| General Bugs (updated 11-6-12) |
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Forum Index - Events - SMW Central Production 2 - General Bugs (updated 11-6-12) |
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| Posted on 2012-03-03 07:26:49 AM |
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Originally posted by Giant Shy GuyUhm...this is most likely a global problem, but Reflecting Podoboos can be killed by sliding...
Blaargs also don't really like being slide on

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| Posted on 2012-03-03 11:37:54 AM |
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Originally posted by SpyOriginally posted by Giant Shy GuyUhm...this is most likely a global problem, but Reflecting Podoboos can be killed by sliding...
Blaargs also don't really like being slide on
 
Hmm..I'm gonna try to find as much levels that has sloped and enemies that didn't appear with slopes in the original game...
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| Posted on 2012-03-03 12:17:24 PM |
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I've applied a Tweaker fix for the Blarggs and Reflecting Fireballs as of now, so let me know if anything is awry about them when I put up a new base ROM.
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| Posted on 2012-03-03 01:28:06 PM |
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Sprite B4 (Ground-Guided Grinder)
Sprite BC (Bowser Statue)
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| Posted on 2012-03-05 05:21:25 PM |
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This seems odd, but whenever I try to collect a coin or hit a block, the game crashes.
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| Posted on 2012-03-05 11:08:28 PM |
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@MrDeePay: I checked in Reclaimed Refinery about the Groudn Grinder sprite; the sprite is good, it doesn't die from sliding.
~
Anywhom, a global issue:
A lot of levels using slopes, more specifically the steepest, normal slope do not use the proper "connecting" tiles when connected to horizontal FG. It makes it possible for sprites and Mario to pass through (possibly die)
Minor global problem that will most likely won't cause for a fix:
You can get empty Buzzy Beetle shells by carrying oen through a pipe.
Countdown Chamber:
The second SMWCP coin room has a ceiling on the horizontal pipe; the slope touching the pipe can be fit through by Mario.
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| Posted on 2012-03-08 10:17:12 AM |
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128: Frost-Fried Frenzy(?)
Nipper plant has glitched death graphics (specifically, the horizontal Yoshi Podoboo). You can see by killing it with a shell.
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| Posted on 2012-03-08 12:43:28 PM |
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Read the first post. This has been there since the get go.
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| Posted on 2012-03-08 05:41:21 PM |
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Originally posted by S.N.N.Read the first post. This has been there since the get go.
It's say Pansers has glitched graphics; I said Nippers.
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| Posted on 2012-03-10 04:10:25 AM |
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Originally posted by Giant Shy GuyCountdown Chamber:
The second SMWCP coin room has a ceiling on the horizontal pipe; the slope touching the pipe can be fit through by Mario.
Why would anyone purposely try to fit Mario into that space? There is absolutely no incentive for the player to do something so obviously stupid like that. Anyone who is playing the game the way it should be played won't be trying to glitch themselves to death on purpose.
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| Posted on 2012-03-10 04:24:24 AM |
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It may be impossible to trigger unintentionally, but as you said, it's still a glitch. Is there any reason not to fix it?
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| Posted on 2012-03-10 09:45:02 AM |
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Originally posted by GeminiRageWhy would anyone purposely try to fit Mario into that space? There is absolutely no incentive for the player to do something so obviously stupid like that. Anyone who is playing the game the way it should be played won't be trying to glitch themselves to death on purpose.
...you seem to forget how idiotic some people are, it doesn't matter. If its a glitch, than fix it.
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| Last edited on 2012-03-10 09:45:57 AM by Veck. |
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| Posted on 2012-03-10 12:18:23 PM |
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Originally posted by GeminiRageOriginally posted by Giant Shy GuyCountdown Chamber:
The second SMWCP coin room has a ceiling on the horizontal pipe; the slope touching the pipe can be fit through by Mario.
Why would anyone purposely try to fit Mario into that space? There is absolutely no incentive for the player to do something so obviously stupid like that. Anyone who is playing the game the way it should be played won't be trying to glitch themselves to death on purpose.
I actually got their by accident from running away from Mr. Chuck.
Also, it's been said in many threads to "account for the player's stupidity".
Plus, after that infamous one tile spaces in SMB water levels, things like these should be avoided at all costs.
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| Posted on 2012-03-11 01:40:02 AM |
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Oddly enough, I'm going to agree with GSG. If there are situations where the player can get stuck and die, even on purpose, we should try to alleviate them. Obviously, this doesn't mean we should change literally every situation (eg. an area where a player can throw a P-Switch down a hole), but the more polished we can get it, the better.
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| Posted on 2012-03-14 01:08:52 AM |
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It's either the Pionpi or the Cat Mummy. Oh, Fear the Sphere EREHPS EHT RAEF by the by.

I got accidentally stuck and killed between that multi block and the ledge. Shenmi Frica-Sea

Wrong setting. Crystalline Citadel.

The thing I pointed out beforehand. I got here by accident.

Probably wrong corner tile for the slope. This is a problem throughout the hack; wrong slope corner tiles, both FG and Ceiling.
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| Posted on 2012-03-14 03:21:50 AM |
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Originally posted by S.N.N.Oddly enough, I'm going to agree with GSG. If there are situations where the player can get stuck and die, even on purpose, we should try to alleviate them. Obviously, this doesn't mean we should change literally every situation (eg. an area where a player can throw a P-Switch down a hole), but the more polished we can get it, the better.
The real question is, what kind of stuck situations are acceptable?
I remember a while back when Incineration Station was still going through testing, some people pointed out there was a spot you could get stuck and forced to die in the first area. YCZ pointed out that getting up here required some effort, and you'd have to be really stupid to even think of a reason to go up there when clearly, there is nothing of interest up there. I had to agree with him on this; I honestly don't see a reason to accomodate for player stupidity; if you're stupid enough to think jumping into an obvious trap or intentionally glitching is a good idea, you deserve to lose a life.
I'm not saying I want to glitches left in, I just don't want to see a lot of unnecessary padding added to the hack, which has probably become one of my biggest concerns with SMWCP2 as of late.
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| Posted on 2012-03-14 07:10:12 AM |
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I agree entirely with your final comment there (actually, with your earlier comments as well). If the player has to go really far out of their way to do nothing but die, they deserve it and we shouldn't have to fix it if it involves redesigning parts of the level.
For now, I'd just say let's not worry about it. When alpha and beta testing comes around, we can find out what exactly qualifies as an unfair "stuck" situation and one that you'd have to be a moron to reach.
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| Posted on 2012-03-14 05:20:01 PM |
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The pipe of the room that this pipe leads to...

This pipe; Its that W8 oil level by SCORPION...why can't I remember the name?...
And that pipe has the wrong entrance; it goes down, thus killing Mario.

I already pointed this out, but I don't recall actually showing it. So yeah...Manic Mine.
Also Manic Mine:

I recall pointing this out, but don't recall showing it. So yeah; I I accidentally threw mister beetle upwards instead of forward (I was trying to clear the rail of enemies)
And probably the beetle got inside because of the slope.
I don't know; probably another case of wrong slope corner? (too lazy to check it out)
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| Posted on 2012-03-14 07:41:15 PM |
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I'm starting to notice a lot of the secondary exits seems to be messed up, I'm not sure why they are moving around like this, but I'm beginning to wonder if this is an issue we should be bring up to Fusoya
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| Posted on 2012-03-15 12:20:08 AM |
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Originally posted by LightvayneI'm starting to notice a lot of the secondary exits seems to be messed up, I'm not sure why they are moving around like this, but I'm beginning to wonder if this is an issue we should be bring up to Fusoya
Just make sure to double check if there's any secondary exits that are not used in the level before actually inserting it, and then move them to another level so the ones that are in the ROM gets overwritten.
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Forum Index - Events - SMW Central Production 2 - General Bugs (updated 11-6-12) |