Banjo's Backpack (Previously Mumbo's Wand) Coming May 31st
To celebrate the 15th anniversary, we will be releasing the first version of Banjo's Backpack: The Banjo-Kazooie editor on May 31st. A link will be provided in this post when it's released.
It's now your turn to show Rare how it's done! Start creating your levels! |
OH MY SEAVOR IM SO HAPPY!!!!!!!!11111!!!!!!!!1111
Seriously though, this is great news. Thanks Coolboyman, you and Skill (and whoever worked on the project) just made this anniversary better. This is year is so good for gaming! |
It's about time. :)
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Ten bucks says that Microsoft tries to shut it down for some loony reason
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What's with the name change? Not that I hate it, I'm more just curious.
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Woo-hoo! Thanks guys!!!
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Banjo's Backpack is a better name anyway because it has Banjo in it so people actually know what you're on about.
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:mumbo: Cheeky Jinjo not know what he's talking about. Mumbo is most famous. Oomenacka!
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Awesome. Would you be able to create a whole new game with this? Or just levels to load into Banjo?
Guessing no Tooie support too, right? |
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Last I heard, we were still a while off from being able to edit text and making scripted scenes. So if by "game" you mean conglomeration of worlds in a hub world then sure. I dunno every single thing we'll be able to do though. |
I jumped out of my seat in excitement when I read the title! The 31st is gonna be an amazing day! Banjo's Backpack, and the Banjo Symphony! Banjo Symphony's not free, though... so I'm out of luck for that one.
I just hope Banjo's 15th turns out better than Sonic's... That's my plot right now for the first "game"/set of levels I'm making with this. 15th Banjo anniversary and Grunty ruins the party. And I'll make that same Sonic joke, too. Why an adventure? Because... time travel! Grunty of NAB found a creature in its primordial form with abilities even she was unable to master - it could control time and space. In order to perfect it, she needed someone just as smart as she is - and the only person that smart is herself. The Grunty of BK was happy to help. They used the creature to capture Banjo's friends, flinging them through time to bait their trap. Banjo and Kazooie also find their N64 counterparts. How could Grunty win when Banjo beat her all the time? Now there's Tooie of him! ... Maybe I should stop there before I go overboard with this - yes, I'm just joking. Don't worry that's absolutely silly. Although I may use that 15th anniversary part, just not... everything after that. |
Just wanted to pop in to congratulate you and Skill on this software as it is quite an achievement.
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If there's one thing we can count on it's fans that will be able to come up with extremely well designed levels. That's what modding communities have taught me. I wouldn't be surprised if people even figure out how to edit text themselves, or insert their own music. It might take some time but in the end I think this will lead to some amazing things for Banjo.
Thank you guys so much! |
http://www.youtube.com/watch?v=zPlwHoXUEYo
Once we get editable dialogue and text as well as custom models and scripts, then it is ON LIKE MOTHER****ING DONKEY KONG BAYBEEEEEEEEEEEEE! Congratulations, you glorious bastards, you. You just made a whole bunch of people happy-- especially me. I've been anticipating this for a loooooong time. Long time. |
I'll download the crap out of this. Already have plans. I can't wait to see what the actual tool handles like. You can only get a rough feel from the videos.
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Thanks for all the thanks!
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Oh! Even better. Sweet, dude.
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thank you, based coolboyman.
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Can you import textures with this, or can you only use the existing ones?
It would be fun to attempt to make decent looking textures with n64 limitations, :3. |
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Outside of Banjo-Kazooie's core mechanics, pre-existing enemies/collectibles and, like listed above, scripted events, you can change just about anything as you please. You could technically make a whole new game with it, it'll just feature BK enemies, BK Collectibles, BK Events and... well... Banjo and Kazooie themselves. I think you could even pull off making the game one big level instead of a hub world with several smaller levels, though that'd get me worried for the collectible counters in the game. |
Congratulations! Happy 15th, everyone!
I like the new name, btdubz. |
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- Scripting support for custom NPC events. - Number tweaking (Example: Max blue eggs you can hold, notes per level displayed on the view totals menus). - Midi importing support (Although Subdrag's program does that just fine). - Using the expansion pack for an extra 4MB of RAM to support huge levels. - Expanding the ROM to 64MB which would give authors 48MB of space to use for everything. At the time you can't insert over another level if your level is bigger than the original but this will be fixed later. - Optimal warping support (BK's system is weird, we haven't fully figured it out yet, but you can still use them). - And more. Don't worry though, you can do so many cool things with this version. We plan to let this program do absolutely everything possible for Banjo-Kazooie and so far we are on the right track. I'm excited to see this release too, I want to play some custom levels. |
We're going to release at around midnight PST tonight.
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It's like Christmas morning up in here.
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Happy 15th. And hello Banjos backpack
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2 more hours...
2 more hours... 2 more fffffffu**ing hours... |
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Today is backpack day :D
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YEEEES! My life is complete!
I think I've already found a little bug. You can't rename levels with more characters than they already have. |
It's really buggy, I was editing the cellar in MMM just to figure stuff out, and it crashed Microsoft framework multiple times, and randomly it would render the rom unusable, but recreating the exact things I did sometimes didn't make it unusable??. Also it causes some error when changing music in a level to something else. Also you have to enter and exit a map multiple times for the stuff to show up, or you have to die entirely in the level for anything to show up in the right places. I had it seemingly randomly move and change the size and texture of everything I placed, as well as making the SNS barrel to be able to be broken open via a peck?? I don't even know how to do that myself, haha.
EDIT: And sometimes it moves the existing entities, especially the fire from the candles, into random spots in the map, while making the tee-hees stay in their rigging pose, while being extremely tiny and replacing the flames on the candles. ??????? And now I get the "permanent loop that cannot be exited" when hardly doing anything at all different in the map? No comprende. |
I'm not having many bugs, but I probably haven't been using it as much as DS. I placed a Ticker and SNS egg in SM. The SNS egg didn't show up (which is reasonable since I didn't set a color or anything, I guess) and the ticker was exactly where I had him.
I also demand that you get all the enemy names right. It's ticker, not ant! :p Although people who don't know the names will recognize it easier, so its probably best. Snacker isn't shark, though - but does he really need to be? Does anybody who's played BK ever forget his name? xD EDIT: Also, HOW IN THE TITS DO I MAKE A MODEL FILE? What program do I need because SketchUp won't work. |
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