Posted on 08-12-16, 06:13 pm (rev. 2 by  remix10tailed on 08-12-16, 06:17 pm)
Micro-Goomba


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Posted by skawo
Here's a preview of a custom sprite I made:



Once again, great job Newer team! But in NSMBW, if you jump over the flag and move on without touching it, it doesn't save the halfway mark. Can you jump over the flag in this or is that too difficult to program?
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Posted on 08-12-16, 06:48 pm


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It only activates if touched.
Posted on 08-13-16, 11:33 pm
Roy Koopa
The guy who does things.

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Posted by remix10tailed
But in NSMBW, if you jump over the flag and move on without touching it, it doesn't save the halfway mark. Can you jump over the flag in this or is that too difficult to program?


Are you aware that the base game's checkpoint function already works like that?
New Super Mario Bros.: Clone Tag Team 1+2 / New Super Mario Advance + Take 2 / Super Mario: Endless Earth
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Posted on 08-13-16, 11:43 pm
a

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What. I don't recall that? :\
Posted on 08-14-16, 12:55 am (rev. 1 by  MarioFanatic64 on 08-14-16, 12:55 am)
Roy Koopa
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The original checkpoint is set off when you pass it, not when you touch it. That's how it works.
New Super Mario Bros.: Clone Tag Team 1+2 / New Super Mario Advance + Take 2 / Super Mario: Endless Earth
My two greatest assets have been mental stability and being, like, really smart.
Posted on 08-14-16, 01:56 pm
この記号は… 解読できないよ…


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How would we not be aware of that?

Reread what he said.

Posted by remix10tailed
But in NSMBW, if you jump over the flag and move on without touching it, it doesn't save the halfway mark. Can you jump over the flag in this or is that too difficult to program?


He stated how in NSMBW, it doesn't work like in the DS version, and you can jump over the flag without triggering the checkpoint. He then asked if Skawo could make it the same in NSMBDS.
Posted on 08-15-16, 08:39 am
Roy Koopa
The guy who does things.

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Ah. In that case, I misread.

I'd have assumed though, that the answer to that question would be obvious.
New Super Mario Bros.: Clone Tag Team 1+2 / New Super Mario Advance + Take 2 / Super Mario: Endless Earth
My two greatest assets have been mental stability and being, like, really smart.
Posted on 08-21-16, 02:26 pm (rev. 1 by ImageBot on 11-21-16, 03:23 am)


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Progress Percentage:

I just have a curiosity ...

It may have already been answered in this sea of posts in this thread, but I'm too lazy to look for.
At the time of this post, I saw that your game progress is at exactly 86%.



The question is:
What was the calculation that you performed to get precisely on this number?
Why not 85% or 87%?

Big hug!
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Posted on 08-21-16, 02:30 pm


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It's an approximation. There weren't any calculations involved, nor does one exist, as new stuff that was previously unplanned is added frequently.
Posted on 08-21-16, 03:33 pm


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Hummm... I understand.
Well, let we say the number is derived from a structural reliability investigation by knowledge engineering.
... a "strike".

Some times I use the strike aproximation technique when I did not study anything and need take the exam.

Thanks for the answer.
Keep going the good project.
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Posted on 08-22-16, 01:41 am
Giant Red Paratroopa
Not Edible

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Isn't it a more a SRIKE? Or did you just forgot a word?
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Posted on 08-22-16, 11:18 am


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ST-ructural



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Posted on 08-27-16, 10:34 pm
Goomba
Affected by 'Blind Syndrome' +

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Is this using a custom engine to run all of your pretty code like NewerSMBW?

Or is it just filled to the brim with ASM
Posted on 08-27-16, 11:45 pm
a

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Filled to the brim with ASM.
Posted on 09-01-16, 10:08 pm (rev. 1 by  skawo on 09-01-16, 10:18 pm)


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Here's another custom sprite preview:



Something I implemented a while back. And yes, the game crashes if you stomp a too- big one, simply due to the amount of polygons it's trying to display. I may limit the amount of Goombas it spawns to make the larger ones usable, but I wasn't planning on using those super giant ones in NerDS anyway.
Posted on 09-02-16, 09:21 am
Birdo


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I find the contrast between NSMBW model render that the normal goomba uses and the realtime DS model that the big goombas use a bit jarring, but otherwise it looks good.

For the huge goombas, couldn't you mod the Mega Goomba to have a nybble that removes the boss stuff (growing from small goomba on event, camera control, key spawning)?
Posted on 09-02-16, 09:23 am
Roy Koopa
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It's a little jarring, but only because the lighting of the regular Goomba doesn't match the big ones.
New Super Mario Bros.: Clone Tag Team 1+2 / New Super Mario Advance + Take 2 / Super Mario: Endless Earth
My two greatest assets have been mental stability and being, like, really smart.
Posted on 09-02-16, 09:42 am


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Posted by Hiccup
For the huge goombas, couldn't you mod the Mega Goomba to have a nybble that removes the boss stuff (growing from small goomba on event, camera control, key spawning)?


Maybe. But I'm not going to.
Posted on 09-02-16, 11:11 am
Fuzzy
Will never finish a hack

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Skawo, you're such a disappointment. Also your ASM sucks.

Damn it. 3rd shitpost in 24 hours. What has become of me?

Anyway, this is really cool. Could it be modified to be used with all/most enemies?
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Posted on 09-02-16, 11:28 am


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I can add resizing code and modify the death behaviour in everything that uses models. I haven't been able to resize the sprite enemies yet, aside from the normal goombas, which looks amazing, as you can see here: