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Posted on 03-04-16, 12:32 am in New Super Mario Bros. Luigi Time! (rev. 1 by  Arctus Platner on 03-04-16, 12:37 am)
Red Paratroopa
Friend of N64s and DSes

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Since: 07-26-15
Well, here is World 2-4 in NSMBLT, I don't have much to say about it, other than that there are a couple of secrets.

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Posted on 03-08-16, 01:51 am in New Super Mario Bros. Luigi Time!
Red Paratroopa
Friend of N64s and DSes

Karma: 516
Posts: 116/171
Since: 07-26-15
Here is a music hack that I made last night, and I have to say, it turned out pretty great in my opinion.

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Posted on 03-10-16, 05:30 pm in "wip" Free-to-use Model for your hack (rev. 1 by ImageBot on 11-21-16, 03:19 am)
Red Paratroopa
Friend of N64s and DSes

Karma: 516
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Since: 07-26-15
Posted by KingYoshi
Posted by Hypernova99
Thanks! I have converted a model 3D (OBJ) in NSBMD with the program MKDS Course Modifier. I am now working on the tower of NSMBW and I think that for today I will succeed in creating his/her NSBMD. If anyone have a model 3D for the World Map and not results to convert it, I can try to convert it for he.

EDIT:Here! The Tower of NSMBWii:



wX_tower.nsbmd


Nice, but I think it would look better if you made the textures a bit darker.
Or at least adding some shading or vertex colors or something.
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Posted on 04-25-16, 04:02 pm in tutorial How to have 2D enemies with more colours (rev. 3 by  Arctus Platner on 04-25-16, 04:04 pm)
Red Paratroopa
Friend of N64s and DSes

Karma: 516
Posts: 135/171
Since: 07-26-15
You might want to change the name of the thread from using "goomba" to using "enemies and objects", since you can actually do this with the multiple objects and enemies that use the specified palettes.
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Posted on 04-28-16, 04:33 pm in FUCK NSMBHD
Red Paratroopa
Friend of N64s and DSes

Karma: 516
Posts: 136/171
Since: 07-26-15
On the subject of Limited Lime, this is probably the first occurrence of a little kid being immature on the internet that I've encountered firsthand.
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Posted on 08-18-16, 03:49 pm in New Super Mario Bros. Luigi Time! (rev. 2 by  Arctus Platner on 08-05-17, 02:44 pm)
Red Paratroopa
Friend of N64s and DSes

Karma: 516
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Since: 07-26-15
Well, I got bored a few days ago, so I decided that I would try porting some stuff from my existing main rom of NSMBLT to a clean NSMB rom that was patched to contain this asm patch(since my computer doesn't seem to like DevkitPro, last I checked), and through trial and error, I managed to sort of figure out how the Area Tileset ASM hack works(aside from most of the background part), so I am able to port most of the graphics from the main NSMBLT rom. Although, I originally only considered this as a test to see how far I can get without giving up on using these wonderful, yet complicated, ASM hacks, but here are a couple of the things that I have done so far:
Title Screen:


World 1-1 of NSMBLT Ported, Kind of:


Although, as is clearly obvious from the screenshot, a few changes had to be made to accommodate the new subnohara tileset, and that there is obvious cutoff in the far background(Blue Clouds), since I've yet to figure out how to add the correct background that is used in the main rom.
Among other things, such as changing the Blockhoppers to match the jyotyu blocks of NSMBLT, and modifying the score graphics to use the score graphics from SMA SMB2(aside from the 1up graphic, which is a green version of the one used in SMA4 SMB3), and porting the sdat from NSMBLT. But yeah, the only reason for me posting about this is to assure other users that the hack is not yet dead.
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