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Lambtaco
Lambta.co makes comedy sketches, cartoons, and games. Since I don't know what the purpose of friending is on NG, I'll be denying all requests.
Used to be MCSM Studios, and before that The_Green_M. Apologies for some of my more edgy older content.

Malinbo @Lambtaco

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AKR2 v2.0 Known Bugs

Posted by Lambtaco - August 29th, 2017


This is a post to put bug reports for the AKR2v2.0 beta. Just so I don't get the same reports repeatedly.

  • Certain enemies[+ show the wrong enemy death when killed by invincible/screw attack. Status: Ongoing. I'll need to go around and kill every enemy to test them.
  • Jumping to your death just before giant mario punches through the tower causes it to disappear. Status: Fixed for next update. 
  • Rush stays suspended in the air after final Mario destroys the platform. Status: Fixed for next update.
  • Spiny (Sonic) jump state overrides space jump and/or screw attack. Status: Fixed for next update.
  • Pressing L+R to reenter a Switch Palace doesn't work using control scheme 6. Status: Fixed for next update.

Already fixed in current beta build:

  • Piranha Shrooms become motionless without hitboxes instead of dieing. My bad, I forgot to include an animation for the "knocked" death state after I changed some reactions. If they get killed by invincibility, shellsliding, or wing attacks. 
  • Imported saves not overwriting Enemies Killed or Coins Collected counts. Most of the options aren't importing properly. 
  • Pink Bob-ombs stay in above your head when you try to throw them.
  • Enemies knocked into the air when killed get stuck near untriggered invisible blocks.
  • Running at P-speed overrides holding object animation.
  • Shy Guy can't look up when standing on ice.
  • You can get stuck in a gap in the semifinal room of 3-4 by jumping into it and holding down. 
  • Getting damaged in a shiny egg shellslide/maskride/goomball form doesn't revert to the regular animation.
  • Jumping to your death in the room before Final Mario caused the camera to glitch.

1

Comments

so, this is the place where you can put the glitches and bugs? i found a new bug: if you press R before the final confrontation starts, after mario break the ground the robot dog will be flying on an invisible ground.

You can report bugs anywhere I will see them, anywhere on Newgrounds is preferred. This is just the place I'm listing them.

That is a new bug. Should be easy to fix.

another bug i found: in underwater sections, if you throw a fireball, it will appear red for 1 frame. and with the boo flower, the ghostballs will appear black for 1 frame.

I'm not seeing the black frame for the Boo fire. Maybe your eyes are just faster than mine. In any case I'll fix it.

and shyguy's world-map sprite has to be changed. it does not look like the sprite in-level.

Which one?

suggestion: can you make us glide with the feather while holding an object? it's really hard to use the key on 5- for this reason.
bugs: if you kick babies underwater, you can turn.
I can't scroll the map with the attack button anymore. i'm using the control scheme 1. i don't know if this happens with other control schemes.
there's a weird bug with the spiny flower, it can make you go to secret rooms or bug the room. I will post a unlisted video about this later.

I could but I won't. Due to the position of the held object the animation doesn't work out.

Noted. Not a big deal, so I'll wait until 2.1.

I noticed that too. It's fixed for the release build.

Okay. Definitely requires more explanation. I'll wait for your video.

ok, i will explain more: when you throw the fireball or the ghostball underwater, it will appear with a different color for 1 frame, and then they will revert to normal until they disappear. try to record a video with 60 fps and put slow motion to see better.
lol, i forgot: it's the water flower shyguy sprite. you changed the sprite in-levels, but it's the old sprite on the map.

I was talking about the spiny flower thing when I said I needed more explanation. It might be easier if you numbered bugs/suggestions when you have a bunch of them so we can keep it straight.

The shy guy sprite looks right to me, are you sure you're on the current build. Check hammer goomba, if the map sprite isn't vader, you need to force a refresh.

Oh, thank you. I always forget about force refreshing. and you said you couldn't see the fireball with a different color for one frame: "I'm not seeing the black frame for the Boo fire. Maybe your eyes are just faster than mine. In any case I'll fix it.", so i tried to explain better. it only happens underwater. try to check it on slow motion.

Doesn't matter now because I fixed it :D

yes, you should change the legs too if you want to give goomba a p-running animation, i tried to imagine it. and i think that it would work if his magic hands could be smaller when he is p-running, and should not be above the head. his arms are magic, right? they can be at any place near goomba or size. you could try to make him face right or left when he is p-running, but it requires a lot of work, maybe you can add this on 2.1. i think it would be good.

I think Imma just go with the legs.

and talking about the scroll button on map, can you make us press LEFT, RIGHT, UP and DOWN keys to select the levels without the mouse? I prefer to play the game on a controller, and I need to use the mouse to change the level by scrolling.

I don't really know how that would work. Seems to me it's pretty easy to just reach over to the mouse if you want to jump to a very far away level.

and in the video, from 2:44 to 2:55 I entered on the wall again and I teleported to the ground just by pressing jump while dashing. I also did that at 2:16, but the video lagged so we couldn't see. can you fix that too?

We'll see. If my not letting you jump or duck thing works, yes. Otherwise, maybe.

also, if there are 2 question blocks and we hit 1 of them while we are at the mid of the 2 block, we can slide on the another block for a bit of frames, and even wall jump if you do it pixel perfect.

Yeah, that's a side effect of the thing I did to let you hit two blocks at the same time. It's not really a big deal, so I'll leave it be rather than messing around with the hacky stuff I did to get it going in the first place.

the scroll level choosing would be like this: when you pres LEFT, RIGHT, UP or DOWN, you would go to the closest level you have from the center of the screen. and after that, you could control it, it would not have the delay of the normal map. try to make something like this.

If pressing directions makes you go to the closest level, how would you scroll the screen?

you could use the...

forget it. i think you would reject my idea.

i was going to say that if you're using the mouse, you could just drag it on the screen, and if you're using the keyboard/controller, you would using the arrows. after going to the closest level of the center, the arrows would make you navigate.