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General Bugs (updated 11-6-12)
Forum Index - Events - SMW Central Production 2 - General Bugs (updated 11-6-12)
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Yeah, this isn't an error with Lunar Magic. It's an error with certain designers not understanding how secondary exits work and adding already-used ones to their levels OR being incapable of properly claiming them in the thread.

Thankfully, I think S.C.O.R.P.I.O.N.'s level is one of the only levels in the hack that causes this, so it should be a straightforward fix.

Yay I racked up to 99 lives here!///mostlyserious]

Crystal Conception.

I'll be looking out for these things more...

EDIT:

Got another one:

Tropical Turnout

It's something that only persistent players with good eyes for a farming zone can only do; although, considering how close this section is to the midway, and how Mr. Porcupuffer doesn't appear when respawning on the midway, this'll be a problem.
1up farms are going to be removed with a patch.
Originally posted by MrDeePay
1up farms are going to be removed with a patch.


So it will be globally fixed?

Well that makes thing easier now that I think of it; I though it was only going to be fixed through LevelASM.
I'll need to dig up the patch for it. It's buried in my PM box somewhere, but it'll definitely be applied before the hack is released.
There's something wrong with the second and third SMWC Coins in Lily Swamp Romp:



Was noted months back, just not in this thread.


I got this by accident. I was curious on what that vent was doing up there, so I tried kicking a goomba upwards to see what'll happen.

But it got stuck with that bounce sprites only block.

EDIT: Velocity Valves

~~~



It's a fish hammer! Cloud Caverns (coughObscuredObeliskcough)


Togepuku Tussle

I keep forgetting to point this out; the Pionpi can get stuck inside the pipe.

Last edited on 2012-03-21 07:19:35 PM by Punk Sarcophagus.
That bug with the pionpis has been around since they've been added. They're terrible with collision. They used to jump through walls and slopes too.
Speaking of which, we still need to correct the palette for those in that level. Maybe I should switch the colors around so they don't interfere too much with the message boxes, eh?
Speaking of one of your level RN...



I pointed this out earlier; I'm assuming this the Pionpi not the Pionpi Cat Mummy (What's the difference between the too, anyways?)

That sprite really needs it's clipping(?) fixed.
Actually, the basilisk act there is fully intentional; earlier drafts had the abomination sinking into ordinary mud/lava, but I thought it funnier/more horrific if the thing instead just sort of skimmed along the top like some sort of weird insect, making it seem all the more unstoppable. I could always change it to make the surface act like 25 and be priority enabled so it sort of hops around in the mud, but this has the disadvantages of a) small priority inelegancies with the land and b) making the creature too safely contained, diminishing the aforementioned unstoppability. Of course, if it really bothers people I could just put a bridge over the mudpit (which is more decorative that anything), but where's the fun/horror in that?
Originally posted by Rameau's Nephew
Actually, the basilisk act there is fully intentional; earlier drafts had the abomination sinking into ordinary mud/lava, but I thought it funnier/more horrific if the thing instead just sort of skimmed along the top like some sort of weird insect, making it seem all the more unstoppable. I could always change

~~~~

Came it to make the surface act like 25 and be priority enabled so it sort of hops around in the mud, but this has the disadvantages of a) small priority inelegancies with the land and b) making the creature too safely contained, diminishing the aforementioned unstoppability. Of course, if it really bothers people I could just put a bridge over the mudpit (which is more decorative that anything), but where's the fun/horror in that?



It's intentional O.o?

It's not a big problem, but anyone who didn't know that it was intentional would think of it as a glitch (I can see a barrage of GLITCH FOUND IN SMWCP2 queries in the future).

I love your abomination


~~~~


Camerin's Bonus 2 music is broken; I need for my level.
Last edited on 2012-03-21 11:42:09 PM by Punk Sarcophagus.
Levels with no vertical scrolling and coins near the top of the screen doesn't show the coin's bounce sprite.

EREPHS:


I don't know if this was intentional. The blue flames don't hurt Mario from the side, and Mario can walk through it. But, Mario gets hurt when he jumps while inside the flame.

Velocity:



It happened too fast and I couldn't recreate it anymore. I threw a goomba to the upwards steam vent, and it got ricocheted do the rightwards steam vent. The goomba got stuck in the wall above the rightwards steam vent for about 5 seconds.

Basically, the goomba got stuck in the wall because of the steams vents.

Shenmi:


The Gao only turns around when Mario is right beside it - like really right beside it. I'm not sure if that's supposed to happen - was it even the Gao that turns around? Or was it the snake?

Frostflow:


I don't really know how that happened. See the snowball sparky.

EDIT:

I'm a bit surprise this hasn't been said: Some of Sideshow Showdown's mini-games are screwed.
Last edited on 2012-03-30 02:31:28 AM by Punk Sarcophagus.
The flame issue in EREPHS EHT RAEF is a known bug, which apparently stems from the normal hurt block being replaced by the upwards-pointing "true" spike; since the act-like-25 hurt block is also based on this, it likewise behaves in the above-seen bizarre way. Hopefully this will be fixed eventually, as the only alternative would be having solid flames (as seen in all the test versions).

The Gao is indeed not meant to turn around; only the Nyololin does such. I intentionally chose the former sprite for that reason. And even then, I had to reduce its rate of fire just a touch to make it appropriate for World 3, as those things are surprisingly aggressive considering they're World 1 foes in the original game.


Although it's been mentioned that we'll discuss this later (I think), I think it's still good to point them out...

So yeah - Mechanical Mechanisms.
Considering the fact that Big Mario, when he's stuck in a one-tile space moves to the left...
Originally posted by MrDeePay
Considering the fact that Big Mario, when he's stuck in a one-tile space moves to the left...


No, actually; He's force down through the used block for some reason, unlike how it supposed to do.
Thats because of the custom cliping patch that was aplied at some point...
Originally posted by S.N.N.
Yeah, this isn't an error with Lunar Magic. It's an error with certain designers not understanding how secondary exits work and adding already-used ones to their levels OR being incapable of properly claiming them in the thread.

Thankfully, I think S.C.O.R.P.I.O.N.'s level is one of the only levels in the hack that causes this, so it should be a straightforward fix.

Actually, I did claim the right secondary exit, it's my own fault for not actually using the right exit. I'll redownload the rom later, fix the bug (with the correct exit), and resend later if possible. If not, then the level should be removed all together.
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Forum Index - Events - SMW Central Production 2 - General Bugs (updated 11-6-12)

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