CURRENT RELEASE: 1.6
was screwin around with my brother when...
it happend after I used a warp, when I came out he was invisible because he lost all his lives but was somehow still able to play.
he got hit by an enemy and... Well he had -1 lives... Oh and he was visible after the incident.
it happend after I used a warp, when I came out he was invisible because he lost all his lives but was somehow still able to play.
he got hit by an enemy and... Well he had -1 lives... Oh and he was visible after the incident.
-
- Posts: 1
- Joined: 05 Mar 2012, 05:43
The raised pipe on 5-1 takes you back to the start when you leave the warp area thingy.
-
- Posts: 1
- Joined: 03 Feb 2012, 04:49
portals can be placed on box dispensers, and if it is not a bug, it has a bug, Mari0 doesn't come out from the portal, it comes out like 2 blocks to the left
[youtube]www.youtube.com/watch?v=0OLr7Kn1HTE&con ... 9nXmEh8ENa[/youtube]
Sorry for the shitty speed, FRAPS and Mari0 slows down for some weird reason when they're together.
And collision for koopa troopa shells and walls glitch up when there's a shell RIGHT BESIDE a wall and you kick it into a wall.
Sorry for the shitty speed, FRAPS and Mari0 slows down for some weird reason when they're together.
And collision for koopa troopa shells and walls glitch up when there's a shell RIGHT BESIDE a wall and you kick it into a wall.
Some stuff I noticed.
On SMB *-4 (castle) levels the sound loops sometimes.
When using the bullet time cheat it slows down the load screen before each world.
When you're huge Mario its possible to get stuck in bonus rooms if you accidentally destroy the exit pipe.
In the water levels I've been hit by bloopers that are nowhere near me and died suddenly.
On SMB *-4 (castle) levels the sound loops sometimes.
When using the bullet time cheat it slows down the load screen before each world.
When you're huge Mario its possible to get stuck in bonus rooms if you accidentally destroy the exit pipe.
In the water levels I've been hit by bloopers that are nowhere near me and died suddenly.
happens to me alot to koopa paratrooper 2 pixels away from touching me and he's jumping up?lunchbag wrote: In the water levels I've been hit by bloopers that are nowhere near me and died suddenly.
*DEAD*
and this one was complete bull
used cheats to try and jump back up to a ledge next to red koopa trooper (who's in his shell) touch the right of it.
*DEAD*
I can get the first one but the second one was complete BULL SHIT!
-
- Posts: 40
- Joined: 05 Mar 2012, 13:54
Whoo. Finally made it into the forum. Thanks to Sašo for taking notice of the "hammer flooding" issue I reported through e-mail where enemy hammers accumulate and slow down the game.
Other issues I've brought with me:
A coin room (I forget which world it was in) actually deposits you back at the entrance of the entire level upon leaving the room's exit pipe.
Enemies are not terminated upon grabbing the flagpole. I actually got killed by a trailing Bullet Bill as Mario automatically walked towards the fortress at one point.
Also, check out one of the end fortress's white flags (the one that pops out with the red star on it). One of them is displaced and actually floats beside the fortress. Again, I forget which world.
And is it me, or are the Bullet Bill cannons firing at a frighteningly higher frequency than expected from an SMB replica? Probably just me.
I doubt my specs are the issue here, as the game has otherwise ran beautifully with my Windows XP Home Edition 5.1 Build 2600, but that really doesn't mean much.
Other issues I've brought with me:
A coin room (I forget which world it was in) actually deposits you back at the entrance of the entire level upon leaving the room's exit pipe.
Enemies are not terminated upon grabbing the flagpole. I actually got killed by a trailing Bullet Bill as Mario automatically walked towards the fortress at one point.
Also, check out one of the end fortress's white flags (the one that pops out with the red star on it). One of them is displaced and actually floats beside the fortress. Again, I forget which world.
And is it me, or are the Bullet Bill cannons firing at a frighteningly higher frequency than expected from an SMB replica? Probably just me.
Yes. http://img21.imageshack.us/img21/7124/erroreo.png Here's the error screen that immediately pops up whenever I begin a game with the Minecraft or Gelcannon cheat enabled. Also, the Knockback cheat doesn't seem to work, as I don't notice any recoil upon shooting the gun.TWNOLHD wrote:Is anyone else having problems playing in Minecraft or Gelcannon mode?
I doubt my specs are the issue here, as the game has otherwise ran beautifully with my Windows XP Home Edition 5.1 Build 2600, but that really doesn't mean much.
Looping background music (first 2 secounds)
Random error after finishing a level,
Fallen trough the rails in 1 - 2 world. at the finish.
And some more here.
viewtopic.php?f=8&t=515
Random error after finishing a level,
Fallen trough the rails in 1 - 2 world. at the finish.
And some more here.
viewtopic.php?f=8&t=515
Oh really sorry about that; you need a mouse controlled player for both of those modes.WanderingTedium wrote:Yes. http://img21.imageshack.us/img21/7124/erroreo.png Here's the error screen that immediately pops up whenever I begin a game with the Minecraft or Gelcannon cheat enabled. Also, the Knockback cheat doesn't seem to work, as I don't notice any recoil upon shooting the gun.
I doubt my specs are the issue here, as the game has otherwise ran beautifully with my Windows XP Home Edition 5.1 Build 2600, but that really doesn't mean much.
New update will fix the crash, but those modes just don't work with joypads.
-
- Posts: 40
- Joined: 05 Mar 2012, 13:54
Oh. Well, that's strange. I don't see how those modes wouldn't work with the joypad, as it seems to work just fine in Portal mode, but what the hell do I know--I'm not a programmer.
Hopefully the update makes those modes joypad-friendly, for all the gamepad users like me out there.
By the way, would a stage select cheat be an interesting suggestion?
Hopefully the update makes those modes joypad-friendly, for all the gamepad users like me out there.
By the way, would a stage select cheat be an interesting suggestion?
- Raicuparta
- Posts: 539
- Joined: 04 Feb 2012, 02:07
- Contact:
When playing with two (or I supposed more than two) players, if I shoot a portal and a player goes through an emancipation grid while before that portal hits the wall, the portal disappears and isn't created. Please say so if I didn't explain it well enough.
The original Mario did have the option to continue from the beginning of the world you die on by holding A on the controller when you hit startnicholas4tech wrote:In old marios they didn't have random checkpoints throughout the levels but i see where you are getting at, but this isn't COD campaign modeHElllooooow wrote:You cannot save, once you die you have to start all the way over. You should have a check points throughout the level so when you die you go back to those.
- Raicuparta
- Posts: 539
- Joined: 04 Feb 2012, 02:07
- Contact:
Portal 2 had a cool thing in coop levels where one player was infinifalling and constantly going through an emancipation grid, so that the other player had to be the one making the portals. This makes stuff like that impossible. Basically it's not a problem if the eman grids aren't part of the puzzle itself.Maurice wrote:Yeah that's because the shots don't actually know what player fired them, so I had to remove every shot.
Not a huge issue.
Also I'm lying, they do know but I was too lazy to properly program it.
Found some bugs:
- (visible only when you have customized your character) When Mario takes a flower for a second time, the whole customization gets removed.
- Put portals like this (http://imgur.com/t48EK) and try to get through one of them using only a one key. Enjoy. :)
- (visible only when you have customized your character) When Mario takes a flower for a second time, the whole customization gets removed.
- Put portals like this (http://imgur.com/t48EK) and try to get through one of them using only a one key. Enjoy. :)
Played through the entire game yesterday and noticed timing issue. Entire games slows down on certain levels (mostly castles) including sound. This was in 2 player co-op. If both players die (restart level) or you beat the level then timing returns to normal.
-
- Posts: 68
- Joined: 04 Mar 2012, 15:19
what is wrong with the server
i try to download new mario and it wont the speed is like 10 kb/s
i also tried downloading 7zip and speed was way higher than that.
i try to download new mario and it wont the speed is like 10 kb/s
i also tried downloading 7zip and speed was way higher than that.
I don't know if it's supposed to be like this, but lasers kill you even if you eat a star
I did notice one strange new bug today. More noticeable with the knockback cheat on, but if you build up enough speed, you can glitch your way through walls. If you need video evidence, I can provide some where I do glitchy collisions in the standard levels using an infinite portal loop.
Speaking of knockback, there should be a vertical speed/height limiter, it's just silly when you can go so fast into the air that you don't reach the ground in time to beat the level. The horizontal speed is great fun, but the vertical speed is just silly.
Also, bullettime stays on when you quit to the menu, meaning that Mario falls slowly on the edit skin section, and the 'WORLD 1-1' screen takes forever to go away.
Speaking of knockback, there should be a vertical speed/height limiter, it's just silly when you can go so fast into the air that you don't reach the ground in time to beat the level. The horizontal speed is great fun, but the vertical speed is just silly.
Also, bullettime stays on when you quit to the menu, meaning that Mario falls slowly on the edit skin section, and the 'WORLD 1-1' screen takes forever to go away.
So I have a Macbook Pro 2007 running OSX Lion, and I just got this game on saturday. But after I set a cube on the button on the bottom right of the map while I was playing World 1-4 of the portal mappack, it gave me this error:
Error
game.lua:3772: attempt to compare number with nil
Traceback
game.lua:3772: in function 'inrange'
mario.lua:2783: in function 'dropbox'
mario.lua:2723: in function 'use'
game.lua:2526: in function 'game_keypressed'
main.lua:1156: in function 'keypressed'
[C]: in function 'xpcall'
*EDIT* Nevermind, I just downloaded the new release and this is totally fixed. Awesome!
Error
game.lua:3772: attempt to compare number with nil
Traceback
game.lua:3772: in function 'inrange'
mario.lua:2783: in function 'dropbox'
mario.lua:2723: in function 'use'
game.lua:2526: in function 'game_keypressed'
main.lua:1156: in function 'keypressed'
[C]: in function 'xpcall'
*EDIT* Nevermind, I just downloaded the new release and this is totally fixed. Awesome!
Even after the new update? Why is this? Do you plan to fix it?Maurice wrote:Oh really sorry about that; you need a mouse controlled player for both of those modes.WanderingTedium wrote:Yes. http://img21.imageshack.us/img21/7124/erroreo.png Here's the error screen that immediately pops up whenever I begin a game with the Minecraft or Gelcannon cheat enabled. Also, the Knockback cheat doesn't seem to work, as I don't notice any recoil upon shooting the gun.
I doubt my specs are the issue here, as the game has otherwise ran beautifully with my Windows XP Home Edition 5.1 Build 2600, but that really doesn't mean much.
New update will fix the crash, but those modes just don't work with joypads.
thanks for all the great work you do btw
-
- Posts: 8
- Joined: 09 Feb 2012, 13:56
I found a slight error. If you stand on the right side of an enemy and hit him with a fireball, he's knocked right as if he were hit from the left. It happens this way every time.
Another very weird bug that my friend found when we were messing around in bullettime.
If P2 is standing still and P1 puts a portal under him, P2 can mash the jump button to do a weird glitchy hop thing. If P1 moves or kills his portals, P2 is stuck in the ground.
This seems to only work with P2 in bullettime though.
If P2 is standing still and P1 puts a portal under him, P2 can mash the jump button to do a weird glitchy hop thing. If P1 moves or kills his portals, P2 is stuck in the ground.
This seems to only work with P2 in bullettime though.
there's a few bugs I thought were consequent maurice just discarded with a "not worth the trouble". I've stopped reporting things I know require changing too much of the game for too low payoff.SpocKirk wrote:At least it's a new one, instead of the same four bugs posted over and over.trosh wrote:you don't say. not worth the trouble, like most bugs people are reporting.
Noobies haven't though :P
Personally I would rather many of the same bug reports over and over than no one reporting bugs that they know exist. It should be up to Maurice to prioritize what to fix, not anyone else - plus some of the bugs are issues in the LÖVE source, which are even more important to report because they can be hard to track down due to specific hardware being involved.
- RAWRSpazzo
- Posts: 4
- Joined: 06 Mar 2012, 03:01
- Contact:
Totally just registered an account to report this bug that's irking the hell out of me:
The last segment of the overworld theme (you know, this) never plays unless the timer is <= 100.
EDIT: May as well throw this out now -- the value of bullettime should really be wiped on death, gameover, or quitting to menu. Would solve a lot of problems.
The last segment of the overworld theme (you know, this) never plays unless the timer is <= 100.
EDIT: May as well throw this out now -- the value of bullettime should really be wiped on death, gameover, or quitting to menu. Would solve a lot of problems.
Last edited by RAWRSpazzo on 06 Mar 2012, 03:11, edited 1 time in total.
maurice's new philosophy of "MEH" or "I'm a lazy programmer" seems to disagree with that :P but yeah I guess it's a good thing if he goes through everything (which I dont expect)
btw that ninja post shows how annoying it is for not bugs to be reported 5 times
EDIT : actually I just checked in SMB and yea I think it's supposed to play at any time.
But Maurice recorded the music himself so I would mostly trust him on that :S
btw that ninja post shows how annoying it is for not bugs to be reported 5 times
EDIT : actually I just checked in SMB and yea I think it's supposed to play at any time.
But Maurice recorded the music himself so I would mostly trust him on that :S
- RAWRSpazzo
- Posts: 4
- Joined: 06 Mar 2012, 03:01
- Contact:
I don't think the music was "recorded", at least in the traditional sense...you'd hear distortions in the pitchbend when screwing with bullettime if it was, wheras you hear the actual NES patches modulate with perfect clarity instead. If I had to hazard a guess, I'd say the music output is soundfont-based MIDI or NSF.
Also, didn't see it in this thread but I am sure it's been mentioned elsewhere: checkpoints will try to start you at the default ground level, regardless of how high the marker is and if there is any ground or not. Not sure if bug or feature.
edit:
Again with the checkpoints, god damn. In the level editor, mario will default to the checkpoint (if it has been activated in testing) even after removing it. Going to the menu and back in to the editor fixes this, but it is still a bit annoying.
edit:
Again with the checkpoints, god damn. In the level editor, mario will default to the checkpoint (if it has been activated in testing) even after removing it. Going to the menu and back in to the editor fixes this, but it is still a bit annoying.
- RAWRSpazzo
- Posts: 4
- Joined: 06 Mar 2012, 03:01
- Contact:
Bloopers have no upper swim limit (in other words, they can 'bloop' around in the air)
At least, that's the behaviour I witnessed in World -1.
At least, that's the behaviour I witnessed in World -1.