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The General Playtesting Feedback + Bug Report thread

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Hmm, I could swear I put in some sort of power-up prevention in Sideshow Showdown. Of course, that was almost a decade ago, so my memory may be incorrect. In any case, I am in no position to fix it as these days I sadly have nothing but rust and memory loss to aid me in SMW hacking.

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I should have something witty to put here (even if it's just to update dated info), shouldn't I?

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You did include a filter, but this is one of the few (pre-w9) levels that haven't been fully reinserted to the base yet.

A powerup filter is pointless, honestly. Anyway, I've got it easily fixed by just making the sprites invulnerable to cape/fire/etc. via CFG editor.

Aside from that, many thanks LateralElemental and erpster2 for those reports. I've got most of them sorted out for the next update.
MK2TDS
Dynamic Disarray:

Unlike the other switch palaces, you can't return back to press the switch in case you haven't already done so.


The level cuts off at the very end.


Artillery Auberge:

Mismatched palette on the cannons that fire splitting Bullet Bills.


Gliding Garrison:

The room with the second SMWC coin has a broken exit.


Noticed a missing tile.


Cumulus Chapel:

This particular tile is no longer solid throughout the level.


Bad GFX on the sprite-solid blocks. Also the boos are somehow able to pass through them.


Radiatus Ruins:

There's a missing tile here.


Callous Cliffs:

The Fire Bro. just fell through the ground here.
Testing the newest base ROM in no particular order.

World 9 so far:

Bedazzling Bastion:

Cutoff here.


Monotone Monochrome:

The walls surrounding the sections of the second and third SMWC coins aren't solid.


Same with the end.


--

Also, there's a global issue where a message sometimes doesn't completely disappear:
newest base rom is still missing these levels as these levels are currently blank:

Terrifying Timbers in World 6 (Carnival World)
Stormy Stronghold in World 7 (Sky World)
Chilly Colors in World 8 (Ice/Lava World)
Smoldering Shrine in World 8 (Ice/Lava World)

hopefully some or perhaps all of them would be included in a future base rom
Those levels were being revised by me, but I've been slacking off on them, unfortunately.

But not to worry, I am working on Terrifying Timbers as we speak. Stormy Stronghold will be revised by MrDeePay, while I am still making the graphics for it.

Chilly Colors and Smouldering Shrine are to come later.
I have nothing else to say now. Huh...
World 8 so far:

Incineration Station:

Top of the BG cuts off during the pipeline section.


Bad GFX above the burners.


Petroleum Passage:

Wrong tiles used here.


In the secret exit room, it's possible to kill the Ball 'n' Chain with a Starman.


Synchronized Sector:

Broken exits in the second SMWC coin room.


Myrkky Mainline:

Hitting blocks from below causes the player to zip through them.


The air mushroom got replaced with this sprite, rendering the level further unplayable.


Perilous Paths:

The lava at the bottom doesn't kill you while in reverse gravity.
General:

The flying red coin can be killed with a fireball.


Dynamic Disarray:

R scrolling here reveals some empty space.


Cumulus Chapel:

These blank tiles were accidentally made into player-solid blocks instead of sprite-solid blocks.


Callous Cliffs:

A part of this cloud is solid for some reason.


Frigid-Fried Frenzy:

You can stand in the flowing lava if you're big.


Pyro-Cryo Castle:

You can stand in these lava geysers.


Haven't tested everything yet.

Extras



I should have something witty to put here (even if it's just to update dated info), shouldn't I?

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Originally posted by LateralElemental

Myrkky Mainline:


The level has recently been heavily revised and some sprites mistakenly weren't reinserted to the base. I'll have an update in the level's thread soon-ish.

ok, I've played the 11/15/2020 base rom version with a brand new SRM save file and I found a few problems.

the 1st and 2nd SMWC coins in the Stone Sea Sanctuary level in world 4 have either glitched or messed-up graphics (which I can sometimes easily miss collecting either one or both of them because they're not shown properly). but the 3rd SMWC coin is shown correctly and has proper graphics.

also the the OW map in the sky world (world 7) needs some more improvement since it is different than with the previous base rom versions
The Sky world map is unfinished, and we will get around to redesigning it later.
I have nothing else to say now. Huh...
Hello. I got this error while playing SMWCP2 on stream.

Console: Super NT
ROM Cartridge: FXPak PRO
Firmware Version: 1.10.3-usb-v10



Here is the URL to the clip of what happened. Please let me know if you need anything else.

https://clips.twitch.tv/SmokyIncredulousPeachBCWarrior-wWQLnMrfPaZ3sZts


FelineFrequencies

Extras



I should have something witty to put here (even if it's just to update dated info), shouldn't I?

Advertising Space

Hmmm...

Maks has reported something on Friday related to the Game Over screen not resetting/disabling windowing, so this could be a similar issue. It'll definitely need to be looked into, though.

I’ve been lurking/following progress on this hack since it was just getting started.
So glad to see it completed! Even if not 100% originally planned features.

I’m just a few levels deep and I already have a few comments:

I like that the levels are very unique and fun, and the music is just outstanding. The gimicks feel natural. Graphics are top notch.

I don’t like that the SMWC coins go *poof* unless you touch the midway or complete the level. As in, you can’t start > select after grabbing a coin, missed on first playthrough. This is particularly annoying because almost all levels have diverging paths so many times the route chosen misses the coin. It’s tedious enough having to replay the levels for the coins, but then also complete them again is a bit timely.

Another little gripe is that usually holding an enemy while touching the goal will reward you a powerup. I understand there’s already a chance of earning a powerup from the roulette, but I haven’t obtained one yet after at least a dozen level completions. The powerups feel rare enough with the spare item slot disabled… so this detail feels like the game is trying to starve the player further.
Originally posted by altoiddealer

Another little gripe is that usually holding an enemy while touching the goal will reward you a powerup. I understand there’s already a chance of earning a powerup from the roulette, but I haven’t obtained one yet after at least a dozen level completions. The powerups feel rare enough with the spare item slot disabled… so this detail feels like the game is trying to starve the player further.


guess you've been unlucky to "not" get a powerup from the roulette goal.

I've gotten a powerup several times there more than not getting one

as for the SMWC coin status in the final SMWCP2 game, see my recent comment here
I had some trouble on Blazing Brush where shells would go through the Fire Snake enemies. It even happened on solid ground.



Also that level is lob-sided with how late the checkpoint appears.

In the same world, the finale to Arboreal Ascent with Mario collection an Invincibility Star rewards the player with a lot of easy 1-Ups, proportionally larger than any other source thusfar in the game. Feels weird that they came so easy at the end of that level.

Also, it would be nice if collecting a SMWC Coin had a little graphic effect or something. When you collect one, it disappears very unceremoniously and it's a bit awkward.
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