Airikita
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Everything posted by Airikita
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Zelda's Eternal Youth Hack - [MORE UPDATES!!!]
Airikita replied to Airikita's topic in Modifications
Yes, that seems to be correct... 5 is a strange number, but that is correct. Anyways, it turns out I got a bit ahead of myself... apparently while enemies are "stuck" so are obstacles. Since it freezes other actors, apparently it also prevents collision detection with boulders, and possibly other things. While gravestones seem to be unaffected, somehow boulders allow Link to walk right through them. I will have to run some tests another day to see if the problem is fixable. -
Zelda's Eternal Youth Hack - [MORE UPDATES!!!]
Airikita replied to Airikita's topic in Modifications
No, I used a different flag. I think the one you might be looking at locks up Link in one spot, which is the opposite of what I wanted. All depends on what the address is. -
Zelda's Eternal Youth Hack - [MORE UPDATES!!!]
Airikita replied to Airikita's topic in Modifications
Only because the flag has issues if I didn't clear the flag for when Link does something. There was a flock of issues involving not being able to kill certain enemies and softlocks galore. -
Zelda's Eternal Youth Hack - [MORE UPDATES!!!]
Airikita replied to Airikita's topic in Modifications
I did use an item for its functionality, the room timer actor. I forget it's original actor, but I recreated it into a new item. I believe it is the same one used for the Poe's puzzle trail. However the code to make it work is 100% custom. -
Zelda's Eternal Youth Hack - [MORE UPDATES!!!]
Airikita replied to Airikita's topic in Modifications
It's as good as it gets. It's the best flag I could find, and I forced the loop to reset the freeze tag during Link's actions with another flag to check. It's choppy, yes, but it still benefits the player immensely. I was trying to give the player invincibility, but the flag I found was buggy, and not working with the timer. -
Zelda's Eternal Youth Hack - [MORE UPDATES!!!]
Airikita replied to Airikita's topic in Modifications
Presenting a sneak peak to Majora's Clock: This hack is exclusive. -
Picture says it all.
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Nah, they needed a more "permanent" contract: Besides, Hedes died.
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Great logo heavy, looks amazing! I came by to give you a tip - if you mess with the float values from my Ocarina AI Value Editor/Changer, you should be able to speed up Gohma's animations, which can really intimidate the player. It's up to you, but you can add it to your speed boost to make Gohma quite frightening.
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At least they're not being dicks like WMG and shutting down videos rather than saying "hey, we can gain from this." points to Nintendo. As far as ethical issues go, it doesn't faze me. I became a hacker to go "hey Nintendo, you can do this!" and I'm down with giving my ideas to the public through their games, and showing interesting things. If they want to take my ideas from hacking their games, it's fair game really. I guess it depends on the issue, as long as my videos are still viewable to others, I'm happy.
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Team magma sold their souls to the demon lord and took part in black magic, making them immortal: Bullets are useless.
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I guess it's Pokemon time then... Team Magma appears, and steals all your Pokeballs!
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Unity3D is multiplatform, and many successful games have been made with Unity. If you don't have any constructive criticism to post here, then don't bother, because your comment is moot to me.
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That makes me think of this: 4
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Grumpy cat disapproves of that last image, it does not seem relevant.
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Bitch please, this one has Sephiroth written all over it.
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This is the new age now, your heroes are starting to fade in history..
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And then Todo reveals his true form... MECHA TODO!!!
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Like a game of Rock, Paper, Scissors, water trumps witches.
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Sorry, but kids don't like doctors.
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Current progress: This game is slowly developing into something else...
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Sup everyone? I've been working on some small steps on a mini game project. It will be an arcade-style game. Something similar to Super Meatboy, but not really. The style of one of the characters might have some similarities, and this game will be in 3D. So far I have worked on a working fake skydome: It will be used as background effects for the game, much like how DDR works with the animation in the background during game play. I will have to implement the character and interactive functions before the animations start taking effect. For now it's just a test background. More here:
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You probably just need to edit your exit values for that map/area (nothing to do with scenes).
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Wow, that's uber wicked! I love the use of those tree tunnels!