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Homebrew Games and Tools If you've created a trainer, texture editor, or a full-blown fangame we'd like to see it here. Show off your mad programming skills.

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  #31  
Old 30th April 2011, 11:31 PM
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Here's a little video made using Mumbo's Wand's adding objects function: http://www.youtube.com/watch?v=YNgZ2cve3zU

More videos will be on the way.
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  #32  
Old 1st May 2011, 01:09 AM
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Lol, 2nd Grunty chillin' in the cutscenes.
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  #33  
Old 1st May 2011, 02:45 AM
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And Coolboyman reveals his secret final boss plan for a future Banjo Kazooie hack he will be making, with custom levels and possibly custom music.
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  #34  
Old 1st May 2011, 03:02 AM
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That looks fun.

Can I try it?
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  #35  
Old 1st May 2011, 03:09 AM
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Quote:
Originally Posted by Whyme123 View Post
That looks fun.

Can I try it?
Nope, I don't want you making your "shitty fan games" with it.

Quote:
Originally Posted by Spyke4995 View Post
And Coolboyman reveals his secret final boss plan for a future Banjo Kazooie hack he will be making, with custom levels and possibly custom music.
If I'm gonna make a hack, it'll be a collab of some sorts. I dont have the time to make nine levels plus the hub world anymore.
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  #36  
Old 1st May 2011, 03:12 AM
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I wouldn't use the affornentioned tool for that sort of fan game...

Does that qualify me? Haha, ok, it was worth a shot, albeit a rubbish one.

Edit: Well, if it's a collab, that might be interesting.
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Last edited by Alice; 1st May 2011 at 03:14 AM.
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  #37  
Old 1st May 2011, 04:19 PM
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@CBM, I wanted to try the boss fight, not make a shitty fan game
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  #38  
Old 1st May 2011, 08:04 PM
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Good stuff! Looking forward to more.
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  #39  
Old 10th May 2011, 12:03 PM
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Nah I don't have a patch to it, sorry Whyme123.
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  #40  
Old 12th May 2011, 09:49 AM
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Model importing in action: (Collision and textures not done yet)
http://i54.tinypic.com/16lab2r.png

Looks familiar to you?
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  #41  
Old 12th May 2011, 10:15 AM
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Haha, is that the Mario 64 Castle?
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  #42  
Old 12th May 2011, 06:38 PM
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Hmm... it looks as if it would be posible to rip and texture a model such as ones from SM64, texture it, place notes and baddies around and play?

How far can you push this?

Can you freely create advanced 'objects' like doors, moving platforms such as the piping in Rusty Bucket Bay, objects that can grow like the flower in Click Clock Wood? Can you program a cutscene? How about a brand new bad guy with a brand new animation that is not currently in the game?

... what are the limits here? I'm a bit lost.
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  #43  
Old 12th May 2011, 07:10 PM
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Technically speaking, there are no limits. The only limits there are is what Coolboyman's knowledge and what he wants to include into the program.

Would it be possible to make new models and import them into the game complete with unique behavior and sounds? Sure, just give Coolboyman twenty-something years and he'll find out exactly how AND make a GUI for you to do it in a more simpler fashion.

Read as: It all depends on how much of his precious free-time Coolboyman is willing to spend on this. Then again, as soon as this program has a solid base, there are surely going to be other programmers sprouting left and right to build on various applications based on the techniques CBM used here. It's happened with Toad's Tool, first there was nothing, now there is a music importer, an object importer, level importer. How many of those were made by the creator of Toad's Tool? Not one

Regardless, I think the whole new model with entire behavior and sounds will be something that is not going to happen for a looot of years provided anyone actually wants to spend time making that to begin with.
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  #44  
Old 12th May 2011, 09:10 PM
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Quote:
Originally Posted by Coolboyman View Post
Model importing in action: (Collision and textures not done yet)
http://i54.tinypic.com/16lab2r.png

Looks familiar to you?
Oh my God.

Super Banjo 64. Do it, Coolboyman, DO IT.
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  #45  
Old 12th May 2011, 10:17 PM
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Looks like a good time to post this.
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