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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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Lambtaco's News

Posted by Lambtaco - July 6th, 2014


905925_140469204383_koopawantyou.png
A Koopa's Revenge 2 is entering what I call the gamma testing phase. The beta is over, as all virtually all bugs have been fixed and the game's content it all there. What I need now is feedback on the game in general.

To sign up to be a tester, leave a reply to this post or PM me. Ask to become a tester, and tell me why you want to test the game, and if you have any game testing experience.

I ask that in return for early access, you fill out a brief survey. Which will be here. (link pending)

Testing begins at 6:00pm EST, Tuesday July 8th. Testers will have two weeks to play the game and fill out the survey. Everyone who completes the survey will have their name featured in the game's credits.

Sign up now! Positions are limited!

P.S. Below is a (somewhat outdated) gameplay video.

 


Posted by Lambtaco - July 3rd, 2014


Here we have the first "finished" version of the game. And I want all the beta testers to help to make sure I didn't break anything before we move on to a more widespread gamma testing phase. It might be wise to skip over the changelist if you don't want things spoiled.

The Beta

  • First, the biggest change of all. The super finalest most lastest boss I've been teasing is finally here. So, i you've collected all the silver coins and rescued all 7 Koopalings, have at 'er.

  • You can select a level by clikcing on it with the mouse.

  • The pause menu shows you which file you most recently loaded/saved so you won't accidentally save over the wrong file.

  • ? Blocks are coloured differently in different levels.

  • All the map animations are complete.

  • The intros for bosses are skipped atomatically after you've seen them once.

  • I reworked the fifth bosses cycles a bit to make him faster to fight.

  • Many, many more small tweaks.

  • I reused a few songs from the first game to fill in gaps in the soundtrack. They won't be staying, especially the menu theme

I'll also take this opportunity to officially say I'm not taking on beta testers any more. I will however, be taking on gamma testers, though they won't get to play for a few days. I need the game in a near complete and unbroken state to get perspectives on how the game will be received as a finished product. So get in there and break the game.


Posted by Lambtaco - June 10th, 2014


Version 0.92 has arrived.

Link to Beta

Changes include three new songs, reduced lag again (though I'm not done with that yet), clearer representation for falling beams, ? blocks won't produce items twice in the same playthrough of a level, and icicles for 4-4. Plus bug fixes and other small changes I didn;t bother to remember or write down.

This will be the last beta before what I'm going to call gamma testing. At which point the game will be 100% done content-wise, but will still need adjustments. You can still ask to be a beta tester by telling me why you want to be a tester. After the next beta is released I'll be asking all beta and gamma testers to fill out a survey, which should help those who aren't sure what sort of feedback to give.

In the next iteration, expect to see the secret ending boss. Which is the last big piece of content I need to add.

I'm still looking to replace and add new music tracks, which will need to be done before the game gets a full release. It would be great if people could offer suggestions from the Audio Portal. But I warn you, I'm picky.

Here is a list of things I need songs for:

  • Main Menu - Plays on the menu, aswell as during the credits. Not entirely sure what I want for this one, but I figure I'll know it when I hear it.
  • Map Day - I need a short loop to play on the map during the day time. no longer han 30 seconds, and it needs to start up fast.
  • Underground Day - Something that says underground, but not too dark or too silly. Like a Mario game would have.
  • First Castle - A theme to play in the first castle. It's a standard Mario game castle. I need something that sounds like that.
  • Ghosthouse Day/Night - Again, something like you'd hear in a Mario game, but for the ghost house this time. I have a really good theme already, and depending on whether a second theme is dark or more lighthearted it could become day or night.
  • Boss Fight - For all but the final boss fights. Short and to the point. I haven't found anything I really like yet. Perhaps I need to branch out more.

For all of these I need songs without too much buildup. I'm also trying to avoid chiptunes. And for Day/Night themes you can listen to the opposite to get a better idea of what I need. I'm even open to replacing existing songs I do like if something better comes along. Soundtrack listed here.


Posted by Lambtaco - April 7th, 2014


Been a while, so I should really do an update.

First off, I added the intro cutscene which you can see by starting a new game. As usual, many bug fixes and small changes. Many new sound effects have been added and also a new song for the Ghost Houses. Reworked the completion percentage so it works out to 105% and is much cleaner overall.

There's a new cheat now, you can't find it like some of the others, it's unlocked with a code. I also update the god-mode, which unfortunately nobody but me can see as of yet. And I made some restrictions that will be used in the final game, when it's spread around the 'net, but will be invisible to the testers right now.

Apologies again for taking so long. That damned Command and Conquer was taking up a lot of my spare time, but I'm swearing off of it for the time being.

The Beta

As usual, if you would like to be made a beta tester, send me a PM stating such and tell me why you want to be a tester.

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Posted by Lambtaco - February 18th, 2014


Finally here. Sorry it took so long, but there weren't a lot of people asking so I kept improving different aspects and adding little things rather than polishing it up for a beta release.

First up for changes. I redrew and animated the world map. So now when you beat a level, you see your progress appear on the map like Super Mario World.

With the new map comes new level connections. There are now 3 secret exits that weren't around before. And 7 warp pipes total on the map now.

Also new are rooms for every first area level warp. Those warps that are in the first area of each level that take you to the end, they all have something in between them and the exit. Makes the game feel fuller in my opinion.

On the technical side, I've further reduced the lag. That's about the last I can do to reduce lag in general, but there are still particular areas that are a bit laggy and I'll need to fix that.

Also is the jittering of the tiles in the autoscrolling levels. Nobody else mentioned it, but it bugged me.

That's all, Beta is Here.


Posted by Lambtaco - January 5th, 2014


Version 0.85 is here, finally!

Sorry it took so long. There was holiday stuff and I got pretty sick for a while. Next update should come sooner, though it will likely be smaller. You guys might want to follow me so you can be alerted to my news posts. I'll be doing one for every major update from now on.

So, what's changed? First gameplaywise. Lag as been reduced further, though not as much as last time. Walljumping is now easier to perform, as it works more like NSMB. Donut blocks respawn after a few seconds. The electric eels can be interacted with more deeply now, you can kill them with hammers and stuff. And the swimming physics for the blue shell/blue shyguy/blooper powerup are a bit different. Cheats can be turned on and off in stages, not just on the map. You can burn the wavy grass now too.

Visually, I added a ton of new backgrounds, and updated some existing ones. This was the reason this update took so long; I didn't want it released until every stage had it's own background. Still not completely satisfied, so there will likely be more changes to the backgrounds. I altered two of Goomba's forms. His small form now resembles the goombas from SMW, and his water form is a blooper. I also improved many of Goomba's animations, aswell as some for Shyguy. I altered Koopa's posture to make him more shaped like his hitbox (This one isn't exactly complete yet) And there are changes to some enemies based on the weather and time of day.

Glitches. Fixed the glitch caused by 0.83 that doesn't reset your Koopaling collection when starting a new file. I'm also 99% sure the random stopped bouncing fireball is gone.

Be sure to check out my last post for an overview of the game's music (which I'm totally going to finish soon, I swear) where you can suggest new songs, or tell me why you want me to keep the old ones. And would you guys mind uploading avatars for NG? It would be much easier to tell you all apart.

AKR2 BETA 0.85

Anybody who wants to be a tester! Send me a PM or comment telling me why you'd like to test the game. I ask for this info to weed out people who might be too lazy to give feedback. Speaking of which, if I add you as a tester and you don't give me any feedback, you will be removed.


Posted by Lambtaco - December 20th, 2013


It's time to look over the music in AKR2 and get things settled for the final game. Here's a comprehensive list of the songs used in-game and my thoughts on them. Some I will be replacing, and I'm taking suggestions. Bear in mind I'd like the game to have a fairly original soundtrack.

  1. ! Menu - Currently reusing the first game's menu theme. I think something similar would work well. where it starts calm and then kicks in later.
  2. ! Map Day - A bit plain. Also rather too chiptuney for what I'm going for. Going to need something better. It's almost boring. I've grown to hate this.
  3. Map Night - I rather like this one. Fits the tone I want to set for nighttime quite well. And it gets to the point quickly but still goes on for a while. Not likely to replace this.
  4. Invincibility - This works well enough. Gets the point across, as it's hectic and fun. But I feel it could be better.
  5. Bonus Room - This is pretty decent. Gives the bonus room feel, not TOO energetic. This works fine, but I could see something better coming up.
  6. Standard Day - I rather like this. Got kind of retro feel without being a chiptune. Still not my favourite though. Can be replaced. Seeing as these themes (standard day and night) will have to carry the game. People seem to like this one, so it will be hard to top.
  7. Standard Night - This is okay, I guess. It doesn't quite have the Mario vibe I want for the game though. I'll certainly replace this one before releasing the game. Positive feedback here too, and it seems to be growing on me, which is odd because I usually grow to dislike the songs with time. I don't really like just listening to it, but in-game it works.
  8. Athletic Day - I really like this one, but it was in Castle Crashers, so I'd like to use something less familiar. For levels that have a lot of activity. Updated: It's been brought to my attention that the full song wasn't used in Castle Crashers, so I will likely use this afterall.
  9. Athletic Night - Still takes a while to start up, but nothing drastic, and it's long enough that I can cut the intro or something. Complements the day theme fairly well.
  10. ! Underground Day - Doesn't really do it for me. Fits the theme, but I find it to be a bit grating. Would like to replace. Heard some positive feedback, but I just know I can do better. It doesn't feel serious enough. It also doesn't get any less annoying with repeated listenings.
  11. Underground Night - More what I need for underground than the older night theme. A good balance between serious and silly.
  12. First Castle - Went for something a bit more videogamey here. It's not exactly a Mario theme, butI think it works, and has just a touch of epicness.
  13. ! Boss Battle - I like that this one starts up quickly, but it doesn't really go anywhere. Feels kinda simple and too chiptuney. Need a better one. At this point I consider this song a placeholder.
  14. Desert Day - The Genesis sounds make it sem a bit Sonicy, but it feels much more like a video game than the old theme. It's also a more active. (I kinda jumped on the first desert themes I found when I started this project, as finding a theme for the first game was a nightmare.)
  15. Desert Night - Another very viedogamey one. It's a bit too Banjo Kazooie for my tastes, but I think tohers will like it.
  16. Ghost House Day - I like this one. It's got a very Mario feel to it, while still being an original piece.
  17. ! Ghost House Night - I only recently decided to split the Ghost Houses into day/ night themes, so nothing yet. I haven't really looked for this one yet, but given the vast number of spooky songs on the portal, it shouldn't be hard to find.
  18. Great Pyramid - I like the ominous feeling. The slow build actually seems to work for this one. And it suits the level well. Most likely going to keep it.
  19. Underwater Day - This one is awesome. Feels very much like how the water levels play. And it goes well with the night theme. Great loopage too.
  20. Underwater Night - It has the night feeling, and retains water (pun intended?) It's also a good length, maybe a bit on the short side. I don't like it as much as the day theme, but I'm willing to accept it.
  21. Inside the Whale - This one has it's charm, but I can totally see this one going in a completely different direction. Just not goofy, I want all the boss levels to be serious. I may want to darken the stage itself to match this song.
  22. Snow Day - Fits the mood of the level. Feels enough like a song from a Mario game. This'll do pig, this'll do. I may cut the intro though, it's annoying and the piece will loop better without it.
  23. Snow Night - Very good energy in this. Feels night and snow enough. A bit too reminiscent of Sonic though, particularly with those "go!" sounds.
  24. Factory - This one is awesome. It's a great song and the remix fits this level extremely well. I might cut it down, as it's like 6 minutes long and doesn't really need to be, but this one's staying in.
  25. Airship - Another good one. Feels like the SMB3 airship theme, but more badass. Fits very well with the outdoor portions of the level. It's nice and short too.
  26. Final Castle - Fast paced and energetic. It lets you know something big is about to happen. It's unique enough without clashing with the varied environments. Though, that's not to say something else couldn't be better.
  27. Final Boss - I feel this has the gravity the encounter needs. It's kind of slow, but it matches the fight. Most importantly it pairs with the next song.
  28. Finaler Boss - Cranks up the last encounter and mutates it. It's a tad short, but the fight is hectic enough that I doubt it will matter for most players.
  29. ! Finalest Boss - The final boss theme from the first game. I think I need something that feels more hopeless than this. Something that just says, "you're fucked," but with energy.
  30. Game Over - I think I may have found something. But I consider it a backup. Open to suggestions, but it needs to be short.

That's the whole deal. Any suggestions could help, particularly from testers as they know what the levels look and play like. I'll be updating my thoughts base on feedback, so look for that in italics. Entries preceeded by an exclamation point require replacement before the game can come out.


Posted by Lambtaco - November 15th, 2013


A Koopa's Revenge 2 beta begins now. I ask all beta-testers to report to me, either by commenting on this post or PMing me, any bugs, errors or mistakes. Also any parts where you might find confusing or too difficult.

Here's a list of known bugs:

  • Wall jumping doesn't always happen when you're touching a wall.

I'll add to the list as things come to light. There are probably a bunch I just can't recall at the moment.

Here's a list of things I intend to change or add:

  • There will be a screen showing the controls and such when you select new game. Also prompting the user to try joy2key.
  • Change some of the songs in the game. Edit others to be more loopable.
  • Super secret final boss.

Fixed Bugs:

  • Not being able to move from switch palaces on the map.
  • Boss doors now work properly.
  • Music is on everywhere it should be.
  • Falling through floor after hitting the goalpost glitch is gone.
  • Menus are navigable using arrow keys.
  • Fireballs don't bounce in place for no reason.

Here's the beta: http://www.newgrounds.com/projects/games/528371/preview

Anyone who would like to be a tester, tell me why you want to test, and I may add you.

And remember to check back at this post for updates.

Update: I deleted all the testers who never gave feedback. If I deleted you, and you did give feedback, sorry. Just PM me and I'll reinstate you.


Posted by Lambtaco - October 21st, 2013


Starting November 16th 2013 I'll be running a closed beta for my long awaited sequel game, A Koopa's Revenge 2. I'm looking for volunteer beta testers. Professionalism is appreciated, but I'm not going to be too picky. Anyone interested can leave a comment or PM me, and tell me why you want to beta test the game (just something so I can weed out people who will be too lazy to give feedback)

I've been procrastinating on this for ages. Mostly because of a feeling of, "It's been years, what's another month?" It's time to stop that shit. The game's basically done in my head, I just need to get the remaining code and art down on the page. I'll start the beta November 16th whether or not the game is completed.

Here's the (now laughably outdated) first game:
http://www.newgrounds.com/portal/view/292165

A Koopa's Revenge 2 Beta Starting November 16th


Posted by Lambtaco - December 4th, 2011


Finally got that airship done. Took a lot of work. Needed to make new enemies, backgrounds, and scrolling mechanics. The boss was quite animation intensive too. Next stop, Mario's Castle, the final full length level. Hell, it will probably end up being a huge level.

I'll mention again, for every 5 facebook fans MCSM Studios gets, I'll upload 5 Koopa 2 screenshots. http://www.facebook.com/mcsmstudios

One level to go.