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| Super Mario +-Infinity (SM+-I2 released!) |
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Forum Index - SMW Hacking - SMW Hack Discussion - Full Hack Releases - Super Mario +-Infinity (SM+-I2 released!) |
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| Posted on 2008-07-19 06:38:32 PM |
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I incidentally forgot to mention that the game now only has 92 levels, much like the original. The star thing I did with the last level was fine, but if the player accidently used it before they were supposed to, they'd have to play through the entire level again, and no one wants to do that. I added another level similar to the one in the original that serves as an "ending" level, at the expense of the level in the screenshot above. I didn't particularly like it as a level, so I just skipped it on the path. So, yeah. The problem sort of solves itself.
Also, I tried applying the Fade Fix patch, but it...didn't work. I can still see some colors when the screen fades out. Odd...
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| Posted on 2008-07-19 08:14:28 PM |
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Crack open a beer and light up a joint, gays and girls, cause it's time for asdf's amazingly asshatish bug hour!
The hack: Super Mario Infinity 2: The Cursed Gem
(part of the SM+-I series as said in the description, and I'd figured it'd be better here than in a topic devoted to it. Especially one in which the original post is this.)

Right away, I spot this lovely oddity: yellow overall buttons!

The top of that bridge isn't even attached to the side of the ledge. I mean, you threw together all that ExGFX, it wouldn't hurt too much to make one tiny tile that would depict attached donut bridges, right?

Grass sure is acting weird today. Must be them pipes.

You can shoot fireballs through that tiny space. What this doesn't show is them bouncing around on nothing.

Slowdown around here. If I were a certain furry, I'd tell you to do some patching, but let's do this the man's way and reduce the number of sprites!

That's one mean slope.

Don't you try to hide it from me with speed, boy. I SEE THAT GREEN PIECE OF LAND. IT'S NOT ATTACHED, IS IT?

That slope, it's passing...that cliff...bridge...front...back...I don't even know what to make of this. It being in the way of the handrails makes it look like it's in front of the bridge, but it passes behind the donut part...without showing up behind it!

It's everyone's favorite obstacle: instant death purple munchers of doom! Press a directional button while being launched and you're dead! ...okay, that's more of a design flaw, but there is a bug here too: the bottom left of the goal point just looks weird.


Thhhhhiiiiiissssssssss iiiiiiissssssssssss sssssssssllllllooooooooowwwwwww...

Hey, I was wondering when one of those was going to show up.
 
When you exit out of the above side-area, the screen is positioned higher than where Mario comes out of, causing it to scroll down as he comes out.

What is this, Super messed-up goal tape world? Or maybe Super "fuck you you can't have any goal stars" world?

You can see the background through the speed blocks. It's not really noticable on this resolution, but it is on full screen.

And moreso later on when you start running into stacked ones.

I'm not sure if this was a placement bug, an engine bug, or just a freak accident. But the fact remains that that Koopa got stuck in the ground and killed itself with that shell (which was also stuck in the ground)

Verdant Valley 3 in general has a lot of slowdown. This is just one of the spots where it happens.

Forget about the fadeout bug for a second and take a look at Luigi's name. It's right there above the "COURSE CLEAR!" message. Kinda strange, don't you think?

Our red suited hero climbs the level of ridiculous slowdown in attempt to find the secret exit...only to be crushed in the stopper blocks. Whoops.

So then Luigi tries. He suceeds, but finds that Koopas are disappearing when he stomps on them. It's the same problem as the slowdown.
 
After you complete the outpost level, you don't automatically move. The save prompt pop up either, and you don't switch players. When you do, the save prompt does pop up, but you still don't automatically change (I'm still using Mario, as you can see).

Unattached donut bridges again. And unattached water, too.

Unattached rope.

The grass pieces here appear OVER the Monty Mole, but since the rest of the ground doesn't, it looks like the grass just floats.

Forget it, Bill. You can't hurt me once I've crossed the goal.

Good science, what is with all the unattached stuff!?

That P-Balloon isn't of any particular help.

Forget about the glass plains - the cursed gem's REAL curse is the unattached stuff.

Grass segments appear over the cloud.

If you're standing under this block when the platform goes up to it, you'll get pushed out and fall to your death.

This line platform doesn't work as it should. It looks like it would jump off at the end of the platform it's going to, but instead, it spazzes out a little and falls back down to the previous one.

Ooo...here's a good one! If you're holding something when going down those SMB3 pipes, and start to down down them, but let go of the down button before Mario/Luigi warps, it won't warp you to the other end, leaving you in the going down pose. You're still able to move with your character stuck in this pose, until you use another warp. (actually, you can do it without the item, as I've found)
 
But wait! It gets better! You can still duck while in this pose, although the only graphical indication is the item moving down a few pixels. And best of all, you are completely impervious to enemies! The only thing you can't really do is shoot fireballs (because of the circumstances of holding the item), and spin-jump, but when you're invincible, who needs those?
 
To fix this, just use another warp. But take note it'll sometimes screw up (at least, I HOPE it just screwed up and that's not actually how it is)
 
Even going near a warp can sometimes be enough, though.
 
Powerups are weird when they come out in the Glass Cavern. They don't show up until they're fully out.

This is especially annoying when they're poison mushrooms.

In Glass Secret 2, the sides of these lava walls don't hurt you.
 
If you try to jump on top of the lava, you die. Not from the lava, though. You die from being rocketed downward at 5000 feet per second straight into the pipe.

I fell through the slope here and died. Not a lot of fun!

Chucks who run over lava! Except straight lava. That'll kill'em.

Who needs those, though, when you have keys? They can hang around even on straight lava!

The footballs here, in addition to eventually not showing up when the third chuck is scrolled in (accompanied by massive slowdown), vanish into the lava as soon as they touch it. If your skull raft is going over it as it happens, it'll appear screwed up as the otherwise invisible football sinks into the lava.

I've heard of no-clipping mode before, but with a skull raft? Preposterous!

There's nothing quite like rafting along a pipe before clipping into a wall.

The keyhole effect here seems...off. I don't know what it is, but it's being caused by the transparent effect..
 
Another issue worth addressing: you get an extra life every time you complete a level. Which is ridiculous even by my standards.

I think that speed block rocketed me back a liiiitle too hard.

Part of the Podobo got cut off. On another note, do you really need to use those ugly-looking ball-and-chain edits now that you have actual Rotodiscs? I'd advise either restoring their original graphics here or replacing them.

I'm not sure what happened here. I shot a shell after kicking it, and it flew back, hitting part of the wall (and reacting to it) as it did so.

Yeah.

You can't really take a picture of sound, but when you're taking the springboard back here, the "hitting the ceiling" sound plays repeatedly as you go through the water.

Going through steep slopes is fun!

The Rip Van Fish can enter into slopes on the ceiling.

Aww, and just when I thought I wasn't going to be seeing anymore unattached things anytime soon...

The Urchin to the left of Luigi isn't set up right. He's supposed to be going around the little orb, but he just circles around in mid water.
 
For once, we have an unblocked goal tape...but this one destroys water!

Z-Z-Z-Z-Z-Z-Z-Z-Z-ZOINKS! GHOST FLOWER!
 
Similar to the pipe problem in the second level, when you come out of the door in this one, the screen starts lower than it should be.

Slowdown!

When you start this level, the platform spazzes a little.

Not a true bug, but come on! How is that remotely fair?

The cannon kind of hovers over the bullet launcher.

The "hold something as you go through a SMB3 pipe that goes through water" sound bug again.

Isn't Bullet Bill wacky?

You can see the background in the space between the ground and the water. The green makes it really stick out (of course, it'd be wrong either way, but still).
No screenshot necessary
The music stops playing (temporarily) after completing Sinkhole Secret 3. With the normal exit, at least.

I'm sure you see it.
 
Here's a game-breaking one: if you go to this part of this level without a POW switch (or an item to hit that block with), you can't advance. And since you can't go back down the pipe, you're stuck! And since there's no time limit to run out or nearby enemies to kill yourself on...time for a reset.

Buzzy Beetles can still come out of their shells while you're SMB3 piping, leading to...that.

If you keep the Buzzy Beetle until the end of the level...this happens.

Those stairs don't look right.

Actually, just holding the button will suffice.

Floating bullet machines, blue Koopa spawners...it's all so very ridiculous!

Part of Raccoon Luigi turns pink when he's in his "completed the level" pose.

Single tiled upside-down Pirhana Plants? lolno
 
Lunar Magic says not to use this sprite in a normal level...I can see why, possibly: it only works once, then it vanishes. Since I'm not willing to hunt down a bunch of little stars a whole bunch of times to gain stars at a ridiculously slow rate because of all the blocked goal posts, and seeing if going to the bonus game as a result of stars after doing the mini-one here will cause a glitch (yeah, thanks for that), this is something you'll have to look into yourself.

I have no idea what happened here.
 

Here's a really weird one. You end this level on a conveyor belt, and it affects you as you walk on it. But after Mario/Luigi poses, they will walk on it as if it were nothing, as shown by being able to collect the mushroom here.

I'm not sure if the Torpedo Teds that spawn on the right side of the screen are working as you'd like them to.

Slight discoloration in the corners.

The music constantly restarts in this area. It's as a result of the P-Switch thing, of course, but since that music doesn't play, it just seems weird.

I'm not sure if that's what you wanted to happen to that green Koopa down there. Also, there is a faint (but slightly noticable) tile error with the corners down where he is.

An end-of-the-level shooter and messed-up tides, all in one!

The Snifit on the left doesn't work right. He just paces back and forth.

Another nasty one: sprite slowdown bugs could make this Birdo unable to shoot eggs, which could spell trouble for you if you can't take a hit to get across the spikes.
======================
No replies since I went to sleep last night? That's right, you are now in awe at my incredible abilities. But be warned! It seems that everything's gone to shit now!

So I climb up the mountain again, this time, successfully avoiding the Birdo bug, only to be assaulted by the Invisible Man.
 
This door loads the screen lower than it should. No harm done as usual, but it still looks weird.
 
Same goes for the door immediately after where you end up.

Not satisfied with assaulting Luigi in the mountains, the Invisible Man decides to attack Mario in the Ghost House (okay, they're both just sprite memory errors, but who's counting?)

Machine Mountain 4's level tile doesn't spawn after you complete the Machine Ghost House (on a side note, it took until MM4 to get to an actual machine level on this mountain made entirely of scrap metal).

Nice colors on the cannon. I don't know what happened with that glitched bit next to it, but I assume it's a bad thing.

I haven't been mentioning slowdown much, since it seems to be a general problem with this hack. It happens here, too.
 
Screen loads too low.
 
If you slide into an Albatross' missile's explosion, it will "die" and turn into a Yoshi Fireball. This can also happen if it somehow gets caught in another missile's explosion, as it did earlier.
 
As with MM4, Machine Mountain 5's level tile fails to appear after beating the level it's on. Strangely, after you switch characters, it does show up (the same applies to MM4).

More bizarre coloring.

It's funny. If I hadn't tried to spin attack that switch like a maniac and died, I probably never would've found this one.

Speaking of hard to notice stuff, the Raccoon tail vanishes for a brief but noticeable moment when you're floating down.

And sliding is even worse.
 
Low screen loading again.

If you're crazy enough to stay on the platform as it sinks into the lava, you get to witness this before you die (actually, you can jump out at the last minute and still see it if you time it right)

Discolored fi-actually, it looks better this way. Those red and white ones just look...

I was going to mention these spinning tiles before, but decided not to. But now I am. This just looks awkward and ridiculous.

The albatross missile glitch also works if you use fireballs on the explosion. I mean, come on. You're just begging for it to happen here.

Mario/Luigi behave oddly in the third and fourth sections of the "plane" ride. Sometimes, when you jump, they jerk around in mid-air, and fall into whatever's below them.

Thankfully, the fifth and sixth sections are unglitched, but on a side-note, those albatrosses are useless.
No screenshot necessary
The music stops again after the Machine Castle.

The first status bar error of the game, which you just lost! At least, the first really noticeable one.

The platform the midway point is on has a tile error.

And here's our old pal, Mr. Slowdown!
I'd post more, but Imageshack is being slow at this very point in time, 1:41PM PST. There is one very ameuteurish mistake in one of them, though...it's not a minor one.

At various points in the last leg of Desert Plateau 1, there are Jumpin' Pirhana Plant errors. Here's one notable one: hit the POW and the last one can get blatantly stuck in these blocks.
 
The message block! NOOOOOOOOOOOOO!!!

That rope...it's ugly. And it's not attached. But I'm more concerned about the former.
 
Because of how Blarggs work, this one just vanishes into thin air after it lunges at you.

Corner tile errors or detached lava. You can have one or the other, but not both! But you can have neither if you lower the lava.

I usually don't complain about weird palettes in general (if it's meant to be strange), but the glowing Layer 2 sand from Demo World issue I see a lot has always bothered me. A lot.

I have no idea what happened with this Buzzy Beetle.
Guess where the midway point in this level spawns you?
 
Over a sea of lava! With the layer 2 sinking not working! That's a good thing, though - otherwise, you would just die no matter what, but even given that salvation, it's still pretty bad.

Detattached lava/Corner tile error 2: Electric Boogaloo

See the bonus room in a level note from before. Even if that's not the case, though, you still need to worry about the mushrooms falling through the blocks.

Here's a weird one. When you go through a pipe in this level, Mario/Luigi will vanish as he is sucked through it, only appearing when he is fully out.

What is this I don't even

This is a fun one: If you build up enough speed so that you can run along the note blocks (rather than just bounce), and you run under a bullet launcher, you get bounced between them repeatedly. It's not harmful, but it still is weird.

Whee!

And this is the ameuteurish one I was talking about. I mean, come on. This is just a dumb mistake to make, especially for an experienced hacker.

After completing this level with the spotlight effect still on, it freaks out.

Tile errors with the lava.

More of an annoyance: after this autoscroller goes to as far as to the left as it will, it pointlessly scrolls back to the right. If you're too slow, you're forced to kill yourself!
 
The still shots don't show it, but this pounder Koopa does a mini wall-hop.

If you move down a little with the elevator in the second area of the castle, you can see a bit of a glitched background.

Part of the weird-ass ball'n chain rotodiscs get glitched when they're at the top of the screen in the elevator ride.

So if Luigi finds it, they'll be all right?

Messed-up midway point (and goal point, too)

A bit of a tile error with the pipe and the lava.

Floating pipe, floating la-no! The lava is not messed up here! Now the real question is: why weren't you using those tiles before?

I think you may have messed up the item memory index or something...oh, and if you're wondering how I got back here, try jumping backwards through a one-way block.

Have Luigi defeat him instead?
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| Last edited on 2008-07-20 10:28:16 PM by asdf. |
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| Posted on 2008-07-20 08:42:35 PM |
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Wow. I don't know whether to thank him for devoting his time to finding every insignificant little bug in the hack or just stare. Right now I'm doing a lot of the latter...
In any case, I'll fix those bugs, except for the ones that aren't really a problem like the one in the second screenshot.
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| Posted on 2008-07-20 08:58:43 PM |
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"Him?" I'm hurt, man. I have a username, you know. Things like this are what I do. I can squeeze pretty much every bug, bit of weirdness, etc. out of a hack. Incidently, I'm actually pretty tolerant of such glitches/screwups. I don't let them detract from the experience - I just like pointing them all out to make hacks better. Some might see me as nitpicky, but I prefer the term thorough.
And I'm not done yet. After The Great American Bash is over, I'm gonna keep going through.
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| Posted on 2008-07-20 09:41:47 PM |
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I personally think this review was absolutely hilarious. Especially the bits about tile disconnection. >_> <_< *runs away*
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| Posted on 2008-07-20 10:21:27 PM |
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Wow. You're Asdf is a beast. :o
You should moderate some hacks, man.
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| Posted on 2008-07-20 10:27:06 PM |
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Yeah. My two biggest pet peeves in SMW hacks are small unconnected things and...using Butter Bridge 1's autoscrolling command. The latter of which annoys me significantly more than the former. Which brings us to our next level.
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Let's ignore how bad the background looks for a second. Part of the temple on the top right is cut off. It's not very visible on screenshot, but the background directly behind the temple is dark green, while the rest is black. This probably applies to the other levels as well.

More unfairness. Seriously, unless you know in advance about this last cannon, you're going down. Then you have to replay that stupid autoscroller again! The spikes afterward aren't as bad, but they still suck.

Discolored goal point again.
 
Lava from Glass Caves, meet your cousin, the rising yellow ruin walls. Fly up on top one of them and prepare for a ride down!

Oh god, what the fuck?
 
Personally, I think it's the hack creator who doesn't have the right sprite memory, but whatever.

A Torpedo Ted's steam stream can be seen from above where it actually is.
 
Another case of a warp loading the screen significantly lower than it should.

Those tiles near the pipes should have proper ledge ends. They shouldn't transition like that.

When an Icy Buzzy Beetle, who is not affected by fire even though the red ones who are actually Spinies but are presented as Beetles seemingly too hot to touch but are affected by fire is brought down into this bonus area, it becomes a dull grey.
 
Sucking up, much?

There's a fine line between slightly noticable unattached stuff and blatantly noticable.

Digging a rock out of thin air takes mad skill.
 
 
I can't even think of a explitive phrase to describe my feelings for what happened here.

Walking right through the top of the pipe!

When you warp to the Ruins Secret, Mario/Luigi's sprite moves to the point where it warps just before the screen fades out.

Just pointing out that something's missing here. Some scream like they're on their period over things like this, but I personally don't mind too much. I can even read n00b text on the dot. There's no need totally freak out over someone not being punctual.

Those things behind the rocks, on the other hand, are a cause of concern.

This side Thwomp is partially in the wall, although it doesn't affect things too much outside of looking plain weird.
No screenshot necessary
When you're going down the ridiculously long grab block tunnel in Lemmy's Castle, if the sprites cause enough slowdown, you might be unable to burrow down further until it clears up...if ever.

Spike plungers make the sparkies suicidal.

And this, my friends, is why we don't use side-exits in a regular level. Especially when auto-scrolling is involved. Two solutions here: either have an alternate exit accessable from the first area which just leads back, or put the side-exit in a side-pipe in the first area.

After you complete the castle, you get to sit back and watch as tiles form on the main overworld from the submap you're on. It's worth noting here because it takes like 20 seconds for it to happen, in which the glitch is blatantly obvious.
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| Last edited on 2008-07-20 11:12:46 PM by asdf. |
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| Posted on 2008-07-21 12:59:13 AM |
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I dont think that ASDF is being a bit fair but who am I to complain. Well I do have to complain actually.
You hack is FANTASTIC...
Except at this part in the castle with Kamek and Big boo.

WTF! Message box headed Venus traps? What were you thinking! Thats the only problem I have with this.
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| Last edited on 2008-07-21 12:59:38 AM by SelinTheFox. |
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| Posted on 2008-07-21 01:37:22 PM |
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Up to that point. Thanks for the feedback.
Also: HyperBuu, could you mention some of the parts you thought were too difficult? I don't understand why you think the hack is unfair when I revised it to fix exactly that.
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| Posted on 2008-07-21 03:30:26 PM |
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Oh god.
 
Screen loads too low.

Sprite memory errors are amok in this bonus area.

These superfast falling platforms get eaten by the pipes.

You go behind the water as you go up.

Discoloration. It's also very hard to slide under here without taking a hit.

And here's what happens when you get through.

Look like you got a sprite memory problem here. Again. At least they're not invisible.
 
 
All these doors have the "loads the foreground lower than it should and so it has to scroll up" problem.

And speaking of messed-up doors...

This brown block snake ride sucks and is now about tra-wait, FLOATING SPIKES!?

Hole in the background.

The spacing here is kind of screwy. Also, Mario talks here at the start of this scene, even if you're not using him.
Which reminds me
In the cutscene in the temple, Mario and Luigi show up small, even if they aren't. Solution there, just rework the cutscene.

The hell's with those odd net tiles?

Something behind something hurting something in front of something without going through something not counting the something it's hurting...that just doesn't work.
Get ready gays and girls, cause here comes Game Killer #2! And an unavoidable one at that! Which leads me to wonder how Yoshiownsu got to that castle in the first place (unless it's a secret).

You screwed up the placement of these Reznors, causing two to occupy one platform.

This has the unfortunate side effect of not being able to knock one of them off! And since the castle in question is on the main path, you're effectively stuck here!
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| Last edited on 2008-07-21 03:33:00 PM by asdf. |
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| Posted on 2008-07-21 04:06:53 PM |
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Actually, I checked, and I placed those Reznors exactly where they're supposed to be. LM even shows four of them. Why their positions are screwy I don't know. It worked fine when I tested the level as well. I just replaced that fight with a standard Reznor arena, and that cured the problem. Hmm...
Is there a way for you to go on (cheats or such) and do the rest?
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| Posted on 2008-07-21 05:31:35 PM |
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I tested it on ZSNES 1.36, 1.42 and 1.51 (the lattermost is my main). None worked, so it's either something it it's coding (if you used SNES9X and switched to ZSNES), or something you added to the level between testing the boss and testing that part that's somehow fucking it up.
Oh, and I barely managed to get by. I had to use codes to go to the Yoshi Bonus level, then I had to use codes to go through the floor because you edited it, and then I had to use codes to act as if you're on dry land in water because I couldn't get through the solid dirt.
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| Last edited on 2008-07-21 05:33:01 PM by asdf. |
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| Posted on 2008-07-21 07:35:07 PM |
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I frankly don't know how so many bugs ended up in the hack. Maybe my lack of enthusiasm had to do with it. >_>
Anyway, I removed the hack until asdf finishes. I don't want a flood of "reviews" stating the Reznor fight's messed up and such and whatnot and all that.
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| Posted on 2008-07-22 03:49:25 PM |
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Well, that makes the fourth hack I've gotten unreleased due to my mad skillz.
No screenshot
I forgot to mention this earlier, but when you're in the same ghost house as the messed up exit door, there's a room you have to go through with disappearing/reappearing boos. However, since there's more than one sprite for that, when you cross screens with them, they'll appear to "refresh". And it causes slowdown, too.

That same weird platform bug can happen here too, although I didn't catch it on screenshot.

For whatever reason, I had a tendancy to get stuck in this part of the level, although not necessarily in this one spot.

This chainsaw? It vanishes into the pipe.

Mario/Luigi can vanish in this level momentarily.

And there are disappearing stuff, too (besides the chainsaw). It's all sprite memory problems (besides the chainsaw)!

Potential game-killer #3 in the house. If you waste the P-Switch and kill all the green koopas, you'll be trapped here!

A minor issue, but these guys can only shoot up.

I didn't mention this before, but these pipes you can only enter by jumping near them are kind of cheap. It's not a true bug, but you really should mention you can enter them (in the first level, where it first occurs).

As you race along this pipe, you'll grab the top row of coins in that little side-area.

Unattached rope.

I've heard of things going behind the background before, but this is ridiculous.

Fire + floating ice = floating munchers

Ahh, the wonders of speed blocks.

I have just realized why Nintendo never used the translucent layers in the games. I suppose it's the lesser of two evils here (the other being not using the function), though, unless you can solve it with the fire flower thing.

This, on the other hand, could've been avoided.

Some midway points were just not meant to be.
 
Neither were some Pirhana Plants. No, it's not dead in the second screenshot. I hopped on the pipe and it vanished right before my eyes.

A hole in the lava where the pipe is. Just stick some brick under it.

More of a design oddity than a bug. With the switch door in this level, there's pointlessly another red door after the first one.

Sprite memory error.

Oh Chargin' Chuck, you so crazy. Worst part is, it will usually end up doing this (you can get in there too).

It's our good friend, blatant discoloration!

Potential game killer #4! You really have to be asking for this one, though. The only way out from here is to jump off an enemy or die. If you kill all nearby enemies then fall down here, it's time for a reset. And damn it, I see what you did here with this sub-level. Playing through this level again at this stage in the game is a cakewalk.

I never knew this could happen. But it's still crazy, don't you think?

Damn it, Albatross, get outta there.

This and the previous one can be solved by getting rid of layer priority on that bridge tile.

If you stick to the left when you're about to reach the end of this level's first area, you'll briefly witness it about to loop around.

Rope discoloration.

The pink switch is slightly discolored.

Something in front of a pipe means weirdness.

Holes.

And again.

More Blargg weirdness.

...okay, I was asking for that one, but it can still potentially happen.
 
Two places where the screen loads too low.

This is the first time I've had to deal with Swooper Ceilings in a hack. Now I see why they didn't ever use them.

Too low, again.
 
The Blarggs in this part of the level are very weird in general. A few are all right, but others have that disappearing problem I mentioned. Some of them float, and some you get to witness instantly spawning when it's time to jump at you.

This Urchin is all messed up.

Yeah, it's one of these again. This is one that's more concerning, though, as it's much more noticable than others.
 
And now, for a different "screen loads in the wrong place" bug. This one not only loads too low, but it also loads too far to the right, making for an even uglier transition (it's what happens when you exit on the right side of the last screen in a level; this includes the right side of left screen of vertical layer 2 levels)

Where did THAT one come from?

Lava? In MY water? ...I'm going to allow this. But the corners where those barriers meet need to be fixed.

This had BETTER be happening because of unmentioned gaseous LSD.

Is there a point to the midway point being so early in the level? Also, the spiked log at the top of the screen bug.

Lakitu! NOOOOOOOOOOOOOOOOO!!!!

This again?

Behind the foreground pipe, again.

Bad Blarggs.

Bad skulls.

Bad wait, what the hell did that Chuck just kick at me? I don't even think it's ever used, at least in this level.

Well, the wiseguy who made these graphics are partially to blame, too...
 
Things may get stuck in the dirt in this part of the level. They then spaz out.

It's potential game killer #5! If you go up here while small, and waste the mushroom block, you're stuck.

The grass! The grass!

That is one weird-ass pipe.

Discolored triangle, unattached...wait a minute...

...I SEE WHAT YOU DID THERE.

After killing Bowser and the Thwomp you still need to kill Kamek, which could take ages.

This is notable because not even the Fadeout Fix patch will stop this one. I think.
 
If you hit this switch from below, you get warped back to the start of the room, instead of ending up near the switch.

Yeah, I probably shouldn't be mentioning all of these custom sprite bugs, except those that are avoidable, but just in case. Here, the elevator sprite can make Boos inconsistant (one that you're not facing can be still, and one that you are can be charging)

The two Boo Chains once showed up here, and they failed to show up another time (Which is a good thing, because they're pretty much unavoidable otherwise. At least at 3x speed when you're just holding the button to get by a bunch of empty space)

This is crazy.

This is just dumb, though. The pipe I'm trying to go down doesn't like to work, even if you hold the button. I even got wedged in it and died on one occasion.

Invisible fire flowers.

Here's a bad one. When you come out of that last area, you come out of a door on the rightmost screen in this level. As I showed before, this spells trouble.

And it's even more trouble this time.

In addition to the pipe loading the screen too low, there is discoloration in the slopes.
 
The slopes have a bigger problem than a color error, though...
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| Last edited on 2008-07-22 03:55:19 PM by asdf. |
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| Posted on 2008-07-22 05:34:46 PM |
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No offense or anything asdf but you are really picky about these things.Not to mention I allready downloaded this.Damn it.Wish I knew this before I downloaded it.
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| Posted on 2008-07-22 08:10:55 PM |
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He did state he was being really picky when, like, he started doing this. 
You know, I've been learning a lot lately about how enthusiasm and your words have a big impact on your life. In SM+-I2's case, I was hurrying the project somewhat and didn't like what I was doing. That caused major problems. I'm going to learn from my mistake and never, ever again work on something if I'm not happy about doing it.
I hope you can all forgive me for doing a rush job on SM+-I2 and releasing it in a totally unfinished state. Judging by what some people say, it's sort of like what happened with "Sonic 2006". Except I can just fix it. And I won't have raving fanboys killing each other over grinding.
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| Posted on 2008-07-23 07:34:49 PM |
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So,this means your gonna take your time and make sure it doesnt have as many mistakes that asdf pointed out,right?Or try too anyway.
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| Posted on 2008-07-24 03:38:48 PM |
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You're still testing, asdf? :o
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| Posted on 2008-07-24 11:23:56 PM |
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Yeah, I've just been experiencing last world jet lag, so to speak. Even though the world after Bowser's was awesome plotwise, it just seemed to drag on. I blame all the ghost house levels and repeats.
No screenshot
Another one I forgot to mention - in the level in Bowser's with the deadly coins that's a rip-off of the first level in some spots, when fighting the Bowser accompanied by Kamek, something about the place makes Kamek's aiming routine go haywire. He can't aim to save his life!
No screenshot
Because of how Koopas seem to work here, you can knock their shells over with a cape and you'll see them inside the shell. Then they vanish for no reason after a while.

Is this Kamek's idea of messing with me?
 
Look!

Kamek's presence in many of these levels makes palettes go nuts.

S T A T U E F L A M E I S D E A D
T I M E P A R A D O X

Sup Thwomp.

Might want to do something about those bullet machines making an ugly hole in the rock.

Damn you, note block.

Again, vanishing Pirhana Plants would be visible, here.

Not a bug at all, just saying how well you managed to nail Bowser's personality down. Good job on that.

I don't care if he's magical, that still looks ugly.

You nixed the princess, but you forgot to nix the blush from her kiss, so it looks like Mario is blushing for no reason.

As with the base in world 1, you don't automatically switch characters, save, or move, and the save prompt doesn't show up until you do move, and you still don't switch.

Yeah, well fuck you too, ground.

But I'm fuckin' Luigi.

Not shown, but we had another "digging up a rock from seemingly nowhere" bug.

Messed up lavafall, again.

Nice try, Sumo, but your flames are ineffective here!

Not a true bug, but oh god. Just when I thought I'd seen the last of that rope...

Just when I enter the first level of the next world, I get this. Not a very good first impression!

Too low.

He's floating in mid-air?

HE'S FLOATING IN MIDAIR!

Discolored midway point.

The boos in this maze vanish if you go to this dead end. Kind of a good thing though, because they're annoying.

All right smart aleck, Big Boo and Boo Boss are on different sprite memory levels. And yet there is no vanishing here. My question is this: how is it that you have no disappearing problems here and yet they're EVERYWHERE elsewhere?

Again?

Fire Flower goes behind rope.
I'm further than this (up to the switch palace phase, oh god, Down the Falls is going to be utter hell), but I'll post more later
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| Posted on 2008-07-25 11:39:36 AM |
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Originally posted by asdfMy question is this: how is it that you have no disappearing problems here and yet they're EVERYWHERE elsewhere?
The two Big Boos don't seem to conflict with each other's sprite memory if it uses setting 9, which gives the boss priority (I've known this for a while after successfully using them both at once in SMI1). Which is pretty surprising considering the Ghost House sprites in general seem to have lots of memory problems like the ones you're referring to.
Originally posted by asdfYou nixed the princess, but you forgot to nix the blush from her kiss, so it looks like Mario is blushing for no reason.
Actually, I'm wondering if I should keep the blush, since as someone on YouTube pointed out, Mario could be blushing at the fact that he expected just to have another fight with Bowser, and ended up unintentionally killing him. It's not explained in the game though, so I'll leave my options open for now.
Originally posted by asdf...Down the Falls is going to be utter hell
Actually, if you grab the P-Switch in the second area with Yoshi and use it to unblock the nearby pipe, it's a relative breeze (That's in fact the only way you can do it ).
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