#31
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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. |
#32
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Lol, 2nd Grunty chillin' in the cutscenes.
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#33
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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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Oich Oich. |
#34
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That looks fun.
Can I try it?
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Ego Sum Deus Quo Malum Caligo et Barathum Buterflies are insex. ~TwilightVestige |
#35
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Nope, I don't want you making your "shitty fan games" with it.
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. |
#36
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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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Oich Oich. Last edited by Alice; 1st May 2011 at 03:14 AM. |
#37
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@CBM, I wanted to try the boss fight, not make a shitty fan game
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Ego Sum Deus Quo Malum Caligo et Barathum Buterflies are insex. ~TwilightVestige |
#38
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Good stuff! Looking forward to more.
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#39
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Nah I don't have a patch to it, sorry Whyme123.
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#40
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Model importing in action: (Collision and textures not done yet)
http://i54.tinypic.com/16lab2r.png Looks familiar to you? |
#41
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Haha, is that the Mario 64 Castle?
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#42
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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. |
#43
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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
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Quote:
Super Banjo 64. Do it, Coolboyman, DO IT.
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I took the hinges and put em in the ****boy's hands Formerly Galactic Mario || Call me Max if you want [: Nintendo Network ID: Zeroman :banjo |
#45
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