SJB's Master Suggestion List

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Superjustinbros
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Post » 07 Jun 2012, 21:36

In any level with jumping Cheep-Cheeps, I swear they're attacking differently than in SMB. Try playing 2-3 or 7-3 on an emulator and watch were Cheep-Cheeps spawn, the speed, and direction they travel, and see if any of them launch directly into Mario's boots wile he's on the side of a bridge and instantly bumps and propels him into his grave with no time to react.

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Superjustinbros
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Post » 14 Jun 2012, 14:21

I swear Bullet Bills never fired automatically the instant they appeared.

Franpa
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Post » 14 Jun 2012, 14:37

And I think everyone with at least half a brain knows both these things already.

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Superjustinbros
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Post » 14 Jun 2012, 17:10

Franpa wrote:And I think everyone with at least half a brain knows both these things already.
And I'm going to assume you're calling me stupid?

Franpa
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Post » 14 Jun 2012, 21:06

Nope, just saying you're stating the obvious. And I am aware that can be interpreted as an insult, which is not the intention!

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Superjustinbros
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Post » 16 Jun 2012, 05:23

Franpa wrote:Nope, just saying you're stating the obvious. And I am aware that can be interpreted as an insult, which is not the intention!
Ah. I see. :<

Well I wanted to ask if by any chance; say someone creates a map with lasers/light bridges obstructed by brick blocks, then if said brick blocks are destroyed by any means, the path of the light bridge/laser gets updated automatically; not just when the player fires a portal.

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Superjustinbros
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Post » 20 Jun 2012, 20:17

I found some more bugs when I was playing multiplayer. Sometimes I go right through an elevator/platform only seconds after jumping on one, and if you die while holding a cube, on your next life you cannot fire portals.

i think in Multiplayer a person getting killed with a cube should cause them to drop the cube so another player can try to carry it through.

Maurice
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Post » 20 Jun 2012, 20:21

First one is known but hard to fix, other 2 are apparently fixed even though I can't remember fixing them (I crosschecked the current code to 1.6, it's fixed)

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Superjustinbros
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Post » 21 Jun 2012, 16:56

how about being able to adjust portal colors with RGB sliders rater than the single spectrum slider?

Maurice
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Post » 21 Jun 2012, 17:01

no

benw36
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Post » 21 Jun 2012, 18:07

a weighted switch where only big mario can activate it.

Camewel
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Post » 21 Jun 2012, 18:12

Simply a bad idea because people will use it to open the only passageway and someone will lose their mushroom and be trapped. If you really want it as a thing, block off the path to the button with breakable blocks.

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Superjustinbros
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Post » 21 Jun 2012, 18:53

Maurice wrote:no
Well I keep accidentally changing my portal colors whenever I go into Options since I hit down then left/right by accident and I send a color value too low or high.

benw36
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Post » 21 Jun 2012, 19:11

Superjustinbros wrote:
Maurice wrote:no
Well I keep accidentally changing my portal colors whenever I go into Options since I hit down then left/right by accident and I send a color value too low or high.
i dont think maurice or anyone else cares about your accidents lol..

Maurice
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Post » 21 Jun 2012, 21:54

I don't even get how you can accidentally change your portal color repeatedly.

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Superjustinbros
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Post » 22 Jun 2012, 00:55

Maurice wrote:I don't even get how you can accidentally change your portal color repeatedly.
1. Goes in to Options to activate "Infinite Time" and "Infinite Lives" cheats
2. Hits up instead of right
3. Hits right, Secondary portal color is changed.

Maurice
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Post » 22 Jun 2012, 11:42

That seems plausible

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Superjustinbros
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Post » 25 Jun 2012, 07:51

Another minor one, but you know how lasers can kill enemies (everyone does)?, Well I was thinking that a laser that travels through a portal not only kills enemies, but also gives 100 points. If the laser is not manipulated with portals, no points are scored otherwise.

EDIT: Same with using bullet bills to kill enemies.

UPDATE: When you bring blocks into pipes and when other players after death spawn inside them.

I also never know Hammer Bros had anti-lazer armor.

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Superjustinbros
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Post » 24 Jul 2012, 21:19

Some enemies do not give 1UPs if you chain-stomp them (Red Paratroopas), and sometimes the final stomped enemy (like Goombas) before the 1UP is 5,000 ands skips 8,000.

I never knew Piraña Plants and Hammer Bros were immune to lasers, plus, try squashing a Spiny with a compact cube and see what happens.

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Flutter Skye
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Post » 24 Jul 2012, 21:29

Superjustinbros wrote:Some enemies do not give 1UPs if you chain-stomp them (Red Paratroopas), and sometimes the final stomped enemy (like Goombas) before the 1UP is 5,000 ands skips 8,000.

I never knew Piraña Plants and Hammer Bros were immune to lasers, plus, try squashing a Spiny with a compact cube and see what happens.
missing texture ! it's a bigger sprite of an spiny

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Superjustinbros
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Post » 01 Aug 2012, 19:16

Here's the color palettes of the mushrooms and enemies. Just to make sure they are corrected for SE
Image

Match them up with the different enemies with the Overworld pallette, and you'll see what I mean. Bowser is unaffected by the pallette changes, and 1UP mushrooms are affected by these palettes.

Maurice
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Post » 02 Aug 2012, 08:56

Color palettes are an emulator thing.
It'll stay the way it is.

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Superjustinbros
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Post » 02 Aug 2012, 17:03

Maurice wrote:Color palettes are an emulator thing.
It'll stay the way it is.
Then I guess I'll have to mod it myself when it's released. -__-

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