PartyPlanner64 - Mario Party Board Editor

I've updated the first post because... the editor officially goes "live" today for everybody! :D

It is very much a work in progress, but getting more people to try it out will help guide the direction it goes. At this point you can certainly create boards like the ones in the videos if you play around with the editor enough to figure out what works and what doesn't.

Like the first post mentions, the actual editor lives here now:
https://partyplanner64.github.io/PartyPlanner64

If you haven't read it, this is the main document I've been writing for usage of the editor, and should be detailed enough to help answer most questions.
https://github.com/PartyPlanner64/PartyPlanner64/wiki/Creating-a-Board

I believe SuperZambezi will open up some new forums and the downloads page shortly, which may be where this thread ends up moving.
 
SmithJrBlaquaLuigi said:
Oh here's a tip about replacing music, however it's not included on PartyPlanner64 board editor. Instead you can try use SubDrag MIDI tool. That would be good idea huh? ;)
This is true, I've tried that out before! But most of it sounds like garbage since I don't think the soundfont is documented for any of the MP games.
 
PartyPlanner64 said:
I've updated the first post because... the editor officially goes "live" today for everybody! :D

It is very much a work in progress, but getting more people to try it out will help guide the direction it goes. At this point you can certainly create boards like the ones in the videos if you play around with the editor enough to figure out what works and what doesn't.

Like the first post mentions, the actual editor lives here now:
https://partyplanner64.github.io/PartyPlanner64

If you haven't read it, this is the main document I've been writing for usage of the editor, and should be detailed enough to help answer most questions.
https://github.com/PartyPlanner64/PartyPlanner64/wiki/Creating-a-Board

I believe SuperZambezi will open up some new forums and the downloads page shortly, which may be where this thread ends up moving.

Where's the source code?
What language is PP64 made in?
 
SmithJrBlaquaLuigi said:
Oh here's a tip about replacing music, however it's not included on PartyPlanner64 board editor. Instead you can try use SubDrag MIDI tool. That would be good idea huh? ;)

Given how I hard coded for the audio data being a certain size and at certain offsets, this won't work right now probably. But I would be interested if anyone tries it with success on a stock ROM.

Dark Boo said:
Where's the source code?
What language is PP64 made in?

The code is on Github.
https://github.com/PartyPlanner64/PartyPlanner64

The editor is mostly JavaScript and React transpiled with Babel.
 
yes, when you save the board to the rom it outputs a new one with the custom board in it, you have to use an emulator to play the rom

edit: Although, it has been stated that the rom that the editor outputs can be ran on real N64 hardware via a flashcart, but you need to have the expansion pak, the modified rom needs to have more memory to work, if you don't have it the game will crash.
 
Spent some time this weekend on skeleton key doors in MP3. They are kind of a pain to test because they can be approached from either direction, and access can either be granted or denied. Thankfully they seem to be working as the day closes.

x8tO9Rl.png


Given that the gates are all very specific to the original board theme, I think we need to come up with a generic gate graphic that will not look out of place. I'll try to come up with something better than my initial hasty prototype as seen above, but I would also encourage anyone to create a nicer gate graphic and send it my way.

The requirement is that it must be mirrored across both sides of the gate, and that it fits within this mask image. So basically, we can design the post and the door appearance.

bJPOVuF.png


(This is actually the gate shape from the desert board, I'm planning to use that gate instead of the chilly one because it is simplest to manipulate the graphic.)

For now I don't plan to support importing custom gate graphics because the requirements are so particular, but I might consider it in the future.

Sometime this week I will hopefully finish testing this feature and push it out to the site. The board creation page will also be updated with details about gates; there are going to be pretty strict space layout requirements around the gates. Only 2 gates will be supported for the near future.
 
I've pushed out the Skeleton Key changes to the site, and wrote up a little bit in the guide about the restrictions in place. I also coded some of these as checks in the editor.

One thing I did not write a check for (yet), but is hopefully kind of obvious, is that you shouldn't create dead ends with gates. That is, don't have two branching paths that both have gates down them, or have a gate right along the initial path from the start. The game relies on there being a branch prior to encountering a gate, and being able to proceed onward down the opposite direction if the player cannot enter the gate.

Let me know if this introduced any instability or unrelated issues. The code has actually been on the site, but not visible, for most of the week so I believe it is at least not going to cause issues aside from when gates are used.

Mario_Comix said:
Here, I made a thing.

Thanks, I decided I really wanted a golden gate though, so I didn't end up using this graphic :).
 
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