replace all binaries with the clean ones
more then that overlay got corrupted
Filesystem corruption cannot happen due to custom code
yes, just arm9.bin, arm9ovt.bin and the entire overlay9 folder
then delete "backup" and "build" then build again
it does
I usauly check it anyways
what
wait it doesnt
it shouldn't
otherwise it would mean that hitting "clean build" and building would corrupt the rom
in an ideal scenario, backup should never need to be deleted
Illy, restore your ROM to a working state and then I want you to try the following
ok, then uncomment this and compile
then comment it back and compile
if it is an invalidation issue, then the code should not get removed from the game
should I change the value of the third one? its set to the default value rn bc for some weird reason that I hane not found out, changing that damage value breaks the score on the bottom screen
use the one that breaks the score
that way you can tell if ncpatcher undid the changes
the changes were undone
I feel like there is a low chance that it doesnt undo them sometimes though
or that hooks stack
can't be a matter of chance
it has to be something specific doing it
does it also corrupt other rom files?
because if it does it is NSMB Editor's fault
alright thanks
ok I found a fix this, instead of doing this to increase his health and use the defult damage, I can just make petey not increase the score when hes hit
oh, alright
This is a level that is part of my upcoming nsmb hack New++ Super Mario Bros.
No link will be given as the hack is unfinished, but I am plaining on releasing a demo soon
love the way you mix the tilesets
and that petey music goes harrrd
I've always thought it would be a good idea if petey paralyzed mario when he lands, maybe you should try that
would make even more sense since he's bigger too
good idea, I think I even found somewhere I can hook for when he lands, I could use the shock state from when a sledge bro ground pounds
am i the only one who, for some reason, have been thinking that petey piranha is a girl, since i was very young?
Very cool, and looks fun as always
thats the kind of theming/castle level i'd have loved to play when i was younger lol, because i would think that it looked "epic".
i used to find nsmb castle levels fascinating for some reason (i still kinda do)
also for the fire piranha plant bug, i have a code hack to fix that (asm, converted to ncpatcher)
im the person who has a bunch of old code hacks that have been converted by Will Smith's script and who for some reason is the only one to have some of these 
Iโm going to work rn
alright
alright. have a nice day :)
The Volcanic Castle themed level somehow reminds me of Norfair from Super Metroid, I really like the level design
Also, when Mario meets Peach after defeating Petey Piranha looks like if Mario was like "yo, u ok?"
mario realized peach was depressed, or simply contemplated the way the lava moved
the latter is more fun
Yeah the bug fix only exists as a hex edit which sucks
So ima have to find a way to fix that
Do you wanna make like some sort of custom cutscene with Peach or smthn?
do yall think petey is big enough?
jokes aside, I found a way to make him grow every hit
im probs not going to do it bc it inculdes fire ball hits
too much
maybe he could grow on every phase
this is the current state of the petey fight
one of my friends needs to learn to leave a normal comment on my vids
i think its a bit unfair to combine paralyzing the player AND dropping enemies from the sky. It could be considered as a skill issue if the player knows what's gonna happen, but if the player doesn't know, they might get hit unfairly, not knowing what would happen. this is especially unfair if the player enters the fight for the first time while being small mario, because they would be likely to die
they get a powerup right before the boss room, and its really unlikely that the enemys will hit you
I had to go out of my way to get hit when recording that
and the plan is to have it drop mainly mini goombas
but have a small chance of them being normal or para
but I dont know how randomness works in nsmb
so doing the fight while mini is harder bc u will be able to skip to world 8 if u do that
oh alright, interesting
I kinda wanna add the koopalings to nsmb for some reason
thatway I would have tower bosses
and I can leave bowserjr to the airships and final boss
Looking good!
Suggestions:
- Make the stun last the whole down time so the player misses out on bonking for that cycle.
- Idk how hard this would be, but it would be sick if the progress bar on the touch screen acted as a health bar
That could end up being difficult tbh
If I make them all the same actor like the bowser battles are they wouldnโt
Also I finally finished my nsmbu jyotyu tile set
Ebic
lmao
Done, five likes 
lmaooo
this is going to be one of those star coins that causes me to have to record like 20 times to get a clean run
the amout of runs that died on this starcoin was like 30 lol
i dont understand the link of the 2 levels
im talking about how overly dificult some starcoins are
For me its ok
Fells chalenging ๐ฅ
yeah, I dont use any save states or edit multiple runs together for the cleanest experiance
I use savestates lmao
oh ok
yeah they look hard
I have no idea what music I want to use for volcano levels
im thinking this
Hotfoot Crater - Paper Mario: The Origami King OST
Composers: Yoshito Sekigawa, Shoh Murakami, Yoshiaki Kimura, Hiroki Morishita, Fumihiro Isobe
Platform: Nintendo Switch
Playlist: https://www.youtube.com/playlist?list=PL2XjmdkuVL-0sVtW_3fGxhUPx5z0B7NOI
This soundtrack was ripped, edited, and uploaded by Yoshi's VGM for entertainment purposes o...
yeah it fits i think
Sounds cool
My favourite paper mario ss song is the one of the mountain level in w1
Let me try to find the song
which game?
thats a good one
iirc it plays in other levels too
Why discord didn't send the link lol
Music from Paper Mario: Sticker Star [ใใผใใผใใชใชในใผใใผใทใผใซ . Paper Mario: Super Seal]. Game was developed by Intelligent Systems and published by Nintendo for Nintendo 3DS.
Music was composed and arranged by Masanobu Matsunaga, Saki Kurata, Shoh Muramaki, Yoshito Sekigawa, Yasuhisa Baba, Hiroki Morishita, Masanori Adachi, Kiyoshi Hazemoto, Tomoko Sano...
Finally
This one im talking about, i love this ost
nostalgia
Fr..
I remember spending hours on the house course in the snow world only to see if i would find an secret lmao
I remember not being able to find the code for the windmill
Thatโs was the last level I completed lol
And I played the worlds in the weirdest order
W1, w5, w3, w4 then w2
I played w1,w5,w2,w4 w3 lmao
do any of yall know how I could export bowser jrs model and animations and import them into blender without any corruption?
I have some ideas and I need to add some more animations for it
Try using apicula
if you aren't looking for corruption definitely do not use apicula
what if you are looking for corruption
then use apicula 
yeah, its basically impossiable to export animations without them being corrupted
which sucks
the otherthing is
nsbva files
yeah, Its not letting me do the .nsbva
time to try the .nsbca
Theres other ways to convert nsbmd? (Except from apicula and mkdscm)
Yeah ik
But i was curious becuse apicula is shitty for converting models (idk if animations its ok)
ah yes it doesnt even want to save the animations
Rip :<
Apicula is horrible, 100% confirmed
Its uv problems
Jorswer Br.
LMAO
He didn't messed up
You have to use the tga format and use NNS materials instead of normal materials
and then simply flip some parts or clamp depending on what corrects the messed up uv
apicula doesn't export those settings, so you will have to set them up yourselves
about exporting all animations, I tried something similiar way back then and it didn't work, it would only export one animation
but maybe there are new tools out now
usually the MKDS server knows best
On blender you need to use TGA instead of png?
yes when you're creating/changing models for nsmb
thats annoying
I dont know what any of those settings would be :c
well I know that they are here
but its still annoying as hell
nsbvas are nothing too interesting
they are visibility animations, which literally toggle nodes visibility at certain frames
I dont think Im gonna bother with custom animations, I was thinking of giving jr a few more attacks but he doesnt need them
I halved the amount of colours that bowser jrs uses and you can not tell lol
is there anything in the code reference that lets me swap a models texture?
idk, but i know there's a code hack that allows palettes to be swapped for the red ring
what you can do is select another texture of the same model for a material
yes you can
i real don't remember how tho
@void tree
I only know how to do it for the player
as all you need to do is player->textureid = whatever
yeah it aint as easy for new actors
I will never understand the type of people that leave these comments on yt vids
i mean i could understand the one on the bottom
45th comment!!!
but what's the point of trying to estimate at what place you're comment is located in the universe's chronological timeline?
Every time somebody does those kind of "First comment" comments I am like "nobody cares"
oh ok
yeah there's literally no point lol
its like "hey i wanna comment but since i have nothing to say, i'll simply give a useless info that nobody will care about"
It would be funny if i pinned the comment lol
reminds me of the fact that youtube, for some reason, decided to remove the ability for me to pin comments and to include links in video descriptions for some reason. it happened like this while i did nothing wrong, because apparently "the channel didn't have enough history" or smth...
ah yes 40 videos definitely isn't enough channel "history"
._.
i have to either wait 2 months or make a verification with personal info
I remember that
do any of you know what this bowser jr animation is used for?
i thought about the final jump when you defeat him and he goes away
its with the shell cover animations
I mean the flip
so I was thinking it could be right before the flip animation starts
but im not sure
this is his jump animation
for reference
oh ok
I think the .nsbva is important for bowser jr, it would control if his mask is on his face and hides it when in shell cover
I think i just pinged u
sorry
dw
I could identify 18/20 animations and it looks like whoever at Nintendo made bowser jrs animations wasnt drunk as they seem to be in a decent order instead of all jumbled up
They was drunk when they did the world map system engine
In fact nintendo was drunk when made almost everything on nsmbds lmao
well
bowser jr uses a .nsbva file so
now is there anybody who knows anything about those lol?
i dont, sorry
its not that important but it would be useful to be able to load to be able to hidea bit of jrs mask when he is in his shell
well if anyone knows how .nsbva's work can you please explain it to me so I can hide bowser jrs mask
Nbsva is the animation with an truck ๐ icon on it?
I only know that its an visibility animation
Ohhhhh ok
you want to load a nsbva?
then you need to add a Animation or AnimationCtrl to your class
AnimationCtrl is an Animation controlled by a FrameCtrl, useful for like eye blinking texture animation
thing is, often visibility animations only have two frames or smth and you switch between them manually
which is why Animation exists
you initialize it this way:
orange -> the Animation instance
blue -> the Model/ModelAnm you are attaching it to
purple -> the nsbva file void*
then as usual to start an animation you do .init
im kinda confused, would I do smth like this?
apparently it gets hidden by the game by code when he attempts to do the animation, i think
not sure tho
Thats what happens, the .nsbva has the instructions for it
than you use that one this way
I do not know what im doing
its more of a test boss actor
because Blackout is a great song
alright
idk if i've heard about it
its the final boss phase 2 theme from color splash
ohh ok
I managed to over right the default camera movment
pretty cool!
Wow
this is getting hard to manage lol
this is gonna be programed worse than the normal bowser jr actor
also ill change the data types when I am done
Its for resize BowserJr?
Idk if it is but i saw an resize on it
they are all the funtions, and numbers the the actor uses
only JrGrow() is relevent to jrs size
Wait are you recreating bowser jr? ๐ญ
yeah, I wanted to rip jrs animations so I could make him attack the player with a massive hammer and summon massive fire balls and crap
but there are a lot of other attacks I can di
this actauly gets really hard when bowser jr starts getting fast
progress update, bowser jr needs his speed cap to be a bit lower
It looks cool tbh!
there is going to be more attacks than spike balls that I plan on adding
do yall think this is a good max speed for jr
I think that speed is fine
same it feels fun being chased nearly at max run speed
Just outta curiosity, why is Jr. gray? Does it have something to do with the model problem you were having?
no
I just felt like it, I wanted to represent that he is invincible in some way and that was an idea I came up with, I dont plan on it being the final though
Seems fine to me
And will Bowser have any involvement in the battle or will it just be an upgraded Jr. fight?
im thinking of having this as an 8-airship boss
I still dont know how I want to use bowser in this hack
also, this is my fav line of code for that chase so far
I dont know how I should make jr die
im thinking just a switch that makes him drop into the void
it feels hard, and not very repetitive to me
I think the game play here is in a good state
even though it it pretty repetitive
the sudden scroll stops seem like they could really trip you up i think
pretty cool, but seems empty imo
not only the deco, also the obstacles
Itโs a test stage, there is no point I. Decorating it as it changed multiple times a day
alright, its fine if its still a test tho
also i mean gameplay wise, like there aren't coins or enemies
maybe you could also make some pits to jump over, but idk if bowser jr would fall into them
Thatโs the plan
oh alright
I can always make bowser jr jump over the pits and stuff
ok
I gave it a kinda intro now
nice
and here is how it works with some level
I need to be really careful when making it
I already shrunk jrs side sensors down so much lol
ok this is really hard to make level for when the speed is really fast
wow nice!!
Is this an actual boss fight or is it just a running sequence?
it depends what your definition of boss fight is
but yes
this is ment to be one
average problem
lmao
Tbf that fire is pretty hot :p
Maybe could do something cheesy like "if stuck in x coord +-5 for > 1 second, jump"
or I can place an invisible solid tile behind the burner
I think the scrolling needs to be slowed down a bit but still reach the same max speed
oh so the issue is the burner's solid hitbox?
i thought it was simply going down of 1 tile or smth
the colliders in nsmb are ass
yeah lol
i think one of the only cases i know of it being pretty good is that the bouncing mushrooms are considered as "solid on top" platforms: enemies (and mario in some animations) interact with it like a solid on top platform, instead of going through
I'd define it as just the player actually fighting the boss, here it seems like just a phase in the last level where you have to run away, just like the junior clown car phase from nsmbu
i think its just one phase tho, but yeah
and ofc the regular solid hitbox
I count this as a boss fight, you cant really "fight" a boss in a mario game
well 2d one
jumping on them
bc the only attack option is bonk them on the head
thats an attack
and thats kinda lame so I wanted to do smth diffrent
Aight
well at the end the plan is to make it like a bowser fight where u have to hit a switch so I guess its a fight though
they call king boo in newer ds a fight and hes the exact same as that
throwing shells
that is actauly one of the ideas I have in mind, hit him with five shells or hit the button at the end
I just dont know how to set up entity colisions with other entitys
as I want all entitys to die when they hit jr besides shells
Hit the button you mean like the newer ds king boo? If yes it would be cool
more like it ends with a smb bowser fight but with bowser jr
Ohhh oki
I have made this way to hard lol
im making less of jr visable so the player has more space to work with
its fine but not the best when he attacks
being able to have those extra few tiles of room makes it a lot more fair though
you can use the zoom feature/sprite i guess
idk if it will change the limit of the screen border walls tho
I usauly try not to zoom out my levels to keep them in a more nsmb style
ok
Can you scoot the camera back some while he's winding up the throw?
might cause problems tho
if the player is near the screen border, they might get pushed
Where you find this rain effect?
I will replace one of my blossom leafes effect with this
its the only graphics from newer ds that I use in my hack
oh true newerds has a rain effect
Yeah i forget it lol
I can try zooming out when he is charging, but zooming out smoothly then zooming back in isnt that easy to do
Mmm
Could you just make him smaller?
I get the point is to be chased by a giant Jr.
But maybe just a little smaller could help
he has already been shrunk down a lot lol, ill find a way to make it smoother though
or you could make it slightly closer to the player?
ill upload a vid soon which will show why you really need that space
Actually, could he speed up a little before his attack so get gets back on screen?
(Then slow down some after so make him go back to the left side)
oh thats a pretty good idea
that could work, but the camera is based of his position, I could do it im just not smart enough to do it
https://www.youtube.com/watch?v=1Ua9oTvaCN4 here is what the chase currently looks like
This is an unfinished boss fight that is part of my upcoming nsmb hack, New++ Super Mario Bros.
No link will be given as the hack is unfinished
I plan on smoothing out the scrolling so the camera isnt as harsh when it starts and stops
that will also make getting and using a powerup more manageable
its very cool so far
its really dificult
but I dont want to nerf it, I want to make it more sight readable
unlike the bottom screen background
lmaooo
at some point hitting a block to get the power up doesnt work tho, because bowser jr goes too fast
but i guess thats part of the difficulty?
thats why I need to make it speed up over like two seconds instead of jumping back to max speed
alright
What u mean by black โ๏ธ
(I'm sorry)

its a colour splash reference
OH ITS THE DARK PAINTED BOWSER REFERENCE?
ohhhh
oooohhh
i haven't beaten color splash that's mah bad
I wanted an excusse to use blackout in my hack
its such a good song in my opinion
Yeah it is
Use it on this battle
Thats the song Im already using for it
Ohhhh
ok
Late, but I started to mess with apicula.
Try exporting as gLTF, works fine for me (animations & all)
apicula convert -f=glb <NITRO FILES> -o <OUTPUT DIR>
Ohh it have glb option?
Yes
I will mess a bit with some stuff so 
nice, can you send it to me?
The GLTF? Sure when I get home
thanks
outta curiosity do the bones n such export from mario fine when doing it like this
You can sent it to me too? I will put his armature on the lemmy model
Yes, Mario seems to be fine
interesting
Iโm just gonna send it in here 
Oh oki
@fossil token / @stoic lava
Idk why the models have Icospheres, but you can just delete them
Thanks!
Np
If I could remove replies in this server I would ๐
it looks a little bit different to ur image lol
so i want to start working on the level part of 8-
but I want to try and make the level special as its the level before the finale castle
I already have the black bowser jr fight but I want to make the normal level part really well
and im struggling to start as I have to many ideas but they all require programing which I cant be bothered doing
Lmao, you need to set the current animation
To do that:
- Head to the
Animationtab - Click on the
koopa_jrarmature in the scene collection - On the timeline below, change
Dope SheettoAction Editor(1st image) - Now you can pick which animation you want to play with the dopesheet icon button thatโs in the center (2nd image)
(Note: I didnโt try and only match the Jr. animations with the model when I exported; the animations that start with kp and bk will not look correct)
does this person see anything black and think blackface? โ ๏ธ
This question may sound ignorant but what does "blackface" mean? I'd Google it, but I don't want to end up seeing something I'll regret
When I see Bowser Jr, black, the first thing that comes to mind is that he is depressed, confused by the enigma of eternal emptiness, tormented by the feeling of loneliness and uncertainty
my idea is that he was gonna be burnt in lava in the fight before it
what i see is a dark stone bowser jr coming to life
๐ ๐ ๐ ๐
im gonna write this boss fight idea down here so I dont forget it
broozer boss
-three phases
-need to knock off the platform three times
-jumps back up onto the platform when its knocked off
Cool idea
Im searching an way to change the goomba bossfight to a mega shy guy boss fight, i just need to know what i need to replace and why the game crashes
interesting, reminds me of sm64 (both bullies and bowser)
a small preview of 8-
also the high amount of diffrent course parts in the level is intentonal and I am awear that it is a lot of diffrents bits
but they all aprear in the bowser jr fight besides the lifts
so I want to use them all
im keeping the burners out though
interesting
im trying to record this whole level in one take for yt buts it really bloody hard lol
Its a pretty difficult level followed by the black jr chase
im now wishing that I didnt make that jr chase random
so im thinking of making every ghost house have a boss fight for the secet exit
so my boss ideas are
a boss broozer
boolossus
maybe a scuttle bug boss
and maybe scripulous_fingore for the memes
I think this clock is a bit to big
I dont know what particle to use for when the Time Piece is collected
Cool!
the ones that add 10 in game secs (5 irl secs) are kinda useless but extra collectable
and could be fun for a speedrun level
interesting
im adding to the custom actor collection :3
nice
Coin :3
the big coins are goinf pretty good
I just need to decide what I want them to do when they get collected
instead of staying there until the coin counter goes up
i kinda feel like they need something that appears, like some sort of score text, or something similar
I plan on working on them so more after work today
I wrote those at like 2.00 am lol
alright
https://www.youtube.com/watch?v=nmepxzeu0No This level took like 20 attempts to do without any deaths
This is a level that is part of my upcoming nsmb hack New++ Super Mario Bros.
No link will be given as the hack is unfinished
it aint easy
great level!! looks hard lol
the difficulty is good imo because the base game is quite easy, so we finally get some actual difficulty lol
i feel like the powerups from blocks in the bowser jr pursuit section are kinda useless. by that, i mean that the player basically cannot catch them
maybe you can use the "throwing powerup" blocks (used in ghost houses in the base game), but that would probably have 1/2 chances of going to the right direction, which is a bit unfair, but probably better than nothing
also i think the use of different gimmicks somehow feels fine
I could always hook the item and make their speed increase like the spike ballls do
I would probably have to get rid of the boxes that can have fire flowers then
as that would be cursed
yeah lol
or you could make it so the power ups always get thrown to the right? only in this specific level if you can?
I probably could some how
the power up use to be easier to catch when jr through twice as many balls
but that made the chase drag on
oh ok
it uses the full length of the level lol
I want to start making a level but I also kinda dont want to bc I know I am gonna end up coding a shit tone of custom stuff and its gonna take me a week
it already takes over a min to compile all the code
wow dang, thats a lot of code
Damn, might be the best custom boss I've seen in this game
Could use some more particles and sound effects for him tho
Yeah, btw is there any way to also load the spike ball sound effects? The sound set is set to 1d as the contains most of the sounds but it doesnโt have the spike ball sound effects
my anxiety on the boss part: ๐๐๐๐๐๐๐๐๐๐๐
Blast Processing
Im going to start programing one of these later today if I have time
I made a concept test in class today
is it sorta like a mario mamer bully battle
The idea is that you knock the bronzer off to damage it
Then it will jump back up
And it wi have multiple attacks and crap
Yeah
But itโs going to be used for a ghost house so a broozer makes more sense to me
im having a tad bit of trouble making this work
also
does anybody have any music suggestions for ghost house bosses?
im also thinking of adding these swinging shy guys from moss rock theater in paper mario colour splash, I feel like they could be a useful enemy to have
the problem was that the side sensors went into the ground a tiny bit ๐
I should of listened to tacco when he told me to make the sensors a bit smaller then the actor and to not make the side sensors touch the ground
Bouldergiest theme?
Music Bouldergeist Theme - Super Mario Galaxy
Leave a comment if you have a suggestion on a theme
I will make shy guys that throw snow balls
Over the snow spike
that could work
https://www.youtube.com/watch?v=-6vMkvBQEKw&t=9s this hits hard
Happy Halloween. Don't get too spooked.
I accidentally made this loop for an hour. It's a long story.
I might use it for the w7 ghost house boss when I get around to it
that boss is gonna be boolossus
more progress
it took me like 25 hours to get black bowser jr to a usable point, I hope this boss doesnt take me as long
not yet
ok that bit was really easy to do, now I got to do like the other 90% of the fight
alright
Cool idea!
Pipe bomb :3
I used the hatsune miku pipe bomb audio to practice lip sync animation
Original Audio: https://www.youtube.com/watch?v=6MjoD6D5wMc&t=0s
MY SOCIALS: https://magi502-intro.carrd.co
LMAOOO
Time to eep, im probably gonna work on that boss fight some more in religion class tomorrow instead of listening to my re teacher lecturing us about how || terrorist attacks are a good thing bc god never letโs bad happen||, that was actually something my re teacher was saying
wait what
I have some extremists teachers, anyways I cant sleep so ima keep working on this :3
I couldn't sleep last night either, I went to sleep at 4 in the morning and only slept 5 hours :(
I finnaly found out how to freeze the player
looks like im going to have to make some changes to black bowser jr again
im not looking forward to that
its a bunch of un-annotated spaghetti code
well the spaghetti code part isnt true
this is starting to come together
oh nice!
this is already kinda difficult, I might need to make it so the player doesnt have to hit the broozer as high
alright
have you considered inheriting the Broozer class?
What is inheriting?
no, I dont intend to do that as it isnt going to work like a broozer really
its more of a snailicorn
I think I am at the point where I can start adding the attacks
thats nice!!
whoa cool
more progress
wow cool!!
i like that mario animation at the end (even tho its a bit buggy tho)
also i would suggest, if its possible and not too hard for you, to make it actually jump instead of simply "respawning" and falling down again
thats the plan
im gonna use the back flip one
ok
making it jump up is harder than I thought
oh
What song is the miniboss theme
im curently using the theme I used for petey bc I havent got around to doing the music
I meant what song is that
Music from Paper Mario: Sticker Star [ใใผใใผใใชใชในใผใใผใทใผใซ . Paper Mario: Super Seal]. Game was developed by Intelligent Systems and published by Nintendo for Nintendo 3DS.
Music was composed and arranged by Masanobu Matsunaga, Saki Kurata, Shoh Muramaki, Yoshito Sekigawa, Yasuhisa Baba, Hiroki Morishita, Masanori Adachi, Kiyoshi Hazemoto, Tomoko Sano...
Endlessly Hungry, Petey Piranha Battle - Paper Mario: Sticker Star
indentation got killed for some reason
I did some work on making the boss jump back up
most the ways I tried to do it did not work so im hoping I can make this one work
oh
i guess its a good start for making the boss jump back?
i'd say try (if you can) making it so the boss jumps when it reaches a lower point than the current one.
and for the jump, try making it so it lands in the middle of the platform. you can do 2 things:
- make it jump like it currently does
- give the illusion of jumping: make it jump high until its offscreen, and make it "respawn" and land in the middle of the platform, like before
The hardest part about coding it is the math, it hurt my brain especially since I program mostly late at night when I am dead
Inside
oh :(
I didnt have an animation for the broozer jumping back up so I did the next best thing
I think I can now call this done besides the victory animation, particals and sound effects
its in a useable state
guess it works lol
nice!
pretty good
but i feel like it misses something on the edges
or maybe just lack of deco on top, idk
im attempting it again
this times already much better in my opinion
there is one bit of the brick that is to much
otherwise I think they are good
yeah i think it looks good
nice texturing
I might start programing this tmr
I plan on making it smth that the player can use like a rope
but shy guys can also be attached to them
how do the playres cut it
Jumping on they i think
I meant use
being able to break them if you swing to hard could be fun though
like imagine if you can just send it flying like 24 blocks
Good job
What if you gave his fists colliders and made them bump the player
Cause right now he seems pretty harmless
hes still more harmfull than all the other bosses in the game lol
but yeah i should make him bump
and I dont know how I would go about adding fist colliders
Colliders are a bit annoying to set up but the player already has a bump state that you could use
yeah that bit isnt the hard bit
I made some progress on a ghost house
the secret exit path is done as you got through the door to the right, kill the broozer boss then get the secret exit
30%
ok
pretty similair to 5-
at the beginning
But looks cool imo
true
best way to show what broozers do in my opinion, and introducing the mechanic is import
oh alright
I also started 8- airship like 2-
started
Oh oki
oh ok
3ds you mean?
yeah
Im in homeroom and have nothing to do so I implemented the bump
Cool!!
the bump distance is the same if the u hit the other side of the broozer
I might drop this boss to 3 phases instead of 4 if it becomes to hard by the time its finished
Imo 3 is good
I like having 4
but the fight does take a while
and the fourth phase is hard to bump him as he is quite fast
Yooo my suggestion
Nice
next thing to do is make 16 fire ball hits advance the boss by one phase
its a good one
the reason I am showing it off as I go is so I can make the bosses as good as possible and not let them end up like some of the newer wii ones
thats nice!!
tho a bit sudden imo
Im thinking of making the bump dependent on the players velocity
I didnt think of doing that as bowser dosnt do that in the base game
ok
but i thought maybe give it a small animation for like 3 seconds
because here it launches at you as soon as it sees you
I could, it would be a simple if playerbompanimation == true dobumpanimtion
the thing is though
what would the animation be?
ny animation options are very limited lol
but yeah I could make it do a normal walk for a bit
ok
or look
yeah i think it would work
Tpose is not a valid animation
I am not sure but if the nsbca contains 4 animations only then the fact that the 5th is tpose is pure coincidence
Do not do it if thats the case: you are running into undefined behaviour that could crash real hardware
good point but from the animations from other actors that I have tested on real hardware it doesnt seem to cause an issue
i wont cute the tpose then if it can cause issues
Bro did a combo
Mario: 0
Broozer: 1
the fire flower makes this fight so much easier
im gonna try and add some more attacks now
oh you plan to add more attacks?
the original plan was for it to jump and through some things
I am feeling pretty deppresed rn though so I might not try that today
oh ok
hope you'll feel better soon ๐ซ
the pain i felt when it didnt follow the 3 hit/fall rule
originality โจ
I think I finaly know what music im going to use for ghost house bosses
I didn't see many videos on this with any type of description or way of telling which theme was which, so here you go.
TWO CLARIFICATIONS!
yes, i drew the possessors. its better than a crappy jpeg no?
the grouchy (1st) and overset (3rd) possessors unfortunately have the same theme, but hey their themes slap
TIMESTAMPS:
0:00 Grouchy Possess...
I plan on adding a ghost house to w8 too so Ill be able to use all five
interesting
I think im going to call this finished now
I cant decide if I want the bosses to be on the ghost house main exists or secret exits
next I am thinking of making the boolossus boss next since I can probably do that really easily
what's boolossus?
i assume that its a big boo
...which also looks sus, because "boo__los__sus"
it makes secret exists more challenging, so maybe secret exits. imo having a flag instead of a boss because you take the secret exit is kinda lame
int that first one boohemoth
boohemoth looks traumatized lmao
I did this for no reason but I am tempted to leave the checkpoint on the lift
idk why i like it being on the lift lol
now I got two options, I get somebody to rig a boolossus model for me or I use the ballon boo and change the texture a bit and hope it has enough animations
It only has three animation thats gonna be a problem
I might resort to doing Boohemoth or an oversized boo due to a lack of models
Do yall think this is good for a boolosus model? I also got a version with his mouth closed for when he isnt attacking
Cool!!
his face looks so ๐ when his mouth is closed
yeah lol
Im watching a stream instead of programing
I get so easily sidetracked
adhd moment
LMAO
Me when adhd:
Im gonna do another chase for this fight and make it kinda like boohemith from nsmb2
how many people are gonna say I am copying newer?
Ohhhhhhh thats cool
23
I wonder if I can spawn bowser fire balls, it would be fun to make him shoot them
if its like boohemith, does it means its gonna stop going forwards when you look at it?
You could make it spawn the fire balls of fire bros
no, but it is gonna do an attack where it stops and blows out like three boos if I can pull it off
oh ok
Ohhhh thats cool
You could call it gigaboo?
I can make is spawn any projectile, I kinda only have three animations lol
Oh oki
boolousus is a boo thats made of boos
Ohhhhhhh
I could make it die when it blows out all of its boos lol
Lmaoo
interesting
She could make every time booloussus blows the boos he could shrink more until he dies
