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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

Age 35, Male

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The Closet

Joined on 7/8/04

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Comments

congratulations.

one question about koopa 2. did you change anything in it like, different/new koopa abilities, enemies, etc etc. just wondering because of the 'yellow' shell and orange shell.

Um, no. The abilities haven't chnaged for more than a year.

oh. well i wanted to ask you about both of them. whats the difference between them? yellow shoots straight the orange shoots like a normal fireball?

Aw, I see. Your wording confused me a bit. Yeah, the yellow one shoots in a straight line, but not too far. It can break blocks and leaves a coin when it destroys an enemy.

what about the fire one? does it leave a coin too?

Have you not played the demo? The fire flower is in there. It does not leave a coin.

I've read the neopolitan of gay artical and to be honest ... it makes perfect sense to me. I guess that makes one of the bullies at school strawberry gay.

Here's a line you could use in the next retarded episode.

Cattachris: Hey donkimatt; guess what?

Donkimatt: Uuuuuuuuuuuuuuuuuuuuuuuuuugh ... may is off the calender?

Cattachris: No; how much wood could a wood chuck chuck if that wod chuck was a jew?

You can create a funy punchline from there.

I lo0k forward to more unknown dinosaurs; I always liked that series, why not submit it to newgrounds? I'd vote 5.

Also some koopa 2 ideas.

Music

Ice

<a href="http://www.newgrounds.com/audio/listen/94440">http://www.newgrounds.com/audio/liste n/94440</a>

Volcano

<a href="http://www.newgrounds.com/audio/listen/299542">http://www.newgrounds.com/audio/liste n/299542</a>
<a href="http://www.newgrounds.com/audio/listen/133653">http://www.newgrounds.com/audio/liste n/133653</a>

I look forward to the new content.

Yay, someone is read articles. I've never met an effemnater bully, but if I did, it would be hilarious.

Sorry, but as a rule, my Retarded cartoons must be unscripted, and that looks an awful lot like a script.

I never submitted Unknown DInosaurs because the art and animation is rushed (especially the backgrounds) and much of the humour is esoteric. Lots of in-jokes not meant for the internets as a whole. Maybe I'll submit them one day, possibly ass a compilation or something.

Music:
Ice: Wow, I'm pleasantly surprised. fits, pretty well, there are some less fitting parts in there, but it's definitely a maybe. Good song too. I can totally see this one in the game. It fits with the style of a lot of other songs in the game. I'll probably cut it shorter though.I might actually use Act 1 because it's more nightlike and had less of that weird guitar.
Volcano 1: Not the worst, but Iy may do too little. Usually I complain about the song having too much going on, but I could use more than this.
Volcano 2: Feels pretty VG, but not getting a Mario Vibe.

I just had a sudden thought that you may consider to use in Koopa 2.

You know the crashed airship gives you bonusues depending how many silver coins you've collected? Well how about adding a section about the enemies?

The idea would be that each unlocked bio would give information about the enemy and wheer to find it. Here's an example of what I mean.

Name: Toadlet

(Picture of enemy)

Creator: MCSM studios.

Danger: 1/5

Weakness: Everything

Intelligence: Low

Attacks: Walking

Bio: The basic foot soldirs of the mushroom army; the Toadlet is slow and useless. Completely stupid and can't do anything right. It can suck my dick ANY day of the week.

Bio's like that could make up the comedy value and the whole thing would help the player defeat certain enemies. If the player had trouble beating a boss and collected enough coins for its bio (E.G 15 for Soda Can) then they could learn its weakness.

What do you think; it's not really much work and I'd like to see a bio for my Pipemo enemy.

Not something I'd include at the intial release, but maybe later as a seperate thing or ingame, whatever. Adds too much to thw workload to put in right now. For the rest of the game I'm only doing necessary stuff. I'm actually debating whether to even put in an opening cutscene.

i know there is a fire flower... i just ment the coin thing..

No coins for you!

I just had an idea for an unknown dinosaur ... the tynanascrotum. It would fit in with the penis humour I've come to expect from you (need I remind us of the attention class news post?)

Maybe as a joke a kick-a-saur could kick it in the balls and it would in turn rip off it's foot. I think the narrator would say something like "Yes; if the TyranaScrotum wants to be taken seriously it MUST rip its foes limbs off."

Koopa 2 stuff.

Music
I checked the music post and the only things that still need music are the Menu, the map for day and volcano day. Let's see if I can find a good song or two.

Volcano
<a href="http://www.newgrounds.com/audio/listen/53483">http://www.newgrounds.com/audio/liste n/53483</a>
<a href="http://www.newgrounds.com/audio/listen/45106">http://www.newgrounds.com/audio/liste n/45106</a>

Menu
<a href="http://www.newgrounds.com/audio/listen/281063">http://www.newgrounds.com/audio/liste n/281063</a>
<a href="http://www.newgrounds.com/audio/listen/333027">http://www.newgrounds.com/audio/liste n/333027</a>

Map
<a href="http://www.newgrounds.com/audio/listen/147250">http://www.newgrounds.com/audio/liste n/147250</a>

A few questions

1) What bits of world 3 are left to finish?

2) How do the Pipemo's attack?

3) You recently said the boss of world four was burgerstein but before that you said it was a jack in the box. What made you change your mind?

You see, all the Unknown Dinosaurs are based on people I know, that's where the names come from, so I can't really use your idea.

Koopa2music:
Volcano 1: Doesn't feel all too volcanoish. Not much going on in the song. Might work for an exploration or puzzle based game, but no for Koopa 2. It also gets very simple at points.
Volano 2: Actually kinda fits. But it's too evil, not enough fire. Close, but no cigar.
Menu 1: Too peaceful. And kinda grates near the end.
Menu 2: Like another onw you suggested recently, it's pretty good, but just too funky. Really feels selection screensih.
Map: The fit isn't bad, but I just don't really like this one, not much too it.

Answers:
1)Same as last time you asked unfortunately. Half the boss evel and the boss.
2) Walking.
3) Jack-in-the-boxes have been done. Burgerstein is more original.

Enemy ideas.

Seeker

Appearence: Dark blue torpedo shaped enemy with three droopy legs.

What it does: Floats around out of reach most of the time while perodically lowering itself breifly to ground level. When it spots koopa it will blast out a homing fireball that 'seeks' out koopa, hence the creatures name. Only when it lowers itself can koopa hurt it.
the fireballs only stay active for about six seconds.

Tripod Roller

Appearence: A green wide eyed ball with three legs arranged in a triangle sort of formation around it.

What it does: The tripod roller differs from most normqal enemies in that it follows koopa around if it sees him. But it won't follow for long; moments after turning to face the turtle it will rev on the spot and shoot forwards like a bullet. While rolling it is invincable to all but hammers and bones. Once it stops rolling it will stay still for a moment; that's your cue to strike.

Drop basher

Appearence: Like a ploober with short legs, small eyes, a yellow mushroom hat and no tenticles.

What it does: If koopa comes near it the Drop basher will run to the side of the screen and break the games laws of physics by climbing up to the top of the screen. Once up there it will position itself above koopa and drop down. Once it lands it becomes vulnerable if you didn't kill it when it was on the ground (as it is a little slower than koopa).

Penny Pincher

Appearence: A golden coin with 2 stick legs and angry eyes.

What it deas: the penny pincher is different than most enemies; it doesn't actually hurt koopa yet could possibly be one of the most dangerous enemies. When koopa approches the coin it will blast him with a dollar sign and drain ten of his collected coins. If koopa had nine or less his lives would actually go down by one. So if he had, for example, one life and 1-0 coins he would be reduced to nagatives and thus would die.

Like the ideas? I think they are some off my best idea yet; they certainly act unique. Do you like any of them?

Seeker: Kinda reminds me of those guys in SMB3 that shoot the fireballs in their tails, only even more annoying. Most of your renemies are overpowered, maye you could think of something with a unique way of behaving that's still simple. Even this guy would have been better if he dropped fireballs straight down, or just aimed them at you without the need for them to seek you out.

Tripod Roller:That's a little better. I may as well just chase him if he gets close enough. Definitley not an enemy I'd bother killing though, just jump over it and let it roll into a cliff. I'd say it would be better if you could jump on it when it's attacking, but you're likely to miss because it's so fast.

Drop Basher: So, it looks completely different than a ploober. That's actually a really neat idea. It's so good I'm convinced it's not yours, lol, where'd you steal it from?

Penny Pincher: I always hated the barrels that did that in DKC2, so no.

An Idea and some questions.

Enemy idea

Swooper

Appearence: An evil looking black and green big winged bird with a sharp beak and pure evil red eyes.

What it does: The swooper is a dangerous foe; sleek and deadly, fast and cunning. Once it spots koopa it will swoop down like a dive bomber and loop around. From there it will glide close to the ground (a little over koopa's height) and fire a laser at the ground. After two seconds it rises up and the pattern is repeated.

I think it could be like a scary bird type thing you stereotypical find in evil wastelands and forests imn fantasy. Could be good for world seven.

Questions

1) You have said in the past that me and the others who have continuesly suggested things and given support will be given a mention. How exactly will we be mentioned. (I'd like it if you said the Pipemo was my idea).

2) Is the boss of the 100% level going to be the wizard? (Just innocent curiosity).

Swooper: Too complicated. At first I thought it was like the crows in NSMB, but then you came at me with a laser.

Answers:
1) Credits. Special thanks, and very special thanks. Credits will be accessable from the menu. And probably something in the author's comments.
2) Yes, and no.

Hi; I've read the email with the code examples ... it sure is complecated, maybe I'll practise animations first. But a big thanks for the help.

Ideas for koopa 2 enemies. These ones would be for certain castle levels only.

Inside a whale.

1) Bone boy- a bone with dot eyes; very thin so landing a jump could be hard. Could fall from big peices of bone in the scenery.

2) Tuff Toof- A toof that lays idol when you are near it but if you try to pick it up it will begin to chase koopa but can't jump; weak to two jumps or one of anything else but fire.

Airship

1) Bolt bucket- A bucket piled with bolts; it moves by slowly jumping arouned; if it spots koopa it will shoot out a shower of bolts that rain down like the tomatoes in the scoop boss. After that it goes back to jumping for a while before attacking again.

2) Wrench Toad- Like a hammer bro except it's a toad and throws wrenches in trio's.

Definitely srew around with Flash first, it will save you a lot of frustration in the long run.

Whale:
1) That's more like it, but it doesn't exactly fit with the whale's design, which is mostly aquatic and jumping from little platforms.
2) I'm not sure, but I think the game might have enough jumping out of the scenery enemies.

Ship:
1) Getting too complicated again.
2) You know, I migh just have the toads throw wrenches instead of hammers. The hammertoads I mean.

new enemies, new bosses, blablabla.. ya know the drill.

enemy:

Theif Toad: when he hits you, he steals some of your coins and runs away, may apear again. when you hit him he drops your coins and a rare chance of a usefull powerup for the level. good for desert world.

Spytoad: hiding behind walls (like the moles from SMW) and attacks you. except insted of following you by walking, it jumps.

boss: Eyectopus
NOTE: an octopus with one big eye and lots of tentacles.

attacks:
1: attacks from sides with its tentacles and one red tentacle (red tentacle is its weak spot)
2: after hit, the red tentacle falls off and a different tentacle turns red. it continues attacking side to side.
3: after 2 or 1 tentacles left, the tentacle(s) attack you like a homing missle. (new weakspot is the eye)

Thieftoad: Too complicated, and the desert world is done.

Spytoad: I have an enemy very similar to that in world four. My own version of Monty Mole, the Dirt Digger.

Boss: Seems kinda cliche, doesn't it. at any rate, it doesn't fit with my boss scheme.

More ideas for koopa 2.

Music

Volcano
<a href="http://www.newgrounds.com/audio/listen/311552">http://www.newgrounds.com/audio/liste n/311552</a>
<a href="http://www.newgrounds.com/audio/listen/332539">http://www.newgrounds.com/audio/liste n/332539</a>

Map
<a href="http://www.newgrounds.com/audio/listen/280662">http://www.newgrounds.com/audio/liste n/280662</a>

Menu
<a href="http://www.newgrounds.com/audio/listen/113884">http://www.newgrounds.com/audio/liste n/113884</a>

Questions

1) What was the first flash game/movie you ever made?

2) Besides Dirt Diggers are their any enemeis you can confirm for world four? (New ones especially)

3) What level theme do you most need new enemies for? That way I can fit my ideas into a useful form.

Also a quick note.

After you finish koopa 2 and perhaps goobie (I believe that was the name of the physicey platformer) , what will you do next? Because if you don't have any ideas I have an idea for you that you may like. I'll PM it to you if you want. Even if you don't use it you may be inspired. So would you like to hear it in a PM?

Koopa 2 is gonna rock more than a boulder.

Music:
Volcano 1: Too much build-up. All the instruments slowly getting added in is not how Mario music works. It starts coming at you full force.
Volcano 2: It mightwork if it weren't a chiptune. Don'r get too hung up on volcano music though.
Map: Wow, loud. Too repeatetive. It's okay to be short, but this is more of a baet than a loop.And it's a little too on the happy side.
Menu: Wow, that isn't even close. Pretty much the opposite of what I was thinking.

Answers:
1) First game was a thing with cats collecting fish, I made it using a tutorial for a platformer game thing. First game I made using entirely my own code was AKR. First movie was this thing with stickmen killing eachother and a jet and stuff, it got blammed.
2) Not really.
3) I'm actually having trouble fitting all the enemies I already have into the game, I don't need more. Trying not to introduce too many new enemies per level/world.

Goobie isn't even really on my list right now. I've also got the Po3 game, that 8-bit thing (MegaTankMan wasn't it, just something I was compelled to do) and some movies. Trust me I don't have any trouble coming up with ideas, if anything I've got too many. But share your idea if you want to.

Rock on.

P.S. I have some good/bad news about Koopa 2 that I will share in a news post soon.

-waiting for news-

It'ss probably be at least half a week.

From the response to my PM I think I know what the bad knews is. I don't think it's too bad really.

Ideas and shit.

Music

Plains (because the daytime plains song is rated 1 star)

<a href="http://www.newgrounds.com/audio/listen/285605">http://www.newgrounds.com/audio/liste n/285605</a>

<a href="http://www.newgrounds.com/audio/listen/346990">http://www.newgrounds.com/audio/liste n/346990</a>

<a href="http://www.newgrounds.com/audio/listen/257581">http://www.newgrounds.com/audio/liste n/257581</a> (night time)

Pyramid (I know you already have music but this one is something special)

<a href="http://www.newgrounds.com/audio/listen/362855">http://www.newgrounds.com/audio/liste n/362855</a>

Final boss

<a href="http://www.newgrounds.com/audio/listen/362156">http://www.newgrounds.com/audio/liste n/362156</a> (Just sounds like a pefect fit).

The good news outweighs the bad as far as I'm concerned.

Music: Yeah, I decided I think that song sucks now.
Plains 1) I think the plains theme is too important for a remix. Plus it's a chiptune.
Plains 2) This is better than the old one. But it feels kinda medieval with the horns in there. That really knocks it down a peg. Maybe pile.
Plains 3) Pipes are kinda too specific an instrument. It would have to be something more general sounding. Plus that doo doo dee dee da da constantly going is annoying.
Pyramid) Too adventurous, not enough scarey. But I'm open to replace songs.
Final boss) Not sure how you'd know a perfect fit, since only I know what the final boss is. Anyway, I used a FF7 song for the boss in the last game, people would be suspecting it, plus this one is much more recognisable.

Boss idea

World: 5

Object: Battery pack.

What it turns into: A quartet of battery's with eyes like bricklets.

Attacks

1) They will rock slowly from side to side and shoot out balls of electricity (could be a recolored fireball or a thuder bolt like from the yellow shell). As more batterys are destroyed they swing faster and wider and they shoot faster.

2) They will lower down to the ground. An electric current will spraed between them on the floor. Jump onto their heads to avoid and cause damage.

3) When a single battery remains, indtead of spreading a current it will hover above and after koopa and slam down in an attempt to hit him.

Health: 2 jumps for each battery so overall the combined health is 8.

Like it? It's a revision of the previous battery idea.

I'm looking forward to the game!

I was going to wait until the next post, but it seems to be taking a long while so I'll just say all the bosses are picked out now.

A few questions on koopa 2 and a note on the "fuck puppies" movie.

Questions

1) Out of the enemies you have created yourself (which I think may actually be all of them) which is your favourite and least favourite?

2) The airships in every mario game they were in had bullet bills; do you have a bullet bill enemy for your airship? If not I could think of something.

3) In gameplay trailers and pictures from the past I've seen blue and green dolphins; are there going to be anymore types?

4) Koopa 1 question; why was peach vulnerable to fire while the others were not?

5) Are there any enemies that will be unique to the ice world?

Note

I watched Fuck Puppies and I actually think it was hilarious. Favourite line; "You're retarded you know that?"
Funny stuff; you could become the next smosh.

Answers:
1) I didn't create quite all of them, most are rip-offs of existing enemies anyway. Hard to choose a favourite. Dirt Diggers are kinda neat, I guess. Least favourite is the blue dolphins, they're behaviour is soooo boring and they don't look too good, I might remove them from the game.
2) I was going to have yoshi statues that shoot eggs.
3) Probably a purple one that jumps.
4)'Cause she's witch, and witches burn. Really, because she was a little harder to jump on than the others.
5) Yeah.

I'm quite proud of how Fuck Puppies turned out, especially considering I made it in like an hour.
What's a smosh?

check youtube for smosh :P you will know about it.

how many enemies are there in total? curiousity killed the cat.

I'll do it this afternooooon.

20+ enemies.

More ideas for music but first a isclaimer.

I diod not steal the drop basher enemy; it was my own idea in the way it behaves; any similarities are purely coincidential.
You said it wasgood; does that mean you'll use it?

Music
Before the ideas come pouring in I want to know which themes do you really want new music for; I already know that the factory theme is fine because of the 5 star rating but which ones should be replaced?

Cave

<a href="http://www.newgrounds.com/audio/listen/355282">http://www.newgrounds.com/audio/liste n/355282</a>

<a href="http://www.newgrounds.com/audio/listen/348489">http://www.newgrounds.com/audio/liste n/348489</a>

<a href="http://www.newgrounds.com/audio/listen/297893">http://www.newgrounds.com/audio/liste n/297893</a>

Plains

<a href="http://www.newgrounds.com/audio/listen/342706">http://www.newgrounds.com/audio/liste n/342706</a>

Castle 1 or 7

<a href="http://www.newgrounds.com/audio/listen/169148">http://www.newgrounds.com/audio/liste n/169148</a>

<a href="http://www.newgrounds.com/audio/listen/31214">http://www.newgrounds.com/audio/liste n/31214</a>

That's all

I'll try to use the Drop Basher. I like it but I'm not sure where it will fit.

Music: I guess pretty much all of them can be replaced, but generally the one and two star songs need to be replaced most. I'll be revising my star ratings when I make my next news post.
Cave 1) Not Mario. Feels more like an RPG. 1/5
Cave 2) This one is more action VG sounding. It might even go a little to far in that direction. Not a bad song. Reminds me of a few different games. 3/5
Cave 3) Sounds too much like an adventure game. You're going to be popping underground for aperiods of only a few seconds, and I want those periods to have some music in them. 1/5
Plains) I really can't hear this in a Mario game. Maybe Banjo & Kazooie. Seems just lame, and too long. 1/5
Castle 1) In Portal Defenders, big time popular game. Plus I don't see the fit at all. 1/5
Castle 2) Epic. Lots of energy. Definitely better suited to the final castle than the first. And it gets kinda dark. Depending on how the castle turns out I might be able to use this one. 3/5

Ok; so the songs that should be replaced are 1 and 2 star songs; looks like I've got some work to do.
Maybe the drop basher could appear in the ghost house; the reasonin is that is breaks the laws of physics by climbing the side of the screen and paranormal (ghosty) things generally do that.

Music

Plains
<a href="http://www.newgrounds.com/audio/listen/176247">http://www.newgrounds.com/audio/liste n/176247</a>
<a href="http://www.newgrounds.com/audio/listen/162544">http://www.newgrounds.com/audio/liste n/162544</a>

Cave
<a href="http://www.newgrounds.com/audio/listen/296573">http://www.newgrounds.com/audio/liste n/296573</a>
<a href="http://www.newgrounds.com/audio/listen/189594">http://www.newgrounds.com/audio/liste n/189594</a>

Castle 7
<a href="http://www.newgrounds.com/audio/listen/359893">http://www.newgrounds.com/audio/liste n/359893</a>
<a href="http://www.newgrounds.com/audio/listen/51165">http://www.newgrounds.com/audio/liste n/51165</a>
<a href="http://www.newgrounds.com/audio/listen/318484">http://www.newgrounds.com/audio/liste n/318484</a>

What do you think? Could you rate them out of 5 like previously. Helps me find better songs that AREN'T like the 1 or 2 rated ones.

By the way; how is the third boss coming along? As Tai Lung in kung fu Panda said.
"So ... that is his name? Po? Finnaly a worthy opponent. This shall be a battle to remember."
And indeed it was.
This game is gonna be awesome; I'm wondering what to put in the 10/10 review I'm going to leave. Theer probably won't be enough characters for me to use in it.

I like it. I was wondering where to put the dropbasher in because it would have to be an area withpout other enemies. I could easily put him in a ghost house.

Muzak:
Plains 1) Sounds kinda... small. And not just because it's so quiet. Doesn't feel right for a common level theme. 2/5
Plains 2) Junles aren't plains. lol at saxaphone. 1/5
Cave 1) Feels kinda ambient. Reminds me of a song for an RTS when you're just kinda waiting for stuff to happen. 1/5
Cave 2) Also reminds me of an RTS, like Command and Conquer. But simpler and more repetitive, not mario. 1/5
Caslte 1) Too much warm-up. Parts are too mellow for the last castle. It needs to be more consistent. Also it's pretty long. 2/5
Castle 2) Pretty neat. Reminds me of Contra. But not good for here, too short. 2/5
Castle 3) Doesn't feel right. Ominous is good, but this seems like the action is about to happen rather than is happening.

Third boss is so close to done, half his attacks are in and he can get hurt and die. MegaTankMan getting FP kinda threw me off track, had to go and add to it. Plus webcomic kinda uses up a lot of my time on days I have to work. And I promised Rather Random I'd get some stuff done for Po3. Blame whoever puts stuff on the frontpage for delaying koopa 2 progress.

a'right have fun.

you should make a list with pictures to show everything done so far o:

The time it would take is better spent on other things. I will make another gameplay vidoe though.

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