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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

Rocketman

Wassamatta U

The Closet

Joined on 7/8/04

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The story is very nice. I love the new ghost house music.

Good to hear.

I have found the alternate Space Jump location which means I have found absolutely every secret in the game, except the cheat code which does not count because there has been no indication of how it's going to work or how to find it.

I have a boatload of bugs (minor) that I will tell you about near the game's release (what I consider a boatload is a low number, but still, it's a decent size).

The next update will have a hidden reference to the code and a second Screw Attack. So look forward to that. The secret code is also a reference to the first game.

The sooner I know about bugs the better. Gotta nip them in the bud, yo.

k, then i'll tell you the bugs.

*When you exit the Crashed Airship through the pipe (with any character), you will go through the floor.

*If you get it right, you can go lower than the flagpole's winning limits and go through the floor, in other words, if you get it right, you can beat the level (that has a flagpole) and clip through the floor because you grabbed the flagpole at a lower place than usual because you ran or jumped into the flagpole at a weird angle, I know reading this is confusing, but you'll eventually understand it.

*The ceilings, every single time the ceilings seem to get me one way or another. This can easily be redone many times in the first castle, when the Dry Yoshi goes under the 3 ? blocks near the beginning, you can jump on there heads in that space and when you land on them, you will go through the blocks, in fact, every time I have gotten stuck in the ceilings were times when I killed an enemy and bounced upward.

*When I collect a permanent power-up, the music will continue to play and overlap the "collecting item" sound.

*In the first castle, when you get to the Baby Wario, it will flash all of the Baby characters in a quarter of a second.

I really should've wrote down somewhere the other minor bugs 'cause now I can't remember some of the other ones I found.

Question- I did the Koopa 1 100 lives cheat and in the cheat area of the overworld map menu there was no indication of me using it, does this mean there is a new cheat?

Sweet.

*I'm aware of that. Really should fix it. One of those low priority visual bugs.

*Seem simple enough. I don't think I put anything in the code to prevent that, so it should be an easy fix.

*I think I've got the ceilings fixed. Should be in the next update.

* I suppose that's a problem. Would be good polish to fix it.

*Hmm. It really shouldn't do that onscreen. I'll look into it.

I always write them down as I'm playtesting, bugs and other small changes, otherwise I lose half of them.

I doesn't show up there because it doesn't count toward your completion percentage. It's an old cheat.

will you post again a update for Koopa 2?

Eventually. Yes.

But why don't you want to released Koopa 2 on NG?

It's not done yet.

Will be in Koopa 2 version 0.99?

Not exactly certain of what you're saying. But if you're asking if the version numbers constitute some sort of countdown, no, not really. Depending on revisions ans whatnot I might end up adding another dot to get v0.9.2 or something.

Ok v0.92

You want to know what will be changed for the next version? That I can say. I refined a the mehcanics a bit, specifically walljumps and collisions, and I'm adding the closing cutscene.

I hope that Koopa 2 will be released in this summer.
July or August

I'm hoping for August 1st. But I never make any promises with this thing.

Its ok man i understand your hard work ( By putting more than 10 hour effort! )

Haven't really been working too hard lately. Just got a bit of gamemaker's block.

So in future will not be a Koopa 3 no ..

There might be. Depending on how this one goes and other factors. It's going to have to be a pretty huge job, so I'm trying not to think about it right now.

I can tell that since no one is posting anything production of the game is going slow because the WWWOTW hasn't updated in a while, I know animating a final cutscene should take time, but if nothing is going on then it is discouraging to continue any work, this is just what I think is going on, who knows (except you), maybe you could just be procrastinating, it's just weird to see absolutely no activity anywhere.

Mostly procrastinating. I just really don't like doing the cutscenes. I got a bunch done today and a bit a few days ago. It's just boring work.

Hey... so, I progressed a little more into the game (now on the snow level!) ...and I don't know how this happened but the lives show up as "NaN" and now it doesn't matter if I lose lives anymore... it seems like I'm not running out. By the way, isn't there supposed to be a game over screen when you lose all your lives?

That's really odd. I have at times used the lives counter to display certain things when testing. I must have left some test code somewhere. Do you know if it was the snow level when this started, or could it have been a bit sooner?

I accidentally deleted the gameover screen a while back. I've been meaning to replace it with something better. It will be back eventually,

Entry 80: It's been about 199 days every since i've been a beta tester, it's been a long "no update" war and I think i've gone paranoid with endless amounts of gunfire saying "no update", nah i'm just kidding (obviously).

Found a bug with the vegetable blocks or the blocks destroyable by throwables, you can stand on them when hugging a wall, kind of like the old boss door bug a long time ago.

Maybe I'm just being lazy, but if it akes you 199 days to find a bug, it might not be a big enough deal to bother fixing.

Just curious, I know that the Rush Coil, Space Jump, and Screw Attack are all perma-power ups and I know that you get a perma-power up for beating the game completely, but what is the fifth perma-power up in the overworld map menu?

There's no fifth permanent powerup.

Then why are there 5 locked things in the overworld map menu?

The fifth is unlocked via a code. And it's not a powerup.

v0.91 has finally arrived. And with it comes the ending cutscene. It still needs sfx but it's working. I changed some mechanics, the walljumping should work consistently, and the blue shell swimming is finalised. I nerfed the first boss, as it was pointed out to me, it was a little too difficult. Added a right-click menu too. The code I mentioned earlier for a cheat is now hidden somewhere in the game, so it's not entirely guess work to find it.

Sorry for taking so long to update. I haven't been working as much as I should. And I kept breaking things that needed to be fixed before I could release another update. Anyway, I plan to have the game completed and ready for the next wave of testing by July 1st, and have my new site launch with the game on August 1st. Let's hope it works out for me.

WOOO UPDATEEEE

Good update, every little detail was loved, loved the ending cutscene too, but, like you said, still needs sfx, music, and adding text to the credits.

The Bugs: When going to the secret exit in 4-1, the music gets cut off.
When fighting the boss in 4-5, you can go up to the door and stay in a little nub.
In 1-3, when I was hitting the secret 1-up next to the 2nd silver coin, right when I landed, I fell though the blocks and died.

This game is really getting polished and I love it, the difference between this game and many other games is replay value, this game can be replayed so many times, seriously, how many times have I had to beat the game completely, 11 times, and I loved beating it every single time, heck I think it's better to replay the game to find all the new things, it's rare to find a game with replay value like this, I can tell that this game will be loved by many people when the game is out.

Good to hear. I decided to stop putting off the update until I had all the sound for the cutscene. I just really wasn't interested in getting that particular part done.

Bugs: That gives me some insight into another bug I was noticing. I should be able to find the cause now.
Noted. Should be simple to fix.
Weird. I'll try to reproduce it.

Thanks. I'm really trying to cram a lot of stuff in here. And let the player take different paths, I'm still working with my "If it looks like there could be a secret, there should be a secret" policy.

Oh, BTW, what did you mean by right click menu? I right clicked in the overworld map and it popped up "Visit LAMBTA.CO, Visit Newgrounds, *copyright symbol* 2014 LAMBTA.CO", then some other stuff which isn't relavent to the question.

That's the right click menu. All that stuff that pops up when you right-click.

Found a quick bug (At least, on the ghost house) when you exit it does not remove a life from you. It stays at the same life counter no matter what.

Seems to work just fine for me, on both ghost houses. It doesn't cost a life to exit once you've beaten the level, maybe that's it?

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