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The Banjo Kazooie Series General Discussion about the Banjo Kazooie series from the N64 classics to the handheld sequels & new Xbox games.

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  #16  
Old 29th May 2013, 08:48 PM
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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.
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Last edited by Ty-chan; 29th May 2013 at 08:58 PM.
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  #17  
Old 29th May 2013, 10:10 PM
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Just wanted to pop in to congratulate you and Skill on this software as it is quite an achievement.
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  #18  
Old 29th May 2013, 10:44 PM
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Quote:
Originally Posted by Grey Jinjo View Post
Just wanted to pop in to congratulate you and Skill on this software as it is quite an achievement.
Oh, yes. EVERYONE PRAISE COOLBOYMAN AND SKILL LIKE THEY ARE THE JESUS OF BANJO-KAZOOIE! Because gosh darn do they deserve it!
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  #19  
Old 29th May 2013, 10:55 PM
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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!
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  #20  
Old 29th May 2013, 11:45 PM
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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.
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  #21  
Old 30th May 2013, 12:01 AM
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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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  #22  
Old 30th May 2013, 02:44 AM
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Thanks for all the thanks!

Quote:
Originally Posted by Goku View Post
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.
You'll be able to edit text in this version. Scripting will come later. There's also a couple of other limitations on the program that will get fixed in future versions.

Last edited by Coolboyman; 30th May 2013 at 02:57 AM.
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  #23  
Old 30th May 2013, 03:01 AM
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Oh! Even better. Sweet, dude.
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  #24  
Old 30th May 2013, 03:37 AM
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thank you, based coolboyman.
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  #25  
Old 30th May 2013, 05:10 AM
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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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  #26  
Old 30th May 2013, 06:53 AM
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Quote:
Originally Posted by DementedSun View Post
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.
You can use your own textures, absolutely.
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  #27  
Old 30th May 2013, 07:30 AM
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Originally Posted by Pez View Post
Awesome. Would you be able to create a whole new game with this? Or just levels to load into Banjo?
From what I gathered while the tool was in development:

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.
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  #28  
Old 30th May 2013, 07:44 AM
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Congratulations! Happy 15th, everyone!

I like the new name, btdubz.
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  #29  
Old 30th May 2013, 08:35 AM
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Quote:
Originally Posted by Smouvy View Post
From what I gathered while the tool was in development:

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.
Here's some of the features not present in this version but we plan to add:
- 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.

Last edited by Coolboyman; 30th May 2013 at 08:40 AM.
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  #30  
Old 31st May 2013, 05:01 AM
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We're going to release at around midnight PST tonight.
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