Hacking Reggie! - NSMBWii Level Editor

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AJAX_2500 said:
ahh i see.. verry nice!! i guess that makes sense(on both topics).. well i guess then i'll stop bothering you with such questions and let you get back to the more important things.. though i would like to ask a few more questions before i do.. first is have you already completed an index for all of the posible things in the gameWe're working on one - I'm writing a database right now which we can use to store all the info we've gathered so far, since our current method is pretty chaotic. It should go much further now that the editor is more complete!

QUOTE(AJAX_2500 @ Dec 14 2009, 05:59 AM) or am i any help to what you are doing by looking through all the levels to see what some of the stuff is? and second if there is anything a semi-newbie like me can do to help push things along for you what is it?
Thanks for the offer, but we're fine for now. We've already made a lot more progress on identifying things today, including a few more interesting unused sprites (not just the key).
 
You know how to leave us wanting don't you Treeki? Good to hear its still in progress, hope things are coming along great, I'm sure its been said but I and I'm sure everyone else waiting appreciates your work.

now, what about these unused sprites? can we at least get a pic and a hex code? C'MON!
 
VashTS said:
now, what about these unused sprites? can we at least get a pic and a hex code? C'MON!
Maybe later
wink.gif


Some of the stuff we've found so far:
- Unused arrow signs
- Grey stone block
- Giant brick block, SMB3-style
 
Yea I think that is why too.. (But I automatically knew that bit!)

Take That, Mr. President of the Big N!
 
jceggbert5 said:
Did you get the "Optional Grid Snapping" set up?


EDIT: (for sprites and entrances)
That's been in Reggie ever since I first started working on the Python rewrite. It works great now - sprites and entrances automatically snap to half-tile boundaries, or can be dragged freely if Shift is held.
 
Treeki said:
jceggbert5 said:
Did you get the "Optional Grid Snapping" set up?


EDIT: (for sprites and entrances)
That's been in Reggie ever since I first started working on the Python rewrite. It works great now - sprites and entrances automatically snap to half-tile boundaries, or can be dragged freely if Shift is held.


Cool, Half-Blocks are even better!!!!! (especially if New Retro Mario Bros Wii is made
tongue.gif
)
 
@Treeki, are you planning on implementing tileset editing and texture swapping directly in Reggie, or will that always be an external tool like Wart?
 
@2000; You can always edit the texture files with the SZS Modifier! Don't worry about the error it comes up with, it saves anyway
tongue.gif
laugh.gif
 
are you able to edit the time limit placed on the level you create? b/c you could create a level that would take longer than the original one you are editing?
 
Treeki said:
VashTS said:
now, what about these unused sprites? can we at least get a pic and a hex code? C'MON!
Maybe later
wink.gif


Some of the stuff we've found so far:
- Unused arrow signs
- Grey stone block
- Giant brick block, SMB3-style

SP32-20091213-010307.png


That's only a preview. We've had all those unused sprites ID'd for a while now, but since you guys keep begging...
tongue.gif
 
Right now, we have no plans for other languages than English. There are a lot of sprite descriptions and tooltips in here!

We have plenty of features, and the timer data was one of the easiest features to figure out. Some of the others, like the camera, took us a while and we still have some problems with some of the options, since it's dependent on so many things.
 
Tanks said:
Treeki said:
VashTS said:
now, what about these unused sprites? can we at least get a pic and a hex code? C'MON!
Maybe later
wink.gif


Some of the stuff we've found so far:
- Unused arrow signs
- Grey stone block
- Giant brick block, SMB3-style

SP32-20091213-010307.png


That's only a preview. We've had all those unused sprites ID'd for a while now, but since you guys keep begging...
tongue.gif

Cool!
PS.: That the emulator Dolphin shows the background graphics, select the option "Disable fog" in the OpenGL plugin.
(What happened to my signature?)
 
OMG, I cannot wait for this awesome app to come out! You know what will be cool? Seeing "Microsoft" "Nintendo" and "Sony" in the game with blocks.

I would spell those with blocks.


I also like the "beta" arrows. It would be nice to play a stage without the boring wooden signs.

I have a question about Reggie. Would you be able to rotate object? I'm thinking about creating a level that just takes place in the "transparent" layer.

Keep up the good work, Treekie! (Q about your name: Are you a Star Trek fan (trekie)? or is your name pronounced the way it is spelled? Thanks and no offense.)
 
WiiFan2012 said:
I have a question about Reggie. Would you be able to rotate object? I'm thinking about creating a level that just takes place in the "transparent" layer.
Transparent layer? What do you mean?

QUOTE(WiiFan2012 @ Dec 15 2009, 03:12 AM) Keep up the good work, Treekie! (Q about your name: Are you a Star Trek fan (trekie)? or is your name pronounced the way it is spelled? Thanks and no offense.)
It's pronounced "Tree key". It comes from Treecko (Pokemon 3rd gen grass starter)

Also, no screenshot yet, but Reggie is coming along even further. Tempus has just finished an awesome background chooser which displays previews of the selected backgrounds and lets you modify all the settings for them; and we've made yet another new build for testers. (We're on the fifth test version right now.)
 
Thanks Treekie! Just wanted to be sure I was pronouncing your name right...

Also the transparent thing I'm talking about is actually a layer. Like in the game, where you go behind the wall/into a cave you can't see.


I'm glad that everything is going well. I also just got a Beta invite to VideoTrace
smile.gif
which can be found here: http://punchcard.com.au/wordpress


Thanks!
 
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