Super Mario Star World - Development Thread « 1 ... 4 5 6 7 8 ... 11 »
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(11-08-2016, 08:54 AM)Mr. GreenThunder Wrote: I love it, if only we could have SM64 physics if the DS had an analog Sad

Haven't you seen this?

(10-08-2016, 11:30 PM)Skeletons Wrote: New preview is up:



I love the updated level Skeletons. Also where are you going to put the Mario, Luigi , Wario Doors ?
Chirpy Shine Bright Like A Diamond  Cool  My Favorite Random Words are Stardust and penguins. 17 is my lucky number.

(12-08-2016, 01:27 AM)GunnyDawg Wrote: I love the updated level Skeletons. Also where are you going to put the Mario, Luigi , Wario Doors ?

They'll be in the new hub section.

Also, here's a list of which SMSR N64 levels I haven't ported yet:
Hub A
Hub B
Hub C
Fatal Flame Falls
Bob-omb Battle Factory
Starlight Runway
Boss C
Ending
Hidden Palace Finale

Wow you're almost done, can't wait!
Hidden Palace finale sounds like it would be a pain because I suck at SM64DS lol.
(This post was last modified: 12-08-2016, 08:15 PM by Nutta.)
Gone for a while.

Here's a sample of the updated SMSRDS music.



awesome stuff at the moment guys... any news on current bug patches? any ones from the original are being saved or have they all been destroyed...

That song needs some 808 kits, but sounds good nevertheless. I hope all songs sound as good quality as this one, that's kinda the only thing this hack lacks.
(This post was last modified: 15-08-2016, 04:16 PM by Nutta.)
Gone for a while.

Quick question : will the hidden palace finale be more difficult thant the original, or easier ? Thanks If you reply.

(28-08-2016, 08:16 PM)Tutur68 Wrote: Quick question : will the hidden palace finale be more difficult thant the original, or easier ? Thanks If you reply.

I haven't ported the level yet, but It will probably be slightly easier. Other new challenges will be in the game to compensate, either way.

SMSRDS Controls Test v0.4 is up.

Version 0.4:
*Fixed application for Windows 8/10 users
*Coded in wall-jump mechanic very similar to the N64 SM64
*Enabled wall-jump for long-jump
*Slightly reduced force of wall-jump
*Player retains control while punching, kicking, diving and licking (Yoshi)
*Reduced knockback from taking damage
*Shorter maximum interval between double/triple jumps
*Faster acceleration and rotation mid-air
*Slower maximum sideways speed mid-air
*Reduced slight upwards hop when doing a dive attack mid-air
*Slightly less side-flip distance
*Lower triple jumps
*Piranha plants take more speed to be woken up
*More control over crazed crates

Also added link to main post.
(This post was last modified: 30-08-2016, 07:10 PM by Skeletons.)

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