(shouting)

Search found 86 matches

by Zaidyer
4 years ago
Forum: let's play
Topic: Star Fox (SNES) - Beyond this world strange things are known
Replies: 215
Views: 34272

Re: Star Fox (SNES) - The urge to build these fine things seemed not to be so strong

The Secrets of Sector Z: the level design is biased towards the cockpit view. When you're in the cockpit, objects seem less likely to hit you and your hitbox in general is small enough to survive some very tight squeezes. The trade-off is that you see less of the playfield at once, but in Sector Z, ...
by Zaidyer
7 years ago
Forum: let's play
Topic: Donkey Kong '94 (Super Gameboy) - He Has No Grace (Finished)
Replies: 98
Views: 18844

Re: Donkey Kong '94 (Super Gameboy) - To Kick Some Tail

The reason we don't hear "HELP HELP HELP" is because VisualBoy Advance's Super GameBoy mode is notoriously incomplete. It won't play the exclusive SNES music either, I think! The only way I know of to actually make it work without using real hardware is to run the BSNES emulator (Not "...
by Zaidyer
9 years ago
Forum: project showcase
Topic: Project Moonpepper (WIP Unity Engine)
Replies: 52
Views: 13354

Re: Project Moonpepper (WIP Unity Engine)

You may have introduced a dependency on an external resource, because Unity throws over 1000 errors when I test play a level. These errors usually reference that it's expecting you to use different code than what is actually there and being unable to refer to something when parsing a given action, s...
by Zaidyer
9 years ago
Forum: project showcase
Topic: Project Moonpepper (WIP Unity Engine)
Replies: 52
Views: 13354

Re: Project Moonpepper (WIP Unity Engine)

It takes nearly 20 minutes to load the project in Unity for the first time on my PC, and it's the mp3s that drag it out. But it does work now. Might want to optimize that at some point. Do oggs take this long? If nothing else, ogg support is useful in that you can tag them natively in an editor like...
by Zaidyer
9 years ago
Forum: project showcase
Topic: Project Moonpepper (WIP Unity Engine)
Replies: 52
Views: 13354

Re: Project Moonpepper (WIP Unity Engine)

Actually I have some trouble looking at the project because it throws a bunch of errors for me in Unity 4.5 free edition. It can't seem to load anything correctly, not even the window layouts. I have no idea how to fix this at the moment. Anyway, here's another important tip I should have given you:...
by Zaidyer
9 years ago
Forum: project showcase
Topic: Project Moonpepper (WIP Unity Engine)
Replies: 52
Views: 13354

Re: Project Moonpepper (WIP Unity Engine)

Here are some tips from when Talking Time tried its own engine: Probably the single most important thing to get running in a new engine is the basic physics and controls. Don't waver on this too much or you'll never finish. Focus on getting a clean Mario-like going on before stretching out into new ...
by Zaidyer
11 years ago
Forum: ASMBXT
Topic: ASMBXT Dev Kit *UPDATE*
Replies: 152
Views: 52317

Re: ASMBXT Dev Kit *UPDATE*

You guys might want to go ahead and update without me, I've kind of got my hands full lately.
by Zaidyer
11 years ago
Forum: ASMBXT
Topic: ASMBXT Dev Kit *UPDATE*
Replies: 152
Views: 52317

Re: ASMBXT Dev Kit

Thank you, kind sir. THE DEV KIT has been repackaged to include the World File, and it's been uploaded to my Dropbox account! No more mucking around with Mediafire, too! Although I think I just volunteered to 'host' the dev kit. Ah well, that's fine with me. Zaidyer, do you have a dropbox? You can ...
by Zaidyer
11 years ago
Forum: ASMBXT
Topic: ASMBXT Discussion Thread
Replies: 1008
Views: 179342

Re: ASMBXT: Because Why Not?

(is there a limit to how many stars the game will register?) (I kind of like the idea of star hyperinfaltion, it makes me chuckle) Each level segment can only remember one star. Any more than that will make it think you got all of them after you touch the first one. Also, be very careful about the ...
by Zaidyer
11 years ago
Forum: ASMBXT
Topic: ASMBXT Dev Kit *UPDATE*
Replies: 152
Views: 52317

Re: ASMBXT Dev Kit

A few more side notes: The new loading screen isn't very verbose on purpose, I wasn't sure what (if anything) it should have said other than that. The SMBX original was groan-worthy in a very bad way. You can make it look nicer. I think it can have up to 256 colors like any gif, it's just that the n...
by Zaidyer
11 years ago
Forum: let's play
Topic: SMBX: VIP1... i mean, Super Talking Time Bros. 1
Replies: 132
Views: 31268

Re: SMBX: VIP1... i mean, Super Talking Time Bros. 1

Anybody know where I can get the Talking Time games? From our RMN Project page, friend! The new Expansion pack will also be available there when it's done. raocow, thanks so much for playing our games! It was really nice of you to come back and do STTB 1 after having so much fun with STTB 2. We hop...
by Zaidyer
11 years ago
Forum: ASMBXT
Topic: ASMBXT Discussion Thread
Replies: 1008
Views: 179342

Re: ASMBXT: Because Why Not?

The first dirt-simple version of the dev kit is ready for download! download it from here! Also, somebody should really mirror this on a more reliable webspace. It's 76 megs! Some notes: Most of the AXMT graphics are already set up. To see them while building a level, make sure to save your level to...
by Zaidyer
11 years ago
Forum: ASMBXT
Topic: ASMBXT Discussion Thread
Replies: 1008
Views: 179342

Re: ASMBXT: Because Why Not?

http://i.imgur.com/9sPqR.png Too easy. Please tell me it's also possible to change hard-coded graphics this way. The "please buy a wii" splash screen drives me absolutely bonkers. And as far as ASMT goes, the hard-coded "Super Mario Bros X" menu screen image would naturally be o...
by Zaidyer
11 years ago
Forum: ASMBXT
Topic: ASMBXT Discussion Thread
Replies: 1008
Views: 179342

Re: ASMBXT: Because Why Not?

You can think of SMBX as being "enhanced vanilla only". Nobody has the source code, and nobody probably ever will since parts of it were used in Terraria. You can't actually add new sprites, tiles or objects, but you can re-skin existing ones on a per-level basis. Most NPCs can have their ...
by Zaidyer
11 years ago
Forum: ASMBXT
Topic: ASMBXT Discussion Thread
Replies: 1008
Views: 179342

Re: ASMBXT: Because Why Not?

Just a notice that I may be unexpectedly delayed for a day or two before I can upload the results, though. *probably* should have known that before I said anything. Although if you already have STTB 1+2, you can build levels with that temporarily and expect to drop them into the ASMT-themed dev kit ...
by Zaidyer
11 years ago
Forum: ASMBXT
Topic: ASMBXT Discussion Thread
Replies: 1008
Views: 179342

Re: ASMBXT: Because Why Not?

Tell you what, guys. Since I'm technically a Talkhaus user, I can set up a quick AXMT dev kit for you, so you don't have to worry about editing the STTB one. It would help if I had access to all the ASMT-themed graphics that were made for SMBX a while back, as well as the high quality ASMT soundtrac...
by Zaidyer
11 years ago
Forum: let's play
Topic: SMBX: VIP1... i mean, Super Talking Time Bros. 1
Replies: 132
Views: 31268

Re: SMBX: VIP1... i mean, Super Talking Time Bros. 1

That is pretty much it, yes. As for a Talkhaus collab, this intrigues me. And it would be easy to do. All we did for STTB 1+2 was use the base SMBX game, remove the bundled Episodes, and replace many of the bundled graphics, music and sounds with our own version. I recommend doing this for any Talkh...
by Zaidyer
11 years ago
Forum: let's play
Topic: SMBX: VIP1... i mean, Super Talking Time Bros. 1
Replies: 132
Views: 31268

Re: SMBX: VIP1... i mean, Super Talking Time Bros. 1

Oh man raocow's Bowser and Peach voice were just wonderful. It's like getting a ribbon-wrapped present with a little bow on top! Today's fun facts: Bowser's Castle was meant to have eight doors. But thanks to time constraints, we could only do five. The Phanto masks show you where the rest would hav...
by Zaidyer
11 years ago
Forum: let's play
Topic: SMBX: VIP1... i mean, Super Talking Time Bros. 1
Replies: 132
Views: 31268

Re: SMBX: VIP1... i mean, Super Talking Time Bros. 1

I really enjoyed raocow's reaction to "Eat Veggies, Get Dizzy". It's such a hit-or-miss level because of how simple it actually is. Today's fun facts: "Eat Veggies, Get Dizzy" features an edit of Dave Bulmer's SMW sing-along song It Doesn't Make Sense , a portion of which is also...
by Zaidyer
11 years ago
Forum: let's play
Topic: SMBX: VIP1... i mean, Super Talking Time Bros. 1
Replies: 132
Views: 31268

Re: SMBX: VIP1... i mean, Super Talking Time Bros. 1

Actually, the silhouette sprites are Redigit's hamhanded attempt at alpha masking. They're supposed to be grayscale, with white being fully transparent and black being fully solid. Any shades in between are counted as translucency. Of course you can't actually do anything neat like translucent water...
by Zaidyer
11 years ago
Forum: let's play
Topic: SMBX: VIP1... i mean, Super Talking Time Bros. 1
Replies: 132
Views: 31268

Re: SMBX: VIP1... i mean, Super Talking Time Bros. 1

Fun fact: Although it would take like two minutes to do "Sunset Silhouettes" in Lunar Magic, with SMBX you have to go in and black out every single tile, sprite and object you want to use. This is especially risky for player characters, because customizing their graphics for a specific wor...
by Zaidyer
11 years ago
Forum: let's play
Topic: SMBX: VIP1... i mean, Super Talking Time Bros. 1
Replies: 132
Views: 31268

Re: SMBX: VIP1... i mean, Super Talking Time Bros. 1

Fun fact: We had a few huge fights over some of the harder levels. For example, Oak Pillars used to be worse. Like, the current version has a lot of misdirection and cryptic clues, but originally it hated you and didn't want you to succeed. An arrow used to appear over the door when you hit the P-Sw...
by Zaidyer
11 years ago
Forum: let's play
Topic: SMBX: Super Talking Time Bros 2; Let's talk about it
Replies: 265
Views: 60186

Re: SMBX: Super Talking Time Bros; Let's talk about it

I'm going to say that raocow's assessment of STTB 1 is accurate: Janky in an endearing way, like the old-era VIPs. It's not going to be quite as good as STTB 2. However, there is a larger spread of contributors, the difficulty is generally higher, and there are certain level gimmicks used here that ...
by Zaidyer
11 years ago
Forum: let's play
Topic: SMBX: Super Talking Time Bros 2; Let's talk about it
Replies: 265
Views: 60186

Re: SMBX: Super Talking Time Bros; Let's talk about it

Thank you so much for playing our game, raocow! The love and appreciation of the players is what really makes it all worthwhile. Fun Facts Finale! Rainbow Road Race was built in response to Golbeeze, who did an LP of the first TT Bros game. At the very end of that game is a rainbow pipe that can be ...
by Zaidyer
11 years ago
Forum: the cartridgé
Topic: Radish Engine (SMBX Engine Remake)
Replies: 227
Views: 59999

Re: Radish Engine (SMBX Engine Remake)

About physics: Hello's are the worst of the worst. You'll have to come up with something new. Nobody has gotten Mario physics right yet, because they didn't have these reference sheets . I suggest using the one for SMW since that's the favorite around here. Note that his measurements for subpixels a...