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Used to be MCSM Studios, and before that The_Green_M. 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. Nothing personal.

Captain Mutton @Lambtaco

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Wassamatta U

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Lambtaco's News

Posted by Lambtaco - March 9th, 2018


Although initially discouraged after showing off my mascot based endless runner game, I recently started fiddling with it again. The feedback wasn't negative per se; it just wasn't useful in any obvious way. A lot of people were misunderstanding the genre of the game, but that makes sense considering how blind I wanted my feedback, and where most of it was coming from. Anyway, let's talk about how that feedback has affected the game itself.

Main Event: The Demo

Difficulty

The game was a bit too hard. It's tricky to judge the difficulty of your own game because you know it inside and out, and don't have the benefit of ignorance literally everyone else has. That's one of the reasons I released a demo. I don't think anyone explicitly said it was too hard, but when I asked people how far they got, I was surprised that it wasn't far at all.

So to make things easier I've increased the maximum extra hits from 1 to 3. I did this by dividing the 9-piece cheese wheel into 3 segments of 3 pieces each. This also reduces the number of pieces needed for an extra hit to 3, which makes the game more forgiving, and thus more fun. This also greatly increases the chances of a player getting any extra HP at all.

This required I change the graphics for Lamby when he has extra HP. Instead of changing entirely bright orange for the queso shell, he turns orange in thirds, one for each hit point. I also added some cheese pieces that fly off when you get hit to make it clear that they're your health.

Conveyance

The biggest take away is that it's not clear you can hold down the mouse to charge a higher jump. I wasn't under the impression that it would be, but I released it with absolutely no instructions just to see what people would pick up from playing it. Because I want to include as little instruction as possible.

The game now has detailed instructions, but the screen is a little busy, so I'll probably divide it into two screens. One screen for the basics, and another for the complications of rocketmode.

Enemies

I got a lot of requests for enemies, and even bosses. Despite the fact that there's no method for attacking in the game. I'm not going to completely ignore such a common suggestion, so I'll be adding some enemies. They'll be more like moving obstacles mechanically speaking, but there will be tractors and bats and other such entities assaulting the player. Still no way of attacking them though, as Lamby is a pacifist.

New Stuff

I made some mechanical changes to the game, but there's very little in terms of new content. I'm just kajiggering the gameplay mechanics. More areas and obstacles will come after I get the basics straightened out.

Starting a Run

Now when you start a new run, instead of just nonchalantly walking out of the barn, you get the chance to charge up an initial boost of speed. I based it on the end level bonus of Dynablade in Kirby Superstar. The visuals are temporary. I'm either going to to with something that fits the theme for the HUD, or try to incorporate the meter into the barn you start in. (This part ins't in the instructions yet.)

I felt the beginning needed to be more dynamic and interesting. When you charge the meter even a tiny bit past the maximum, you're penalised with a slower start than if you never tried to charge at all. It's got a risk vs reward thing going on now. Balance is a work in progress, so this will likely be tweaked somewhat.

Area Intros

I've added an overlay for when you enter a new area very reminiscent of the one used in Sonic the Hedgehog 2. This will pop up each time you enter a new area, or start a new run. I'm not 100% sure I like how it looks/works at the start of a run, but my tests for entering a new area look great and give a strong sense of progression.

There's also a counter for how many laps you've done through all the areas. Right now it says "Pass 1" but that might change. I though of using "Lap 1" but that seems to imply there is a maximum number of times you can run through all the areas. I don't want to give the false impression that the game has an end goal. It is an endless runner after all.

Rocketmode

When you come out of the rocket powered hotsauce state, you can't die or lose hp by colliding with obstacles. Instead, you will lose speed collision, until you are at or below Lamby's regular top speed. This is indicated by the thermometer on the right side of the screen. When the mercury drops below the white line and the meter slides of the side of the screen you become vulnerable again.

I changed this because I felt the uncontrollable amount of speed would lead to damage or death and discourage players from collecting the hotsauce packet in the first place. It's a powerup, and so it should always be something you want. Plus, now that it provides invulnerability, you're encouraged to take risks to hold on to the speed.

I may need to work on some way of making the speed based invulnerability clearer to the player. He doesn't drop cheese, but that's likely not enough. And I don't want to have to explain every detail of the game up front. Perhaps sparkles or some other visual effect will work.

Colliding with obstacles now reduces your rocketmode time less than before, but also cause a loss in speed now. It's better balanced this way. It gives the player more time to figure out rocketmode before they reach top speed.

Jump Guide

There is now a large red arrow that appears when you hold down the mouse/touchscreen. IT indicates how high you will jump. By default it's set up to show how high the highest point of Lamby will go, but can be changed to align with his feet, the bottom of his shell, or the middle of his shell.

This was a necessary change for the mobile versions. It's much more difficult to judge jumps without the tactile feedback of a button. You can turn the guide off if you please.

Menu

Added a menu to the game with instructions and a couple of options. Instructions are a WIP. The logo isn't necessarily final, but I like the '80s vibe, and it adds some colour to the game.

An option for volume is now available. At five preset levels: 25%. 50%, 75%, 100%, and muted. I didn't think a fully granular 100% range was necessary. And a slider would be a pain to use with a touchscreen.

It's a bit boring right now, so I'll probably add all kinds of stuff in the background to spice things up. Lamby running by, obstacles from the game, stuff like that.

Other Changes

The first 1/10 of a second you hold down the button/screen now results in the lowest possible jump. This is mostly to accommodate touchscreens, because it can be difficult to touch for just one frame compared to using a mouse.

Jumping beans require 1/10 of a second of charge time. This is to prevent accidental use, especially after exiting rocketmode.

I also added a small burst of speed and brief invulnerability when using a jumping bean. I compare this to the instashield from Sonic 3, only finite and more useful. This isn't as necessary as it was before I changed the health system, but it's still a nice bonus. (Jumping beans still don't feel right, will probably change more.)

Lamby makes a frowny face when he gets hit. This was especially necessary considering how common it is now to take damage without dieing.

I altered some hitboxes that felt a bit unfair. Most prominently the stack of hay bundles.

This isn't a concern yet, but I may increase Lamby's top speed slightly each time he completes an area, or maybe just when he laps through every area. Nothing huge. Probably just 5% of the base speed, This would act as both a reward and an extra challenge to keep the game from turning into an endurance test.

Mobile Ports

I tested out using Adobe AIR to port the game to Android. Turns out it's very easy. I didn't have to change a single line of code. So that's great. It ran like crap because I haven't bothered to convert the game's vector art to raster, but I'm confident it will run fine when I make the necessary changes. I just like being able to alter the art in the same application I'm coding it in; it's a good workflow.

I plan to port to iOS as well. But I don't have an iPhone or iPad, so it may come out later on iOS because I don't have an easy way to test it like I do for Android. My phone isn't super powerful either, which is probably a good thing. It makes it easier to test for performance on lower end mobiles.

The Name

I'm going with the name Lambtaco Run for now. It's short and descriptive; good for a mobile app. I'm not married to that name, so if something better comes up I may change it.

That's all for now.

Updated on March 12th. A new version of the game replaces the March 9th upload. Text updated to accommodate.


4

Posted by Lambtaco - January 17th, 2018


Check out this stupid thing I made,

It's live action, so it's on Youtube but not NG. Just a quick thing to get me back into releasing stuff.


Posted by Lambtaco - January 5th, 2018


Last time on AKR3 Idea Blog we covered the Lakitu Shop. This week we’re doing a scrapped idea for multiple endings.

The idea is pretty simple. Based on some undisclosed factors the ending cutscene or possibly even the final boss would be different. Because the game will have multiple worlds you can play in any order like Super Mario Land 2, I was thinking the factor would be which world you completed last. That is, second to last, before the final world/level unlocked by beating all the others.

This is related to a story I’m no longer going to use. The scrapped story involved the Koopalings being mind controlled by an unknown entity, while Bowser is mysteriously missing once again. So the different endings would reveal who was responsible for that. Possibilities included Mario, Luigi, Sanic, and even Bowser himself.

And that would be kind of cool. But also potentially confusing. Which isn’t necessarily a bad thing. Confusion can be part of the fun. But there are other reasons why I won’t be using it.

It would be very difficult to make all the endings equal. With seven or so endings, some are sure to be duds.
It’s a lot more work. Simply said.
I want to do a different story. One that’s less derivative.

I won’t reveal too much about the new story, but I really like this angle. I call it:

A Koopa’s Revenge 3: Mutiny

And that’s all for now. Maybe check out the AKR3:FAQ I started.

P.S. Posted this on my site a few days ago, but forgot to dupe it to NG. Sorry.


Posted by Lambtaco - October 27th, 2017


Welcome to the third installment in the A Koopa’s Revenge 3 Idea Blog. The series where I describe ideas I have that could potentially be a part of the upcoming A Koopa’s Revenge 3. Last time we discussed how characters are affected differently by the same powerups. This week it’s somewhat related, the Lakitu Shop.

Coins aren’t just for extra lives (and flower faces) anymore. You can spend your collected coins at the friendly roving Lakitu Shop.

905925_150915699551_lakitushop.png

Lakitu wants to help. He’s not much of a fighter, but he can carry a lot of items. He’ll ferry his shop to where ever you may be, but getting these items isn’t free, he needs to feed his family.

Before we get to the shop, I need to explain items. A Koopa’s Revenge 3 will use an inventory of powerups like in Super Mario Bros. 3, accessible from the map screen. In addition to this inventory, there is also a reserve box like in Super Mario World. You can collect items out in the world, take them out of your reserve box and store them for later use. Items for your inventory can also be found other ways, probably on the map. Items can be swapped between the map inventory and you reserve box so you can use powerups like starmen anywhere in a level, not just at the start.

Lakitu won’t buy any used powerups (gross) but any fresh powerups in your inventory that you don’t need can be sold. Finally, a use for all those plain mushrooms. But Lakitus are attuned to the market, the more of something you sell, the less it’s worth. Don’t flood the market or the price of mushrooms will crash. Conversely, if you keep buying fire flowers, expect the price to go up.

From the start of the game Lakitu’s selection will be limited to the basics, but once you find rarer and more interesting powerups Lakitu will know where to get them and keep them in stock. The more locations you find an item the game’s world, the less it will cost in the shop. Supply and demand, that’s Lakitu’s motto.

In addition to powerups available elsewhere, Lakitu shop carries some exclusive content. Escape vines are an item you can use in a level to leave without losing your progress (coins, powerups, and other valuables). Without an escape vine quitting before getting to the end of a level resets all your progress in that level. He also sells expansions for your personal inventory, so you can carry hold on to even more items.

A small side note. The face on Lakitu’s cloud will be randomly selected from a pool of available faces each time you visit the shop. Increasing your score will increase the size of the pool. Even more reason to grab coins and extra lives you don’t need.

That’s all there is to say about the Lakitu Shop for now. I’m more confident I’m actually going to use this idea, so I went with a more in universe tone. Stay tuned for more AKR3 Idea Blogs.


Posted by Lambtaco - October 17th, 2017


905925_150827715431_lambyrunpreview.jpg

I've been messing around with a small game to learn AS3. And I'd like to get some feedback from blind impressions. So here it is:

http://lambta.co/mascot-endless-runner-demo/

EDIT: Here's a higher res version on NG:

https://www.newgrounds.com/projects/games/1151206/preview


Posted by Lambtaco - September 23rd, 2017


Here's the big youtube livestream I did to celebrate getting 10 000 subscribers, and releasing AKR2 v2.0. Sorry that I had the flu and sounded gross the whole time. Shit happens.


Posted by Lambtaco - September 16th, 2017


The long delayed update to A Koopa's Revenge 2 is finally here:

http://www.newgrounds.com/portal/view/646067

The update includes: improved player control, better balanced powerups with new abilities, new skins for the bosses, new medals, a bunch of bug fixes, lots of new graphics, and more.

It's been exactly three years since the game came out. I made a lot of compromises to get the game finished back then, and this update seeks to bring the game closer to my initial vision. I didn't get everything in that I wanted, but I think the game is mechanically where it needs to be (minus any new bugs) and I'm proud of it. There will be a 2.1 update to fix any bugs that need testing, make some more graphical changes, and add an in-game medals display. That probably won't be out for a while though. I'm all koopa'd out and I need a break, unless I need to do a hotfix.

I want to thank all the v2.0 beta testers, and even the people who just said one thing and then buggered off. Every bit helps. Special thanks to AmericaCaptitan, TelFy, and supersonic6411 for being such dedicated testers. Sorry if I got short with anybody these last few days, it's been kinda stressful.

And if you're not sold on the game, here's the teaser:

Thanks for playing.


Posted by Lambtaco - September 15th, 2017


A Koopa's Revenge 2 version 2.0 is coming out in less than a day, and I've uploaded another version of the beta. It should be mechanically identical to the release version I'll be ptting up tomorrow. I still have a few sound effects to make, and some more graphical changes, but it's otherwise the final product.

I'll be doing a 2.1 to fix any new bugs, add universal medal support with an ingame display, and make a few more cosmetic changes I didn't quite have time to do before the deadline.

That's all for now.


Posted by Lambtaco - September 12th, 2017


I've uploaded the next beta for 2.0.

Beta Link: http://www.newgrounds.com/projects/games/528371/preview

If you're not seeing the new version, you may need to force a refresh, or clear your cache, which can erase your save file. Sorry again.

New stuff includes:

  • Changes to the pink switch and Koopa's pink form.
  • Changes to the swimming physics and animation, especially witht the water flower. (Water flower continues to receive buffs)
  • Morebug fixes.
  • Burgerstein and FSM finally have their new skins, and both have some minor fight changes, especially Burgerstein.
  • Ghostly waving fireball attacks.

At this point I'm initiating a feature freeze. For two reasons: 1 I don't want to get caught up and leave something unfinished, and 2 I don't want to introduce new bugs. Nothing new will be added to the game until after v2.0 releases unless already planned. Bugs will still be fixed.

Changes coming before release:

  • New map sprites to match the new appearances.
  • Tooltips for the new options. And correcting incorrect tooltips.
  • New page in the credits for v2.0 beta testers.
  • New Medals.
  • Various small graphics changes.
  • Changes to the mechanics for picking up and throwing mini marios (to match greg-eggs)
  • Fix the key glitching on moving platforms (it's been on my to do list for ages)
  • Sound effects for new pink switch.

The bad news is I'm going to have to postpone universal medal availability. I'm running low on time, and making an in-game medals display is proving to be more complicated than I anticipated.

That's all for now.


Posted by Lambtaco - September 5th, 2017


I've uploaded another beta. In the same place as the old one.

Beta Link

First thing to note is that old save backups won't import 100% right. This is because I eliminated the difficulty options, making the data 4 chracters shorter. Sorry about that. Bt the good news is I believe I've got it working right.

If you're not seeing the new version, you may need to force a refresh, or clear your cache, which can erase your save file. Sorry again. You can tell whether it's the newer version based on the location of the credits button on the main menu. The new version has the button above the "Prerelease v2.0" text.

Major changes include:

  • New skin for Saladro boss. The old skin also has updated artwork.
  • Changes to Saladro's behaviour. Carrots now come out of the floor, and have a longer lag between warning and attack. His radish-arm attacks are also changed.
  • New art and animations for some of Goomba and Shy guy's powerup states.
  • Greg-Egg behave more like koopa shells (in official Mario games) rather than vegetables.
  • Fixed pretty much all the bugs reported.

Thanks to all the testers who are reporting bugs and opinions. I hope to see more.

Full (incomplete) v2.0 Changelog

Reported Bugs List