Chat "Room"
- Flutter Skye
- Posts: 1690
- Joined: 08 Apr 2012, 17:54
- Contact:
So you used someone else's save ?Omegaman wrote::P I used an online save.
That means that you life really isn't complete.
I unlocked the kid after 3Hours myself ot using any save or so
Called it.Omegaman wrote::P I used an online save.
- thomasdude99
- Posts: 13
- Joined: 14 Mar 2013, 00:58
Qcode sent me here...
This is my first post. Hello. I hope that you don't hate me! I think I'm nice at least...
Also, I know Qcode IRL
This is my first post. Hello. I hope that you don't hate me! I think I'm nice at least...
Also, I know Qcode IRL
- Legend_of_Kirby
- Posts: 752
- Joined: 14 Oct 2012, 05:37
- Contact:
Well, Welcome I guess.
Hello, my name is Popcan12. Did you know this forum has a introductions thread? viewtopic.php?f=4&t=20&hilit=introductions
- Mr.Q.Marx?
- Posts: 849
- Joined: 15 May 2012, 18:35
How many hats does he wear?thomasdude99 wrote: Also, I know Qcode IRL
- thomasdude99
- Posts: 13
- Joined: 14 Mar 2013, 00:58
It's 4, I'm skyping him as we type, and we wants me to say 3 because he wants people to think that I'm a noob, and now he's saying "Don't post that!" and now he's laughing and calling me stupid!
Yeah, but Qcode said not to post there, as it hasn't been updated in 7 months.Hello, my name is Popcan12. Did you know this forum has a introductions thread? viewtopic.php?f=4&t=20&hilit=introductions
Saso: Bumping threads is fine as long as you add something to the discussion or bring up to date information regarding it. Bumping with just "this is cool/terrible/whatever" is pointless and wastes everyone's time. If your thread is inactive, you can use the board's Bump Thread feature, which is available after 3 days of inactivity in the lower left corner of the page.
It's okay though, welcome to Stabyourself.
It's okay though, welcome to Stabyourself.
- thomasdude99
- Posts: 13
- Joined: 14 Mar 2013, 00:58
Thanks! Qcode wants me to learn how to mod and I have some ideas, but I suck at everything :'(
- Mr.Q.Marx?
- Posts: 849
- Joined: 15 May 2012, 18:35
What sort of ideas?thomasdude99 wrote:Thanks! Qcode wants me to learn how to mod and I have some ideas, but I suck at everything :'(
- thomasdude99
- Posts: 13
- Joined: 14 Mar 2013, 00:58
Firstly, this has probably been made, but a flying mod (so that you can mess with portals in new ways).
Secondly, a mod that adds a hunger meter (just like in Minecraft) that's refilled with coins so that you don't just sprint all the way to the end of the level.
Also, a mod that adds upgrades when you collect coins, or when you kill enough enemies. The upgrades could be higher jump, faster sprint, etc.
Secondly, a mod that adds a hunger meter (just like in Minecraft) that's refilled with coins so that you don't just sprint all the way to the end of the level.
Also, a mod that adds upgrades when you collect coins, or when you kill enough enemies. The upgrades could be higher jump, faster sprint, etc.
- TripleXero
- Posts: 892
- Joined: 08 Aug 2012, 00:23
- Contact:
For the third one: viewtopic.php?f=13&t=2779
- thomasdude99
- Posts: 13
- Joined: 14 Mar 2013, 00:58
Aw man. Oh well, I still have 1 good idea (I think)!TripleXero wrote:For the third one: viewtopic.php?f=13&t=2779
- Mr.Q.Marx?
- Posts: 849
- Joined: 15 May 2012, 18:35
thomasdude99 wrote:Firstly, this has probably been made, but a flying mod (so that you can mess with portals in new ways).
is available here: viewtopic.php?t=2231
is available here: viewtopic.php?f=13&t=1896
Oh... that's a good idea. I do like that. I hope you have a go at that one, I wonder how some maps will play.thomasdude99 wrote:Secondly, a mod that adds a hunger meter (just like in Minecraft) that's refilled with coins so that you don't just sprint all the way to the end of the level.
- thomasdude99
- Posts: 13
- Joined: 14 Mar 2013, 00:58
Thanks for supporting my idea! (Qcode said it was stupid...) I'll definitely have a go, but it'll most likely be a few months before I learn enough to even try, and even then, I'll need help from Qcode, but still, thanks again!
I thought the hunger meter was a terrible idea, after you explained how it worked I thought it was more interesting.
- Mr.Q.Marx?
- Posts: 849
- Joined: 15 May 2012, 18:35
To me it's a lot more like a Vampire mechanic in a first person shooter. Basically it's a "Capitalism Meter". Seems like something Wario might have, I can see it working because I often don't bother with coins. It'd have to reset after every level then the pros could still complete the portal campaign.the hunger meter
Maybe instead of a hunger meter, a sprint meter. The speed of mario would also increase if it had 75% or more of the meter, less than that the speed of running is back to normal. But I agree with you, Q.Marx. It does seem like something that Wario might use, but we don't have Wari0, now do we?
Maybe rather than killing you it could simply stop movement. That way you could portal to get more coins and refill the meter.
That'd be bad in coin-less levels.
- thomasdude99
- Posts: 13
- Joined: 14 Mar 2013, 00:58
I was thinking of a system where if it runs out, you get of a burst of adrenaline for 3-5 seconds, so you don't die, but the screen turns red or something. After the few seconds, Mario takes damage, so you get additional time if you're big Mario. I like this because I imagine frustration if you run out of hunger near the end of the level (I got the idea from Guild Wars 2).Qcode wrote:Maybe rather than killing you it could simply stop movement. That way you could portal to get more coins and refill the meter.
- TripleXero
- Posts: 892
- Joined: 08 Aug 2012, 00:23
- Contact:
If it's a hunger meter, maybe use mushrooms instead, they are in just about every level and in multiple places, and you could include 1UPs, too
- thomasdude99
- Posts: 13
- Joined: 14 Mar 2013, 00:58
That's a good idea, but I think that coins work better, because you collect them in small bursts, and other than score and the occasional 1up, you don't have any huge incentive to get them all.TripleXero wrote:If it's a hunger meter, maybe use mushrooms instead, they are in just about every level and in multiple places, and you could include 1UPs, too
- TripleXero
- Posts: 892
- Joined: 08 Aug 2012, 00:23
- Contact:
I also thought it could be bad in no coin levels, but there's coins in every level I think, just not always out in the open, just in blocks and bricks
I tried making a closer resembling Super Mario Bros. mod. I used the Classic mod so there's no portal gun (the small Mario sprites were stretched too wide so I replaced those), changed the colors on 90% of the graphics and added correct palettes to some graphics (using a mod from Superjustinbros as reference for a lot of this), fixed some graphics (beetle shell bouncing, green flying koopa shell texture, different J and . placement in the font), changed the screen size to be the same as the original game, and a very small mod to the placement of stomped goombas
I tried making a closer resembling Super Mario Bros. mod. I used the Classic mod so there's no portal gun (the small Mario sprites were stretched too wide so I replaced those), changed the colors on 90% of the graphics and added correct palettes to some graphics (using a mod from Superjustinbros as reference for a lot of this), fixed some graphics (beetle shell bouncing, green flying koopa shell texture, different J and . placement in the font), changed the screen size to be the same as the original game, and a very small mod to the placement of stomped goombas
I saw this ad browsing on the internet and this one was too funny not to post.
I saw it myself, but it's been forever since I even played SMBX that I just wasn't interested. I'd probably contribute if I got back into SMBX though.xXxrenhoekxXx wrote:I posted this (second last post) in the smbx thread a couple days ago and I only got one answer and now I'm wandering if anyone saw it or just didn't care.
- BobTheLawyer
- Posts: 2232
- Joined: 01 May 2012, 21:00
Saw it right before coming here.xXxrenhoekxXx wrote:I posted this (second last post) in the smbx thread a couple days ago and I only got one answer and now I'm wandering if anyone saw it or just didn't care.
Definitely looks worth it
- Mari0Maker
- Posts: 1348
- Joined: 07 Apr 2012, 17:10
- Contact:
I saw it, and I would do it.xXxrenhoekxXx wrote:I posted this (second last post) in the smbx thread a couple days ago and I only got one answer and now I'm wandering if anyone saw it or just didn't care.
But, I always get caught up in stuff and abandon it.
I might just make some custom graphics if you need some.
- Legend_of_Kirby
- Posts: 752
- Joined: 14 Oct 2012, 05:37
- Contact:
So, I finally decided to play Skyward Sword. Pure Awesome.
- thomasdude99
- Posts: 13
- Joined: 14 Mar 2013, 00:58
I tought it was awesome for the first 3 dungeons, then the enemies and areas got repetitive and boring. However, the dungeons and bosses are EPIC so I kept playing. Also, DON'T UNDERESTIMATE THE SHIELD BASH!!! I didn't realize how OP it was until I beat the game.Legend_of_Kirby wrote:So, I finally decided to play Skyward Sword. Pure Awesome.
i havent even beaten the first dungeon
I played skyward sword... I stopped at the 2nd desert dungeon just because of how bland every thing in that area was.
the concept is to make any kind of level you want to make and we'll rank it and put it in. (I thought since the level limit is gone I should give people more freedom)Mari0Maker wrote:I saw it, and I would do it.xXxrenhoekxXx wrote:I posted this (second last post) in the smbx thread a couple days ago and I only got one answer and now I'm wandering if anyone saw it or just didn't care.
But, I always get caught up in stuff and abandon it.
I might just make some custom graphics if you need some.
- TheJonyMyster
- Posts: 1795
- Joined: 03 Sep 2012, 05:12
- Contact:
I know I'm late, but where did you get those epic avatars?
- Legend_of_Kirby
- Posts: 752
- Joined: 14 Oct 2012, 05:37
- Contact:
Sometimes my faith in humanity goes lower than I expect.
- TripleXero
- Posts: 892
- Joined: 08 Aug 2012, 00:23
- Contact:
Has anyone ever attempted a Super Mario Bros. VS mappack (even though the levels aren't amazing different than existing ones)? Searching "vs" doesn't work too well
Versus as in the NES "VS. Super Mario Bros."? If so, I don't think anyone has.TripleXero wrote:Has anyone ever attempted a Super Mario Bros. VS mappack (even though the levels aren't amazing different than existing ones)? Searching "vs" doesn't work too well
From what I recall, that wouldn't be too hard, seeing as it is just a SMB remake with some levels and graphics from SMB2j thrown in to make it harder, plus a high score board at the end of a game too.
Here, I'll post the changelist from the Mario wiki:
The original NES version of Super Mario Bros. has some levels repeat, with an easier version with some obstacles removed (fire bars in the castle, fewer enemies, etc) earlier on, and then a later "full" version, e.g. 1-3 is the easier version of 5-3; 1-4 is the easier version of 6-4; 2-2/2-3 are the easier version of 7-2/7-3; and 2-4 is the easier version of 5-4.
In the arcade version, all of the "easier versions" are replaced by the "harder version" to make way for the new levels:
1-4 is replaced by 1-4 of The Lost Levels.
The Koopa at the ending staircase of 3-1 is replaced with a Goomba, making an infinite 1-Up exploit impossible[1].
3-2 is replaced with the Lost Level's 's 2-2, which is similar, but with more obstacles such as open gaps and a floating pipe towards the end that the player has to use hidden blocks to reach in order to make the jump across a wide gap.
5-3 is moved back to 1-3 so that 6-3 could take its place, and level 4-3 from The Lost Levels is then moved to 6-3. This has extremely long jumps to the platforms, and in one case, the player has to hop onto a Parakoopa next to the bluff (when it's at the right height) to reach the platform.
Since 6 is a night world in both the NES and the arcade version, yet 4 is a day world in all three games (including the Lost Levels), the level is converted from a grassy daytime scene to a white-grounded night scene.
6-4 is moved to 2-4 and replaced by 5-4 from the Lost Levels, which also has a lot of long, hard jumps (and some tricky small ones), and an extra long firebar (which do not appear in the original NES version).
7-2/7-3 move up to replace 2-2/2-3, and have their slots filled by 6-2/6-3 of the Lost Levels. These are harder and longer versions of 7-2/7-3, with -2 (a water world) having very little floor, with stretches of low hanging reef, and -3 being an extra long bridge (with lots of gaps) and many more jumping Cheep-Cheeps (with flying Koopas as well).
The solution to the "maze" in 7-4 is slightly different[1].
4-4 and 5-4 trade places in the arcade version.
In VS Super Mario Bros., the player can only warp up to World 6, whereas in the NES version, the player can warp to 6, 7, or 8 from the Warp Zone in level 4-2, so there is no way around these extremely difficult levels imported into Worlds 6 and 7.
Speedrun of 7-4 and above:
https://www.youtube.com/watch?v=1TCaDhXxkRg
The original NES version of Super Mario Bros. has some levels repeat, with an easier version with some obstacles removed (fire bars in the castle, fewer enemies, etc) earlier on, and then a later "full" version, e.g. 1-3 is the easier version of 5-3; 1-4 is the easier version of 6-4; 2-2/2-3 are the easier version of 7-2/7-3; and 2-4 is the easier version of 5-4.
In the arcade version, all of the "easier versions" are replaced by the "harder version" to make way for the new levels:
1-4 is replaced by 1-4 of The Lost Levels.
The Koopa at the ending staircase of 3-1 is replaced with a Goomba, making an infinite 1-Up exploit impossible[1].
3-2 is replaced with the Lost Level's 's 2-2, which is similar, but with more obstacles such as open gaps and a floating pipe towards the end that the player has to use hidden blocks to reach in order to make the jump across a wide gap.
5-3 is moved back to 1-3 so that 6-3 could take its place, and level 4-3 from The Lost Levels is then moved to 6-3. This has extremely long jumps to the platforms, and in one case, the player has to hop onto a Parakoopa next to the bluff (when it's at the right height) to reach the platform.
Since 6 is a night world in both the NES and the arcade version, yet 4 is a day world in all three games (including the Lost Levels), the level is converted from a grassy daytime scene to a white-grounded night scene.
6-4 is moved to 2-4 and replaced by 5-4 from the Lost Levels, which also has a lot of long, hard jumps (and some tricky small ones), and an extra long firebar (which do not appear in the original NES version).
7-2/7-3 move up to replace 2-2/2-3, and have their slots filled by 6-2/6-3 of the Lost Levels. These are harder and longer versions of 7-2/7-3, with -2 (a water world) having very little floor, with stretches of low hanging reef, and -3 being an extra long bridge (with lots of gaps) and many more jumping Cheep-Cheeps (with flying Koopas as well).
The solution to the "maze" in 7-4 is slightly different[1].
4-4 and 5-4 trade places in the arcade version.
In VS Super Mario Bros., the player can only warp up to World 6, whereas in the NES version, the player can warp to 6, 7, or 8 from the Warp Zone in level 4-2, so there is no way around these extremely difficult levels imported into Worlds 6 and 7.
Speedrun of 7-4 and above:
https://www.youtube.com/watch?v=1TCaDhXxkRg
Speaking of VS, there is one part from Duck Hunt VS you will enjoy if you hate the Duck Hunt Dog.
http://www.youtube.com/watch?v=Z0mx9dO3BxI
http://www.youtube.com/watch?v=Z0mx9dO3BxI
- TheJonyMyster
- Posts: 1795
- Joined: 03 Sep 2012, 05:12
- Contact:
What happened to Trist3D's avatar? For me it just says User Avatar
- Legend_of_Kirby
- Posts: 752
- Joined: 14 Oct 2012, 05:37
- Contact:
Me as well, But why announce it?
- TheJonyMyster
- Posts: 1795
- Joined: 03 Sep 2012, 05:12
- Contact:
I'm asking what happened to it.