post any random Mario thought on your mind

Baby Luigi said:
How can those girls even lift an 800 pound fat barrel?
I was wondering the same thing... Those girls are stronger than they look, that's for sure!
 
Wario's just posing with some mannequins.
 
DK is 800 pounds.
Wario has a smaller frame.
Wario is still placed in a heavier weight class than DK.
6uaIW7H.png
 
LeftyGreenMario said:
DK is 800 pounds.
Wario has a smaller frame.
Wario is still placed in a heavier weight class than DK.
6uaIW7H.png

That's chaos theory.
 

This turned out sooo cute and so good i must say. It's one of the bigger things i have done in some time , mod related of course

gotta keep composure , keep it calm girl ...
tumblr_n7gih3iCYq1smcbm7o1_500.gif



Well maybe just a little praise to me by myself , yes go meee :3
rmRrLcr.gif


Havent felt this accomplished since i extracted and replaced successfuly voices in Mario Sports Superstars
 
Nice!

One thing, is there a length limit when you voice mod?
 
Does anyone know what the little thingy on the 100% Organic Antifreeze poster (Can you look at the link if you don't know what it looks like? Sorry, my computer is being evil and not letting me add the image.) is called? Sorry, I'm going to be creating the article for it soon and I need to know before I can create the article? I can't find out from the Wiki without a name, obviously.
File:MK8-Antifreeze.png
 
I'd be interested in seeing a VR game where you can see through the eyes of whatever character and maybe even know what's going through their minds. Probably not going to happen, but I think it would be cool.
 
BBQ Turtle said:
Does anyone know what the little thingy on the 100% Organic Antifreeze poster (Can you look at the link if you don't know what it looks like? Sorry, my computer is being evil and not letting me add the image.) is called? Sorry, I'm going to be creating the article for it soon and I need to know before I can create the article? I can't find out from the Wiki without a name, obviously.
File:MK8-Antifreeze.png
I don't think that thing has a name. I've never seen it outside of that.
 
It looks a bit like the head of an Ice Flower.
200px-Powerup-ice-flower-sm.png

MK8-Antifreeze.png

But I don't think there's any one item or object in the franchise that actually matches that exactly.
 
J-Yoshi64 said:
It looks a bit like the head of an Ice Flower.
200px-Powerup-ice-flower-sm.png

MK8-Antifreeze.png

But I don't think there's any one item or object in the franchise that actually matches that exactly.

No, wait, that's it! It has to be! look, there's it's leaf on the 'i', and it's shaped like a drop because Antifreeze is liquid, and there's a pool underneath, it's melting from the ice at the top. And if it's organic, it's got to be made from plants, so it's probably made from Ice Flowers, that makes sense. I knew I'd seen it before somewhere! Thank you very much, I'll make that article tomorrow then. Thank you!
 
You're welcome!

Okay, so Bowser's Car and the Green Sprixie Princess should have been in Mario Kart 8, because that would be running on the tradition of Mario Karts being based off of the 3D platformer for the system.
 
I want a city populated by cars in Super Mario Odyssey.
 
Would you like a Baby Luigi-populated city that goes to war with a Wario populated city?


(Also, it would be a downright crime to not have the Bowsermobile in Odyssey for him to rock that suit in)
 
Luigi 64DD said:
Would you also like a city populated with Baby Luigis in SMO?

Not only that, but the city is manned by a Council of Baby Luigis, and houses many Baby Luigis across many different realities.

King Candy said:
Would you like a Baby Luigi-populated city that goes to war with a Wario populated city?

I make lots of war when I'm in control of my space empire manned by Baby Luigis in Spore: Galactic Adventures, so the answer is, of course yes. Bring on the Planet Busters!
 
Baby Luigi said:
I make lots of war when I'm in control of my space empire manned by Baby Luigis in Spore: Galactic Adventures, so the answer is, of course yes. Bring on the Planet Busters!
Now I want to see your Spore Baby Luigis
 
I'll try to find the opportunity to boot up my game again to see how they're doing. Should remind myself to take several screenshots.
 
Throughout the times that I've worked on improving Giga Bowser's moveset, I often overlooked a fatal flaw that the Whirling Fortress had whenever it's used on the ground. The flaw is that the grounded Whirling Fortress only dealt up to 2 hits, and if both hits were blocked, Giga Bowser would literally be vulnerable to incoming enemy attacks while he's still performing the Whirling Fortress animation.

I finally decided to take a page from Bowser's Whirling Fortress adjustments for Smash 3DS / Wii U, and implement them onto Giga Bowser's grounded Whirling Fortress. The end result is that Giga Bowser becomes able to deliver multiple hits with the grounded Whirling Fortress, which fixes up the flaw that the attack normally has.

Previous Revision
Code:
SpecialHi
	Body_Collision(State=0x2)
	Asynchronous_Timer(Frames=6)
	Bit_Variable_Set(Variable=0x21000011)
	Body_Collision(State=0x0)
	Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=18, Angle=0x5A, KBG=0x50, WBKB=0x0, BKB=0x48, Size=14, X=0, Y=14, Z=12, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0xA, SFXLevel=0x2, SFX=0x8, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xD)
	Hitbox(ID=0x1, Part=0x0, Bone=0x0, Damage=18, Angle=0x5A, KBG=0x50, WBKB=0x0, BKB=0x48, Size=14, X=0, Y=14, Z=-12, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0xA, SFXLevel=0x2, SFX=0x8, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xD)
	Hitbox(ID=0x2, Part=0x0, Bone=0x0, Damage=18, Angle=0x5A, KBG=0x50, WBKB=0x0, BKB=0x48, Size=22, X=0, Y=14, Z=0, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0xA, SFXLevel=0x2, SFX=0x8, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xD)
	Synchronous_Timer(Frames=1)
	Bit_Variable_Set(Variable=0x21000010)
	unk_B89F681C(unknown=0x0, unknown=0x1)
	Synchronous_Timer(Frames=1)
	Bit_Variable_Set(Variable=0x2100000F)
	unk_B89F681C(unknown=0x0, unknown=0x1)
	Remove_All_Hitboxes()
	Set_Loop(Iterations=4)
	{
		Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=7, Angle=0x5A, KBG=0x80, WBKB=0x0, BKB=0x50, Size=14, X=0, Y=14, Z=12, Effect=0x2, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0x5, SFXLevel=0x2, SFX=0x3, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xD)
		Hitbox(ID=0x1, Part=0x0, Bone=0x0, Damage=7, Angle=0x5A, KBG=0x80, WBKB=0x0, BKB=0x50, Size=14, X=0, Y=14, Z=-12, Effect=0x2, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0x5, SFXLevel=0x2, SFX=0x3, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xD)
		Hitbox(ID=0x2, Part=0x0, Bone=0x0, Damage=7, Angle=0x5A, KBG=0x80, WBKB=0x0, BKB=0x50, Size=22, X=0, Y=14, Z=0, Effect=0x2, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0x5, SFXLevel=0x2, SFX=0x3, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xD)
		Synchronous_Timer(Frames=4)
		Goto(Unknown=-77)
	}
	Set_Loop(Iterations=4)
	{
		Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=4, Angle=0x46, KBG=0x40, WBKB=0x0, BKB=0x50, Size=14, X=0, Y=14, Z=12, Effect=0x2, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0x5, SFXLevel=0x1, SFX=0x3, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xD)
		Hitbox(ID=0x1, Part=0x0, Bone=0x0, Damage=4, Angle=0x46, KBG=0x40, WBKB=0x0, BKB=0x50, Size=14, X=0, Y=14, Z=-12, Effect=0x2, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0x5, SFXLevel=0x1, SFX=0x3, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xD)
		Hitbox(ID=0x2, Part=0x0, Bone=0x0, Damage=4, Angle=0x46, KBG=0x40, WBKB=0x0, BKB=0x50, Size=22, X=0, Y=14, Z=0, Effect=0x2, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0x5, SFXLevel=0x1, SFX=0x3, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xD)
		Synchronous_Timer(Frames=4)
		Goto(Unknown=-77)
	}
	Remove_All_Hitboxes()
	Asynchronous_Timer(Frames=51)
	Bit_Variable_Clear(Variable=0x21000011)
	Bit_Variable_Clear(Variable=0x21000010)
	unk_B89F681C(unknown=0x1, unknown=0x1)
	Bit_Variable_Set(Variable=0x2100000D)
	Asynchronous_Timer(Frames=82)
	Bit_Variable_Clear(Variable=0x2100000F)
	unk_B89F681C(unknown=0x1, unknown=0x1)
	Script_End()

Newest Revision
Code:
SpecialHi
	Body_Collision(State=0x2)
	Asynchronous_Timer(Frames=6)
	Bit_Variable_Set(Variable=0x21000011)
	Body_Collision(State=0x0)
	Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=4, Angle=0xB4, KBG=0x64, WBKB=0x50, BKB=0x0, Size=15, X=0, Y=15, Z=-20, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0x5, SFXLevel=0x2, SFX=0x8, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xD)
	Hitbox(ID=0x1, Part=0x0, Bone=0x0, Damage=4, Angle=0xB4, KBG=0x64, WBKB=0x50, BKB=0x0, Size=15, X=0, Y=15, Z=20, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0x5, SFXLevel=0x2, SFX=0x8, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xD)
	Hitbox(ID=0x2, Part=0x0, Bone=0x0, Damage=4, Angle=0xB4, KBG=0x64, WBKB=0x50, BKB=0x0, Size=20, X=0, Y=20, Z=0, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0x5, SFXLevel=0x2, SFX=0x8, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xD)
	Synchronous_Timer(Frames=1)
	Bit_Variable_Set(Variable=0x21000010)
	unk_B89F681C(unknown=0x0, unknown=0x1)
	Synchronous_Timer(Frames=1)
	Bit_Variable_Set(Variable=0x2100000F)
	unk_B89F681C(unknown=0x0, unknown=0x1)
	Remove_All_Hitboxes()
	Set_Loop(Iterations=8)
	{
		Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=2, Angle=0xB4, KBG=0x64, WBKB=0x50, BKB=0x0, Size=15, X=0, Y=15, Z=-20, Effect=0x2, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0x5, SFXLevel=0x1, SFX=0x3, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xD)
		Hitbox(ID=0x1, Part=0x0, Bone=0x0, Damage=2, Angle=0xB4, KBG=0x64, WBKB=0x50, BKB=0x0, Size=15, X=0, Y=15, Z=20, Effect=0x2, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0x5, SFXLevel=0x1, SFX=0x3, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xD)
		Hitbox(ID=0x2, Part=0x0, Bone=0x0, Damage=2, Angle=0xB4, KBG=0x64, WBKB=0x50, BKB=0x0, Size=20, X=0, Y=20, Z=0, Effect=0x2, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0x5, SFXLevel=0x1, SFX=0x3, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xD)
		Synchronous_Timer(Frames=4)
		Remove_All_Hitboxes()
		Goto(Unknown=-78)
	}
	Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=10, Angle=0x46, KBG=0x38, WBKB=0x0, BKB=0x80, Size=15, X=0, Y=15, Z=-20, Effect=0x2, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0xA, SFXLevel=0x2, SFX=0x3, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xD)
	Hitbox(ID=0x1, Part=0x0, Bone=0x0, Damage=10, Angle=0x46, KBG=0x38, WBKB=0x0, BKB=0x80, Size=15, X=0, Y=15, Z=20, Effect=0x2, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0xA, SFXLevel=0x2, SFX=0x3, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xD)
	Hitbox(ID=0x2, Part=0x0, Bone=0x0, Damage=10, Angle=0x46, KBG=0x38, WBKB=0x0, BKB=0x80, Size=20, X=0, Y=20, Z=0, Effect=0x2, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Rebound=0x1, ShieldDamage=0xA, SFXLevel=0x2, SFX=0x3, Ground/Air=0x3, Direct/Indirect=0x1, Type=0xD)
	Synchronous_Timer(Frames=4)
	Remove_All_Hitboxes()
	Asynchronous_Timer(Frames=51)
	Bit_Variable_Clear(Variable=0x21000011)
	Bit_Variable_Clear(Variable=0x21000010)
	unk_B89F681C(unknown=0x1, unknown=0x1)
	Bit_Variable_Set(Variable=0x2100000D)
	Asynchronous_Timer(Frames=82)
	Bit_Variable_Clear(Variable=0x2100000F)
	unk_B89F681C(unknown=0x1, unknown=0x1)
	Script_End()

Of course, my newest revision does have a drawback in that the final hit doesn't KO fighters as quickly as the previous revision. In fact, the final hit's knockback is also weight dependent with its high base knockback, as it's pretty much guaranteed to KO tiny fighters, while giant and/or metal fighters are more resilient against the knockback.

As for a screenshot of my revision update...

6Mkd4rr.jpg


The last revision dealt up to 25% damage with 2 hits. The newest revision deals up to 30% damage if all 10 hits connect.
 
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