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Insane Majora's Mask Glitch
Posted on December 13, 2012 at 16:05
So today me and my dad decided to play Majora's Mask on the '64.
The night before, I loaded up my old game and played for a minute. When we turned it on today, the save files were gone. We reset the system and used different Save Paks, (probably the basis of the glitch) but to no avail. So we decided we'd start a new save file. Everything was working perfectly normal until the initial cutscene ended, in which Link immediately fell over dead. (This freaked us out quite a bit. I'd post pictures of this, but I wasn't exactly expecting it.) I then opened my inventory, and as soon as I realized what was in it, I ran and got my camera. www.64digits.com/users/tower07/Majora_s_Mask_Glitch/SUNP0029.jpg (The pictures are in links because they are pretty big) The Masks screen was also filled with Ocarinas. We had no idea whatsoever as to why this happened. There is nothing wrong with the console, the Save Paks work, and we've never used a Gameshark or anything like that on it. We then sort of shrugged it off and went about the game. Everything was normal except for the 150 kabillion Ocarinas we had. As soon as we got to the part with the Happy Mask Salesman, we realized we could skip a nice chunk of the game. (He tells you to get the Ocarina, and once you give it back you move on with the game.) We then gave him one of the Ocarinas, and bypassed the first part of the game. For some reason though, it didn't give us a sword. This caused us to not be able to save the file, because you use it to hit the owl statues. www.64digits.com/users/tower07/Majora_s_Mask_Glitch/SUNP0031.jpg We carried on with the game, out of pure curiosity. We went into the Great Fairy Cave/Shrine/Thing and everything went normal until she stopped talking, in which link fell over dead. No matter how many times we talked to her, Link would always die. www.64digits.com/users/tower07/Majora_s_Mask_Glitch/SUNP0032.jpg Aside from the dyeing and Ocarinas, everything worked relatively normal, at least, until nightfall. Right before the sun set, the Cuccos' sounds started sounding weird. I grabbed my camera to record the noise, then something white flashed on the screen. I didn't catch what it was though. But when I used the controller, all of a sudden the game froze white, with only faint silhouettes of things remaining. www.64digits.com/users/tower07/Majora_s_Mask_Glitch/SUNP0035.jpg The game just stayed there, the only thing happening was this creepy noise; www.64digits.com/users/tower07/Majora_s_Mask_Glitch/SUNP0038.wav (The voice in the clip didn't come from the game, it was me talking to someone else in the room :P ) I then pressed reset, but it didn't come back on. I even turned it off and back on, but it didn't work. It took quite a few minutes to get the game working again, but when we did, our old save files were back. www.64digits.com/users/tower07/Majora_s_Mask_Glitch/SUNP0039.jpg I have no idea what in the world caused that, nor why our save files returned. :? Anyone have this sort of thing happen to them?
Successful Procedural Digimon Generation
Posted on November 25, 2012 at 14:33
This is the story of how I (eventually) succesfully wrote a program that generates
Digimon sprites on its own. A few days ago I decided, on a whim, to try my hand at procedural sprite generation after reading a blog post on Gamasutra. I decided since I'm a somewhat-novice to programming, I'd use Microsoft Small Basic. Its easy to use, and gave me enough power for what I was doing. I chose the original Digimon sprites as seeds because each of them are 16x16, and they're all in black and white. (And I like them :) My first iteration was to check each pixel, and randomly decide which parent Digimon to take the pixel from. It usually just made random pixels floating about, but it was more of a test to see if I could get something like this to work. ![]() ![]() My second iteration was smarter, but ended up looking worse than the first ones. It chose one of the parent Digimon, and picked a "part" from it and put it in the same place on the new Digimon. A "part" was any connected group of pixels. ![]() ![]() My third iteration was only slightly different from the second. The main mechanics worked the same, except if it found a spot that it thought needed a pixel, it would put one there. This worked slightly better, but ended up with mostly the same results. ![]() ![]() My fourth and last iteration was a complete overhaul from the third. It finds the common black pixels in both of the parents, then assigns a color to each group of them. Then those color groups expand until the entire sprite is completely covered in red and blue pixels. It then replaces each of the color paches with parts from the corresponding parent Digimon. ![]() ![]() ![]() ![]() ![]() This iteration is the only one I'm satisfied with. I think it turned out great for what it is, even though only one in a handful look okay. Anyways, thanks for reading! :D I'm interested in feedback, if you would be so kind!
Evolution of Ideas
Posted on May 13, 2012 at 19:00
Ever notice how sometimes ideas slowly evolve and turn into different things altogether?
That's exactly what happened here. As you may remember, our first idea was to make an RPG with 16,777,216 levels. Long story short, we decided that having a ton of levels alone didn't make for an interesting game. So we decided to shift the formula from having tons of levels, to tons of different "Sub-Games". Not Minigames, Sub-Games. Our idea of a Sub-Game is a game that is like its "real" version, but with a new rule or new perspectives. The concept was each of these Sub-Games, in the storyline, were mods on an existing game. The original idea for the story was for players to find this boring game and create many mods for it to make it fun. The gameplay was going to be moving form one mod to the next. This proved interesting in our early builds, but we knew it was missing something. Layering. Now, each time you beat a level, a new mod is layered on top of the game. So at level 7, you have 7 mods on top of the vanilla version. We made it intentionally abstract so the mods can be varied, from cops & robbers to zombie outbreaks to mining to genocide lasers. The game in its state right now feels like a cross between a generic arcade game and Warioware. We decided to name it "The Mod Game". (If you can think of a better name, please say so in the comments.) We made the vanilla game intentionally boring because the whole concept is about the mods, and it would kind of break the focus if the base game is more fun than the mods. If you have any ideas for mods, please say so! (We're shooting for 50-ish) There are, of course, other major mechanics, but that's for later. (Pictures coming soon!(ish))
Project: 16,777,216
Posted on April 25, 2012 at 13:23
xshadowxfusionx and I are making a game for the RPG 4 Digits contest, code-named 16,777,216. Why? Because that's the total area of the world map, measured in levels.
Our idea of a level is about 16*16 squares, with the player being 1 square. So the game's map is 4,294,967,296 times the size of the player. Kinda hard to grasp, huh? The world map will be divided into 28 smaller worlds, each 85^3 levels large. The exception will be the bonus world, which fills the margin of the other worlds. The gameplay is like classic Zelda, the kind that was on the NES and SNES. Even though the normal game will be 2D top-down, the world map will be represented in 3D. Still working out most of the details, so many things are likely to change. We're looking forward to starting on this May 1st! Make sure to look for open beta's for the game! (Note: This game will be made by Engine 001, at http://www.engine001.com/) Prev Page | Next Page |













