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A Super ASMT 64

A 3D collab? Sure, why not?
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Re: A Super ASMT 64

Post by darkychao »

why is it A Super ASMT 64 and not ASM64T?
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Re: A Super ASMT 64

Post by Demolition »

darkychao wrote:why is it A Super ASMT 64 and not ASM64T?
It was intended to be a whack at the mindlessness of nintendo 64 era titles.
Super Mario 64 is a kinda really cheesy title when it comes down to it.
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Re: A Super ASMT 64

Post by darkychao »

Demolition wrote:
darkychao wrote:why is it A Super ASMT 64 and not ASM64T?
It was intended to be a whack at the mindlessness of nintendo 64 era titles.
Super Mario 64 is a kinda really cheesy title when it comes down to it.
but it's not redundant.
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Re: A Super ASMT 64

Post by Doctor Shemp »

Why not call it A 64th Mario Thing?
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Re: A Super ASMT 64

Post by Demolition »

Man, no one seems to like my title.
Its not very important right now, It's not like it will sway the tide of this project.
We might have a poll on it later.
Doctor Shemp wrote:Why not call it A 64th Mario Thing?
I laughed at that more than I should have.
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Redbone
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Re: A Super ASMT 64

Post by Redbone »

Demolition wrote:
darkychao wrote:why is it A Super ASMT 64 and not ASM64T?
It was intended to be a whack at the mindlessness of nintendo 64 era titles.
Super Mario 64 is a kinda really cheesy title when it comes down to it.
I suspected this was the case when I first saw this thread. It's clever, but I suggest using a different name for the sake of not confusing people.

Anyhow, this is pretty cool! If the collab happens it may be a good excuse to actually play Mario 64, haha. I'm somewhat interested in contributing but I don't have any experience with 3d modelling or SM64 hacking so I'm not sure if I'd be able to.
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Re: A Super ASMT 64

Post by Tsurugi »

I hereby dub this project A Super Mario ASMT 64 Thing.
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Re: A Super ASMT 64

Post by Demolition »

Redbone wrote: I suspected this was the case when I first saw this thread. It's clever, but I suggest using a different name for the sake of not confusing people.

Anyhow, this is pretty cool! If the collab happens it may be a good excuse to actually play Mario 64, haha. I'm somewhat interested in contributing but I don't have any experience with 3d modelling or SM64 hacking so I'm not sure if I'd be able to.
It's not hard at all, there are a ton of tutorials on you tube
Most people use google sketchup for their levels, its a very easy to use and free program. I personally use blender wich alows for alot more "curvy" levels.
You don't really need prior hacking knowledge, If you just specify what enemies you want where I could do the rest.
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Re: A Super ASMT 64

Post by Xirix »

This sounds interesting, and if it's not super-hard to get into like Demolition says I might be up for helping out with a level... or maybe a 1-2 Star secret level. ^^
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Re: A Super ASMT 64

Post by dashta »

A3DMT?
A Third Dimensional Mario Thing?
Because it would be the third canon one, and also 3d?
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Re: A Super ASMT 64

Post by HarmfulGravemind »

I wish I would be any good at 3D modeling. I would so love to make a level. But I guess it would be for the best to let people who know what they are doing to make the levels!

But anyway, this is super exiting! I wonder how the hubworld would look like. It couldn't really be peaches castle I suppose! :lol:
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Re: A Super ASMT 64

Post by Demolition »

HarmfulGravemind wrote:I wish I would be any good at 3D modeling. I would so love to make a level. But I guess it would be for the best to let people who know what they are doing to make the levels!

But anyway, this is super exiting! I wonder how the hubworld would look like. It couldn't really be peaches castle I suppose! :lol:
It would actually be pretty swell if you could make a level,
we need as many contributers as possible, so far there are about 5 or so
Check out Google sketchup, its probably the most user friendly and easy to use program ever, trust me on that.
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Re: A Super ASMT 64

Post by HarmfulGravemind »

I hope you can change the sound effects, because, well, if demo makes Mario sounds...yeah, that wouldn't be all that swell now, would it?
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Re: A Super ASMT 64

Post by KobaBeach »

HarmfulGravemind wrote:I hope you can change the sound effects, because, well, if demo makes Mario sounds...yeah, that wouldn't be all that swell now, would it?
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Re: A Super ASMT 64

Post by Demolition »

HarmfulGravemind wrote:I hope you can change the sound effects, because, well, if demo makes Mario sounds...yeah, that wouldn't be all that swell now, would it?
I've found a program for replacing sounds, i'm not to sure how it works yet however.
Replacing Mario's voice will likely come quite a bit later, right now I still need to remove his severed head from the title screen.
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Re: A Super ASMT 64

Post by Sturg »

replace all the mario sounds with cool kazoo and whistle sound effects

Also, this looks like fun, I'd like to contribute something to it.
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Re: A Super ASMT 64

Post by RedMageSusie »

I'd like to get in on this. I'm trying to get into game design and watching/playing ASBXT makes me wish I kinda gotten involved. I know I haven't been around since forever. I hope that isn't a problem. I promise I'm highly motivated!

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Re: A Super ASMT 64

Post by HarmfulGravemind »

Well I know now how to add levels, the texturing however is a big problem. No idea how to do that. ToadsTool seems to use the same texture for everything.
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Re: A Super ASMT 64

Post by Tsurugi »

A brief bit of google-fu tells me that you apparently need to attach the textures to the .obj via a .mtl file, which is pretty easy to do.
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Re: A Super ASMT 64

Post by Demolition »

HarmfulGravemind wrote:Well I know now how to add levels, the texturing however is a big problem. No idea how to do that. ToadsTool seems to use the same texture for everything.
Toadstool should have nothing to do with importing the level
how does it look with an emulator?
maybe post some screenshots?
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Re: A Super ASMT 64

Post by docopoper »

Well, I haven't really done much of this sort of stuff (I think I tried Toad's Tools about a year ago), and I've never owned Mario 64. :P

But I'll give it a shot. Maybe I can make Tick Tock Clock again. :lol:
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Re: A Super ASMT 64

Post by Xirix »

You could make Tick Tock Clock 2 : The Revenge. :P

A question's sprung to mind, Demo doesn't have arms... so what's going to happen animation-wise when hanging off ledges or moving underneath grating and the like?
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Re: A Super ASMT 64

Post by AUS »

Xirix wrote:A question's sprung to mind, Demo doesn't have arms... so what's going to happen animation-wise when hanging off ledges or moving underneath grating and the like?
Ledges: She hangs upsidown by a foot. Grating: same thing. Movement by feet while upsidown.
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Re: A Super ASMT 64

Post by Doctor Shemp »

AUS wrote:
Xirix wrote:A question's sprung to mind, Demo doesn't have arms... so what's going to happen animation-wise when hanging off ledges or moving underneath grating and the like?
Ledges: She hangs upsidown by a foot. Grating: same thing. Movement by feet while upsidown.
Makes sense given that ASMBXT established she can hold items by balancing them on one foot. Punches would become kicks too. The kick would become some sort of more powerful kick. Roundhouse maybe?

All of this is moot if you can't change animations though.
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Re: A Super ASMT 64

Post by Validon98 »

Doctor Shemp wrote:
AUS wrote:
Xirix wrote:A question's sprung to mind, Demo doesn't have arms... so what's going to happen animation-wise when hanging off ledges or moving underneath grating and the like?
Ledges: She hangs upsidown by a foot. Grating: same thing. Movement by feet while upsidown.
Makes sense given that ASMBXT established she can hold items by balancing them on one foot. Punches would become kicks too. The kick would become some sort of more powerful kick. Roundhouse maybe?

All of this is moot if you can't change animations though.
Actually, ASMT established that. Demo is really dexterous with her feet, huh?
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