CURRENT RELEASE: 1.6

General Mar0 discussion has been moved to this subforum!
User avatar
renhoek
Posts: 4545
Joined: 11 Feb 2012, 10:04

Post » 05 Mar 2012, 05:29

was screwin around with my brother when...
Image

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.

EatingACookie
Posts: 1
Joined: 05 Mar 2012, 05:43

Post » 05 Mar 2012, 05:50

The raised pipe on 5-1 takes you back to the start when you leave the warp area thingy.

juststabbedmyself
Posts: 1
Joined: 03 Feb 2012, 04:49

Post » 05 Mar 2012, 06:48

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

User avatar
renhoek
Posts: 4545
Joined: 11 Feb 2012, 10:04

Post » 05 Mar 2012, 08:00

was screwin round with gel cannon cheat made it to the end of the level and shot past the flag mario landed on it and a wild
Image apeared.
Last edited by renhoek on 05 Mar 2012, 10:30, edited 1 time in total.

bacterium
Posts: 3
Joined: 04 Mar 2012, 00:24

Post » 05 Mar 2012, 08:51

Also, hitting a koopa paratroopa in the wings kills the player?

User avatar
RWLabs
Posts: 796
Joined: 05 Feb 2012, 03:36
Contact:

Post » 05 Mar 2012, 09:21

[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.

lunchbag
Posts: 1
Joined: 05 Mar 2012, 10:54

Post » 05 Mar 2012, 11:01

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.

User avatar
renhoek
Posts: 4545
Joined: 11 Feb 2012, 10:04

Post » 05 Mar 2012, 11:34

lunchbag wrote: 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?
*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!

User avatar
AceAstren
Posts: 18
Joined: 04 Mar 2012, 07:31

Post » 05 Mar 2012, 14:11

If you create a level with a pipe to a sub level then set a checkpoint in the sub level you continually die apon spawn until you run out of lives.

Maurice
Stabyourself.net
Posts: 2145
Joined: 01 Feb 2012, 20:19

Post » 05 Mar 2012, 14:12

Don't put checkpoints in sublevels then.

User avatar
renhoek
Posts: 4545
Joined: 11 Feb 2012, 10:04

Post » 05 Mar 2012, 14:15

Maurice wrote:Don't put checkpoints in sublevels then.
wait then how did you use the ones in the original smb 1-2, 4-2, 2-4, and 7-2?

WanderingTedium
Posts: 40
Joined: 05 Mar 2012, 13:54

Post » 05 Mar 2012, 14:17

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.
TWNOLHD wrote:Is anyone else having problems playing in Minecraft or Gelcannon mode?
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.

Razvan
Posts: 4
Joined: 05 Mar 2012, 14:15

Post » 05 Mar 2012, 14:50

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

Maurice
Stabyourself.net
Posts: 2145
Joined: 01 Feb 2012, 20:19

Post » 05 Mar 2012, 14:58

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.
Oh really sorry about that; you need a mouse controlled player for both of those modes.
New update will fix the crash, but those modes just don't work with joypads.

tigladd
Posts: 12
Joined: 04 Mar 2012, 01:32

Post » 05 Mar 2012, 15:07

I cant explain it so i made a video



Plus, you can put portals under buttons.

And in my opinion you should have infinite lives in Portal MapPacks

WanderingTedium
Posts: 40
Joined: 05 Mar 2012, 13:54

Post » 05 Mar 2012, 15:09

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?

User avatar
Raicuparta
Posts: 539
Joined: 04 Feb 2012, 02:07
Contact:

Post » 05 Mar 2012, 15:23

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.

Maurice
Stabyourself.net
Posts: 2145
Joined: 01 Feb 2012, 20:19

Post » 05 Mar 2012, 15:48

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.

TWNOLHD
Posts: 11
Joined: 03 Feb 2012, 18:39

Post » 05 Mar 2012, 15:51

nicholas4tech wrote:
HElllooooow 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.
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 mode
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 start

User avatar
Raicuparta
Posts: 539
Joined: 04 Feb 2012, 02:07
Contact:

Post » 05 Mar 2012, 15:56

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.
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.

Redux
Posts: 19
Joined: 04 Mar 2012, 12:23

Post » 05 Mar 2012, 17:02

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. :)

mainegeek
Posts: 108
Joined: 05 Mar 2012, 04:41

Post » 05 Mar 2012, 17:37

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.

Maurice
Stabyourself.net
Posts: 2145
Joined: 01 Feb 2012, 20:19

Post » 05 Mar 2012, 17:38

Sound only slows down if you use the bullettime.

mainegeek
Posts: 108
Joined: 05 Mar 2012, 04:41

Post » 05 Mar 2012, 17:48

Maurice, bullet time cheat was not enabled

GamerMaster2041
Posts: 68
Joined: 04 Mar 2012, 15:19

Post » 05 Mar 2012, 18:47

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.

User avatar
RWLabs
Posts: 796
Joined: 05 Feb 2012, 03:36
Contact:

Post » 05 Mar 2012, 20:19

I don't know if it's supposed to be like this, but lasers kill you even if you eat a star

Camewel
Posts: 2996
Joined: 02 Feb 2012, 21:32

Post » 05 Mar 2012, 20:24

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.

User avatar
Mariboy
Posts: 35
Joined: 05 Mar 2012, 17:16

Post » 05 Mar 2012, 20:31

Include freeze unending time"unlimited time" please to cheat menu. Please for 1.3

traxxasme
Posts: 1
Joined: 05 Mar 2012, 20:55

Post » 05 Mar 2012, 21:13

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!

User avatar
BenMcLean
Posts: 45
Joined: 04 Mar 2012, 00:43
Contact:

Post » 05 Mar 2012, 21:22

Maurice wrote:
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.
Oh really sorry about that; you need a mouse controlled player for both of those modes.
New update will fix the crash, but those modes just don't work with joypads.
Even after the new update? Why is this? Do you plan to fix it?

thanks for all the great work you do btw

NateDude
Posts: 17
Joined: 04 Mar 2012, 20:56

Post » 05 Mar 2012, 21:35

Issue: After completing a level with the Gelgun, if you walk on gel during the ending sequence it crashes.

User avatar
Kjulo
Posts: 43
Joined: 04 Mar 2012, 22:32

Post » 05 Mar 2012, 21:37

The 'Maze Gate' will randomly reset back to 1 if it is set to 3 in the editor.

Camewel
Posts: 2996
Joined: 02 Feb 2012, 21:32

Post » 05 Mar 2012, 21:37

BenMcLean wrote:
Maurice wrote:New update will fix the crash
Do you plan to fix it?
I like this too.

darkmainiac
Posts: 8
Joined: 09 Feb 2012, 13:56

Post » 06 Mar 2012, 01:33

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.

User avatar
trosh
Posts: 1594
Joined: 03 Feb 2012, 08:36

Post » 06 Mar 2012, 01:53

you don't say. not worth the trouble, like most bugs people are reporting.

User avatar
SpocKirk
Posts: 160
Joined: 03 Feb 2012, 02:48

Post » 06 Mar 2012, 01:55

trosh wrote:you don't say. not worth the trouble, like most bugs people are reporting.
At least it's a new one, instead of the same four bugs posted over and over.

Camewel
Posts: 2996
Joined: 02 Feb 2012, 21:32

Post » 06 Mar 2012, 02:02

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.

User avatar
trosh
Posts: 1594
Joined: 03 Feb 2012, 08:36

Post » 06 Mar 2012, 02:39

SpocKirk wrote:
trosh wrote:you don't say. not worth the trouble, like most bugs people are reporting.
At least it's a new one, instead of the same four bugs posted over and over.
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.
Noobies haven't though :P

User avatar
slime
Shaders guy
Posts: 148
Joined: 02 Feb 2012, 21:37

Post » 06 Mar 2012, 02:42

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.

User avatar
RAWRSpazzo
Posts: 4
Joined: 06 Mar 2012, 03:01
Contact:

Post » 06 Mar 2012, 03:04

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.
Last edited by RAWRSpazzo on 06 Mar 2012, 03:11, edited 1 time in total.

Camewel
Posts: 2996
Joined: 02 Feb 2012, 21:32

Post » 06 Mar 2012, 03:07

That's meant to happen if I'm not mistaken.

User avatar
trosh
Posts: 1594
Joined: 03 Feb 2012, 08:36

Post » 06 Mar 2012, 03:07

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

User avatar
RAWRSpazzo
Posts: 4
Joined: 06 Mar 2012, 03:01
Contact:

Post » 06 Mar 2012, 03:14

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.

User avatar
auzura
Posts: 120
Joined: 04 Mar 2012, 08:28

Post » 06 Mar 2012, 03:23

In the editor, scrolling down when you have the checkpoint tile selected causes a crash.

User avatar
auzura
Posts: 120
Joined: 04 Mar 2012, 08:28

Post » 06 Mar 2012, 03:46

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.

Maurice
Stabyourself.net
Posts: 2145
Joined: 01 Feb 2012, 20:19

Post » 06 Mar 2012, 04:49

Will fix checkpoints tomorrow.

User avatar
Mrguy891
Posts: 8
Joined: 04 Mar 2012, 23:06

Post » 06 Mar 2012, 07:09

It may just be my crappy computer, but when I do the Rainboom, there's this huge white box that appears instead of the special effects. It disappears after the Rainboom is done.

User avatar
RAWRSpazzo
Posts: 4
Joined: 06 Mar 2012, 03:01
Contact:

Post » 06 Mar 2012, 08:02

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.

Gotlyfe
Posts: 1
Joined: 06 Mar 2012, 09:56

Post » 06 Mar 2012, 10:06

Tested several times, When dropping a box onto the button in test chamber 6 of normals, gives error

Image

User avatar
Hiro
Posts: 13
Joined: 06 Mar 2012, 05:38

Post » 06 Mar 2012, 10:09

Don't drop a companion cube on a goomba's head. Or any enemy I'm sure. If you're in the mood for a humorous error then go for it.

Post Reply