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  1. <skaw-> I see
  2. <newluigidev> the way ric designed the switch palace in nsml
  3. <newluigidev> it's... unique
  4. <RicBent> (it does not save btw :P)
  5. <newluigidev> ik
  6. <newluigidev> i could re-enter it
  7. <RicBent> yeah
  8. <RicBent> you know what exits the stage?
  9. <newluigidev> and the switch was activated
  10. <newluigidev> then it kicked me out
  11. <newluigidev> no
  12. <RicBent> i made a tile behavior :P
  13. <RicBent> if you touch it
  14. <newluigidev> huh
  15. <RicBent> it exits after some time :P
  16. <skaw-> Łał
  17. <RicBent> go to w2-1
  18. <newluigidev> i did
  19. <newluigidev> ;)
  20. <RicBent> uber haxoring
  21. <newluigidev> also
  22. <newluigidev> the toad house 'shop' model doesn't disappear along with the toad house :3
  23. <newluigidev> it floats in midair
  24. <RicBent> ik
  25. <RicBent> since it would not disappear
  26. <RicBent> if i added the shop mechanic
  27. <RicBent> oh god
  28. <RicBent> the code is even crappier that i thought
  29. <RicBent> i did not do the switch palace properly nope
  30. <newluigidev> pastebin it
  31. <newluigidev> i wanna see
  32. <RicBent> horrible
  33. <RicBent> https://pastebin.com/1HvyKNqX
  34. <RicBent> line 184 to 198
  35. <newluigidev> it's so cold rn
  36. <newluigidev> that the cold metals are warmer than my hands
  37. <RicBent> i hardcoded the red blocks
  38. <skaw-> I just realized the problem with the switch palaces
  39. <skaw-> Cannot disable levels on WM
  40. <RicBent> you can
  41. <grishhung> DID SOMEONE SAY
  42. <grishhung> SWITCH PALACES
  43. <newluigidev> calm down
  44. <grishhung> aw
  45. <RicBent> just load a different node table
  46. <grishhung> But actually what
  47. <skaw-> Ehhhhhhhhhhhhhhhhhhhhh
  48. <grishhung> Is that happening :3
  49. * grishhung is ready to run
  50. <skaw-> No
  51. <grishhung> yea I didn't think so
  52. <RicBent> oh god that code makes me cringe
  53. <RicBent> how i made the score not update:
  54. <skaw-> I mean
  55. <RicBent> keep track of last score
  56. <RicBent> if score increments
  57. <RicBent> reset in oamupdate
  58. <RicBent> = profit
  59. <skaw-> Unoocking w6 that way would be nice but :/
  60. <RicBent> make a keypalace or something :P
  61. <RicBent> that simply unlocks it
  62. <skaw-> Hard to save that shit
  63. <RicBent> not really, i guess?
  64. <RicBent> since it stores which worlds are unlocked?
  65. <grishhung> I literally suggested them to be key palaces that a month ago...
  66. <skaw-> Well
  67. <grishhung> But I think I got on your bad side and you shot it down
  68. <grishhung> Cuz we were very busy wth something and I had a stupid idea
  69. <skaw-> Can one set a cannon to clear?
  70. <RicBent> dunno
  71. <skaw-> If so, guess it could be done that way
  72. <skaw-> Should I
  73. <RicBent> why not?
  74. <RicBent> only if there's nothing more important to do for you :P
  75. <skaw-> Well, how hard would it be to disable the level
  76. <skaw-> The credits are
  77. <RicBent> not that hard
  78. <RicBent> code 'd be ugly
  79. <RicBent> hm wiat
  80. <skaw-> As most code is
  81. <grishhung> Skawo: if I may suggest a minor thing for the key palaces?
  82. <RicBent> actually
  83. <RicBent> it would be harder than i thought...
  84. <skaw-> :/
  85. <RicBent> i don't remember much of the node settings
  86. * RicBent looks into goombatlas
  87. <RicBent> i think you can make levels unenterable if the area is set to 185
  88. <skaw-> I see
  89. <RicBent> at least that is what fork nodes and the start node do
  90. <skaw-> But will the marker show
  91. <RicBent> dunno if the node will turn grey tho
  92. <RicBent> ^ i guess nope
  93. <skaw-> Yeah
  94. <RicBent> no idea though
  95. <RicBent> lemme try
  96. <RicBent> nope
  97. <RicBent> it does not
  98. <RicBent> disabling the node works though
  99. <RicBent> another idea
  100. <RicBent> you could somewhat add a node
  101. <RicBent> that is not unlocked
  102. <RicBent> and just make the cannon node invisible
  103. <RicBent> = dumb hax but works
  104. <skaw-> It would think that is a level to consider fir completion
  105. <skaw-> Pretty sure
  106. <RicBent> hm
  107. <RicBent> w8 has an unused node
  108. <RicBent> that is not considered for completion iirc
  109. <RicBent> but it is somewhat disabled
  110. <skaw-> You would have to add one and test
  111. <skaw-> But that requires completing the game
  112. <RicBent> indeed
  113. <RicBent> i could hax a savegame
  114. <RicBent> and just wipe w1
  115. <RicBent> sigh
  116. <skaw-> Or 1 - 1
  117. <RicBent> indeed
  118. <RicBent> https://puu.sh/w8tyr/9cfd8133c9.png
  119. <RicBent> it looks correct
  120. <RicBent> and it stil shows w1 as complete
  121. <skaw-> Hm
  122. <skaw-> Alright
  123. <skaw-> But if THAT is the case
  124. <skaw-> Custom wms wont work
  125. <RicBent> let me test smth
  126. <RicBent> i set the icon of the custom node to cannon
  127. <RicBent> same as the normal node
  128. <RicBent> maybe it depends on that
  129. <RicBent> or the area id
  130. <skaw-> Did you wipe completion in the save
  131. <RicBent> uhm no :P
  132. <skaw-> Well duh?
  133. <skaw-> Course it thinks its complete
  134. <RicBent> do you have the save doc handy?
  135. <skaw-> Its on nsmbhd
  136. <RicBent> oh, yeah
  137. <skaw-> Wipe 1-1 too
  138. <skaw-> Then complete it
  139. <skaw-> That should in theory recalc cpmpletion
  140. <grishhung> Skawo new cannon to w7 gonna be in W1 or w5 if key palaces are implemented
  141. <skaw-> W5
  142. <skaw-> Though
  143. <skaw-> It be best if it was in 8 I guess
  144. <skaw-> Eh
  145. <skaw-> I dunno
  146. <RicBent> https://puu.sh/w8tNi/aa025f165c.png
  147. <RicBent> okay this was stupid
  148. <RicBent> loked me behind that sign
  149. <grishhung> Well
  150. <skaw-> Trololo
  151. <grishhung> Honestly
  152. <grishhung> Like feel like if it were in w1
  153. <grishhung> You'd be presented with the four colored gates the soonest and you'd know what they were for
  154. <grishhung> Then
  155. <skaw-> Well, it could be I gues
  156. <grishhung> The switch palaces would extend further into the game
  157. <skaw-> Custom maps would have to happen
  158. <grishhung> Yes sir
  159. <grishhung> I was actually going to model in a key palace
  160. <grishhung> In a second model
  161. <grishhung> Aside from the one with the cannon
  162. <grishhung> Jusr for shits and giggles
  163. <RicBent> i dont get this
  164. <RicBent> i set 1-1 as uncompleted
  165. <RicBent> still the node is blue
  166. <RicBent> and i have 3 stars
  167. <skaw-> Did you clear completion
  168. <RicBent> nope
  169. <RicBent> where is it :P
  170. <skaw-> Erm
  171. <RicBent> just set the byte for 1-1 to 00
  172. <skaw-> If not in the doc
  173. <RicBent> oh
  174. <skaw-> Oh i meant overall
  175. <RicBent> wm flags
  176. <skaw-> No
  177. <skaw-> Overall compleyion is at the start
  178. <skaw-> If it is not in the nsmbhd doc
  179. <RicBent> nope it is not
  180. <skaw-> Look at gameh in newerds code
  181. <skaw-> Or FSEL
  182. <skaw-> it loads the completion data from save there
  183. <RicBent> yeah
  184. <RicBent> this is stupid
  185. <RicBent> wait what
  186. <skaw-> :(
  187. <RicBent> "all spent" is gone
  188. <RicBent> blu house as well
  189. <RicBent> the node for it not tho
  190. <skaw-> Well
  191. <skaw-> Clear 1-1
  192. <skaw-> And it should recalc
  193. <RicBent> :(
  194. <RicBent> game not completed
  195. <skaw-> Welp
  196. <skaw-> So died custom world maps
  197. <RicBent> uhm no?
  198. <RicBent> custom unlock node died
  199. <RicBent> custom maps live bc of that :P
  200. <skaw-> No.
  201. <RicBent> since completion seems to depend on unlocked nodes
  202. <skaw-> No.
  203. <skaw-> It will depend on hardcoded node numbers
  204. <skaw-> I bet
  205. <RicBent> why is the game not showing "all spent" then?
  206. <RicBent> and the game is not completed
  207. <RicBent> since i added one node
  208. <RicBent> which is visible
  209. <skaw-> Did you remove the scs from 11
  210. <RicBent> lets try what happens if i remove it
  211. <RicBent> no
  212. <skaw-> Well, ok
  213. <RicBent> lets try this
  214. <RicBent> well
  215. <RicBent> seems like the game just did not recalc correctly
  216. <RicBent> tried the same with the stock map
  217. <RicBent> and everything was still uncompleted :(
  218. <skaw-> Ugh
  219. <skaw-> So you would have to clear the game to test
  220. <RicBent> i hate myself
  221. <RicBent> i hate life
  222. <RicBent> i het nsmb
  223. <skaw-> Me too
  224. <skaw-> Oh definitely
  225. <RicBent> i will cheat tho
  226. <RicBent> i wont do it now though
  227. <RicBent> since i want to do heyho first
  228. <skaw-> Ok
  229. <RicBent> brb taking a shower
  230. <RicBent> fuck you siri
  231. <RicBent> "diable all alarm clocks"
  232. <RicBent> -> "enabled all alarm clocks"
  233. <skaw-> Oż ty diable
  234. * Grop (androirc@145.132.23.86) has left
  235. * skaw- (androirc@pdj229.internetdsl.tpnet.pl) has left
  236. * newluigidev (uid185707@hathersage.irccloud.com) has left
  237. * TRS (Noivern@tx-71-52-65-83.dhcp.embarqhsd.net) has joined
  238. * NewerBot gives channel operator status to TRS
  239. <grishhung> Hi
  240. <skawo> o
  241. <grishhung> Getting my freaking passport renewed
  242. <grishhung> Jesus Christ the line is a million people long
  243. <grishhung> Might as well do eventide island now
  244. <grishhung> Alright one altar down
  245. <grishhung> Two more to go
  246. <grishhung> I died right before putting the last orb in the alrar
  247. <grishhung> *altar
  248. <grishhung> Time to do that all over again~
  249. <grishhung> Oh hey it's Superman 64
  250. <grishhung> Well that was fun!
  251. <grishhung> ...ehhh
  252. <grishhung> One purple rupee doesn't sound like it pays all that well
  253. <skawo> can get up to 300
  254. <grishhung> Oh!
  255. <grishhung> Actually that's not bad
  256. <grishhung> I got 29
  257. <grishhung> Second run
  258. <grishhung> Well
  259. <grishhung> Finally it's my turn next
  260. * skawo (chatzilla@178235114184.kielce.vectranet.pl) has left
  261. <grishhung> And finally done
  262. <grishhung> Got my passport
  263. <grishhung> What a lovely way to waste my morning
  264. * skawo (chatzilla@nlnet-fca9bcaa.kielce.vectranet.pl) has joined
  265. * NewerBot gives channel operator status to skawo
  266. * ChanServ sets mode +q on #neweru skawo
  267. <skawo> ugh
  268. <skawo> Here is a question to RoadrunnerWMC , grishhung and RicBent
  269. <skawo> Should I begin coding the credits like Newer Wii's, but with fades as transitions?
  270. <skawo> If not, what else could I do? Please don't make it too difficult
  271. <skawo> Note: the fade version would be relatively simple to do and I'd be pretty happy doing that
  272. <grishhung> Um
  273. <grishhung> I had an idea but it would be relatively boring and require what would probably be too many different tiles.
  274. <skawo> One limitation: credits theme would HAVE to be >100KB
  275. <grishhung> Have you seen captain toad's noninteractive credits (version 3)
  276. <skawo> no
  277. <grishhung> Well essentially, captain toad and toadette are in a minecart going left
  278. <grishhung> And they through the various environments of the game backwards
  279. <grishhung> And there's a lot of exciting stuff happening in the background. It actually looks very nice.
  280. <grishhung> My idea was to have something like that, but you can jump with the mine cart, the mind cart wouldn't enter antigravity or hanging upside down or whatever, and the cart would be kept at a constant speed loving left. However, the number of times that would be required makes this pretty impossible.
  281. <grishhung> *mine
  282. <grishhung> In theory, you'd collect coins or... Something during the credits in a neat, basic course with many different environments.
  283. <skawo> I can't switch backgrounds like that, though
  284. <skawo> :/
  285. <skawo> That pretty much HAS to happen while the screen isn't rendering
  286. <grishhung> ?
  287. <grishhung> Oh.
  288. <grishhung> So
  289. <grishhung> No scrolling?
  290. <skawo> It could scroll, but only against one bg
  291. <grishhung> I see.
  292. <grishhung> Maybe
  293. <grishhung> ...Wait no, that NSMB2
  294. <grishhung> *that's
  295. <grishhung> Mine karts
  296. <grishhung> Do not go through pipes
  297. <grishhung> Correct?
  298. <skawo> Mhm
  299. <grishhung> Are there large pipes in this game? Even if you can't see through them
  300. <skawo> no
  301. <grishhung> Okay.
  302. <grishhung> Was gonna ask could we go the video if they went through huge pipes each time they "Changed worlds?"
  303. <skawo> "go the video"?
  304. <RicBent> skawo, go with the normal fading transition :)
  305. <RicBent> will be good enough
  306. <grishhung> ^
  307. <skawo> I think so as well
  308. <skawo> WMC was against it tho :/
  309. <grishhung> ...
  310. <RicBent> cool thing would be if the text 'd continue rolling while the transitions occure
  311. <grishhung> I meant go with the idea"
  312. <grishhung> *"go
  313. <skawo> The text wouldn't be rolling
  314. <grishhung> What a terrible typo that was
  315. <skawo> It'd appear in groups like in Newer Wii
  316. <RicBent> ah, yeah
  317. <skawo> It'd be done as textures
  318. <grishhung> Oh
  319. <skawo> And each fade would unload and reload new ones
  320. <RicBent> a texture for every one?
  321. <grishhung> Wait
  322. <RicBent> *every name
  323. <skawo> No
  324. <grishhung> How many can fit on s single screen
  325. <skawo> A lot
  326. <skawo> A texture for each group
  327. <grishhung> ...also
  328. <skawo> So like, say
  329. <grishhung> How many blocks can fit on a single screen
  330. <skawo> three would appear per "world"
  331. <RicBent> diryt ugly dirty :3
  332. <skawo> Can't use OAM for this
  333. <skawo> Not that I'd know how to
  334. <skawo> So...
  335. <RicBent> me neither
  336. <skawo> It's the only way
  337. <RicBent> shrug
  338. <skawo> I mean, vram bank a would be used for the bottom screen
  339. <RicBent> we have enough space anyways
  340. <RicBent> we will crash 32k that
  341. <grishhung> What if
  342. <grishhung> Our names were spelled out in like
  343. <RicBent> at least bootleg idiots will hate this :)
  344. <grishhung> Question mark blocks
  345. <grishhung> With a couple brink blocks in the sides
  346. <grishhung> And you could hit the name blocks to get coins and turn then solid
  347. <grishhung> *brick
  348. <RicBent> i'd prefer just normal text
  349. <RicBent> since it'd look bad whith monospace fonts like on blocks
  350. <grishhung> Oh yes that's a good point.
  351. <skawo> Not sure I could spawn that many sprites either
  352. <grishhung> What were NSMBW and U's like anyway
  353. <grishhung> Er
  354. <grishhung> Well let's see
  355. <grishhung> You'd need
  356. <RicBent> you could load/unload textures of the name blocks on the fly though
  357. <grishhung> A B C D E G H I K M N O R S T U W
  358. <grishhung> So
  359. <grishhung> Wait
  360. <grishhung> Including shibboleet, we'd also need an L
  361. <grishhung> And NLD for beta testing... Also a V
  362. <RicBent> that's not how we'd do it
  363. <RicBent> an entire texture for a textblock
  364. <grishhung> Oh
  365. <RicBent> since font -> text is hard with non-monofont fonts
  366. <grishhung> I see.
  367. <RicBent> you have to keep track of char spacing etc
  368. <grishhung> The letters would have to jump and then disappear upon getting hit too with the blocks... Maybe it wouldn't be a good idea after all
  369. <RicBent> and calc linelegth for centering and that kind of crap
  370. <RicBent> http://www.ebay.de/itm/302155030855
  371. <RicBent> let's hope that arrives in okayish shape
  372. <grishhung> (Gasp)
  373. <RicBent> and let's hope customs won't mess with it
  374. <grishhung> aHa
  375. <skawo> [21:58:38] RicBent you could load/unload textures of the name blocks on the fly though
  376. <skawo> How so
  377. <skawo> Loading files during levels always messes up HDMA
  378. <RicBent> oh yeah :(
  379. <RicBent> i could coude the fonting thing
  380. <skawo> fonting?
  381. <RicBent> text to actual text
  382. <RicBent> using a font
  383. <skawo> In form of texture?
  384. <RicBent> yeah
  385. <skawo> That'd be neat.
  386. <RicBent> alrighty
  387. <skawo> But
  388. <skawo> er
  389. <skawo> 'd be easier to do it this way
  390. <skawo> and
  391. <skawo> well
  392. <skawo> You have other things to do?
  393. <skawo> :P
  394. <RicBent> indeed
  395. <RicBent> maybe you could code it as well?
  396. <RicBent> or wmc?
  397. <skawo> If you told me how to copy parts of texture, sure
  398. <grishhung> Oh what ended up happening with the boss and W6 key palaces
  399. <RicBent> don't do parts
  400. <skawo> Not possible to do
  401. <RicBent> just make a nsbtx
  402. <RicBent> with 26 textures
  403. <RicBent> and copy parts
  404. <RicBent> -> texcoords
  405. <RicBent> actually
  406. <skawo> So make each thing a polygon?
  407. <RicBent> yeah
  408. <skawo> I suppose.
  409. <RicBent> dirty but very possible
  410. <skawo> Formatting it would be bleh then
  411. <RicBent> not too hard
  412. * newluigidev (uid185707@nlnet-27f76e2b.irccloud.com) has joined
  413. * NewerBot gives channel operator status to newluigidev
  414. <newluigidev> Hi
  415. <RicBent> just give it a common text height
  416. <skawo> Honestly would prefer just preloading it
  417. <skawo> :P
  418. <RicBent> and specify char width
  419. <skawo> NSMB2 does so!
  420. <RicBent> lol
  421. <grishhung> Hiya NLD
  422. <RicBent> nsmb2 is no good example for anything though
  423. <skawo> Well, true
  424. <skawo> Still
  425. <grishhung> ...Why are people calling me garnish on discord
  426. <RicBent> do whatever you want ;)
  427. <newluigidev> hi garnish
  428. <RicBent> if you need help with that thing i will help :)
  429. <grishhung> Omg
  430. <RicBent> now back to HeyyyyHooo!
  431. <grishhung> hey ho hey ho
  432. <grishhung> Hey ho hey ho
  433. <grishhung> Every mk8 track with shy guys in it
  434. <grishhung> Except for wild woods which has to go hey ho hey ho hey hey ho hey ho hey
  435. <grishhung> Cuz 5/4 time
  436. <skawo> Ninja Guy
  437. <grishhung> Wait
  438. <grishhung> WAIT
  439. <grishhung> IS SAMURAI GUY GONNA BE A THING
  440. <skawo> WHITEPAINT
  441. <skawo> no
  442. <grishhung> yea I didn't think so
  443. <grishhung> That was so cool in Newer wii
  444. <skawo> Too bad it only got programmed sort of halfway before the programmers gave up on it
  445. <grishhung> I found it awesoke
  446. <grishhung> Although
  447. <grishhung> Just a couple of the animations were a little strange
  448. <grishhung> And there was basically nothing going in with the too half of the screen
  449. <skawo> awesoke
  450. <grishhung> But I honestly didn't care because he was such a surprise
  451. <skawo> that's when you very slowly go into awe
  452. <grishhung> ...I'm sorry I turned autocorrect off and I don't hsve my glassee
  453. <grishhung> One sefobrS
  454. <skawo> as you slowly soak the awesomenness in
  455. <grishhung> *second
  456. <grishhung> Back
  457. <skawo> no no
  458. <skawo> I liked the word
  459. <newluigidev> 6:20 AM <~skawo> WHITEPAINT
  460. <newluigidev> ( ͡° ͜ʖ ͡°)
  461. <skawo> ?
  462. <newluigidev> nevermind
  463. <skawo> R e c o r d i n g
  464. <newluigidev> sry
  465. <grishhung> ¿Por qué escibas un Lenny?
  466. <RicBent> escibas?
  467. <RicBent> what does that mean
  468. <grishhung> Escribas
  469. <grishhung> Dang it
  470. <grishhung> My vision is shit
  471. <RicBent> isn't it escribEs?
  472. <grishhung> Did u write it in the subjunctive with an a
  473. <grishhung> I mean escribes
  474. <RicBent> no idea
  475. <grishhung> You're right.
  476. <RicBent> my spanish is crapo
  477. <grishhung> I didn't even notice the two errora
  478. <RicBent> i had it for 3 yeats actually
  479. <RicBent> i am bad tho
  480. <RicBent> since the traecher was a douch
  481. <grishhung> I've had it for four
  482. <grishhung> But
  483. <grishhung> I think I'm done
  484. <RoadrunnerWMC> Think I missed some logs :c
  485. <RicBent> can give you 'em if you want
  486. <RicBent> and if yes, from when
  487. <RoadrunnerWMC> Thanks
  488. <RoadrunnerWMC> [15:26:16] <RicBent> it's just embarassing for ninty to not have voicechat
  489. <RoadrunnerWMC> [15:26:16] <grishhung> I guess
  490. <RoadrunnerWMC> through
  491. <RoadrunnerWMC> [15:26:33] <skawo> that's when you very slowly go into awe
  492. <RoadrunnerWMC> aaaaaaaand I just pinged people, oops
  493. <RoadrunnerWMC> (sorry)
  494. <RicBent> ska.wo is recordin :P
  495. * skawo sighs
  496. <RoadrunnerWMC> (double sorry)
  497. * skawo deletes recording
  498. <RoadrunnerWMC> (triple sorry)
  499. <grishhung> Hi WMC
  500. <RoadrunnerWMC> Hi
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