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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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Testing Needed for AKR2 v1.1

Posted by Lambtaco - November 13th, 2014


The much awaited update to AKR2 is done. But due to some changes to the mechanics it's going to need some comprehensive testing before I can give it a wide release. I can't do it alone (at least not very quickly) so I'll need help testing. The preview is here.

Here are some of the changes made:

  • WALLJUMPING: Due to numerous requests and complaints, I've reworked the walljump mechanics to closely resemble those found in the New Super Mario Bros. games. This is one of the major reasons I have to do the big testing period again. I have to be sure the game is still beatable and not broken by the changes.
  • EASY SILVER COIN COLLECTION: The other big one. When you've already beaten a level, you don't have to beat it again to get it's silver coins. Just collect the coin and wait ten seconds for it to verify. I think this is working perfectly, but I need testing.
  • KICKING BABIES: As funny as getting killed by a baby is, it can interfere with the fun. Now when the player contacts a baby, instead of the player taking damage, he kicks the baby. I will likely improve the animation for this.
  • BLACK PITS: There are now dark black wavy thingies over death pits. I added this after watching a player kill himself looking for secrets. If it's got black stuff on it, it'll kill you. Let me know if I missed a spot.
  • EASY PICKUPS: You no longer have to duck to pick up enemies and pluck vegetables. Simply stand still over top of them and press the ATTACK key. Hopefully this is working right; needs testing.
  • ICE TRACTION: With the swimming powerup, you won't slip around on ice. It's a little something I felt the game needed.
  • LAVA SWIMMING: With the white powerup during the day (drybones) you could always survive in lava. But now you can swim in it like water, rather than dropping like a stone to the bottom. Needs testing to be sure it works properly.
  • QUICKSAND ADJUSTMENTS: Quicksand works a bit differently. Trying to jump out of it looks a bit more natural, and you can't perform a spindash when you're in it.
  • SPECIAL EFFECTS: Walljumping and getting in and out of water now produce little visual effects. It's just polish, but I figure while I'm improving the other stuff I may as well pretty it up a bit.
  • BUG FIXES AND TWEAKS: Fixed some small bugs (including the invisible ghosts spawning in 4-2) and chnaged a few areas around just a bit. I also added a few secrets (nmothing major, just coins)

I'd appreciate any input on the new version. And I'm sorry it took so long. I wanted to hae this out a month ago, but I got sick. Anyway, enjoy the changes.

UPDATE: I uploaded another new version to the preview page. Nothing huge. More tweaks, adderd the kicking animations, further adjustments to quicksand. If all goes well with htis version I'll release it publicly.

UPDATE 2: Finished the game to 106% myself, and found a few bugs. Pretty minor ones. Once I get those touched up 1.1 will go public.


2

Comments

Are the changes out yet? (BTW I've unlocked the final confrontation on the Lambtaco version)

Yes and no. Anyone can view the preview linked above, but the version live on NG and my site is still 1.05.

Alrighty, good to see that you're alive.

Anyway, the new walljumping visual is nice, still hard to adjust to the new walljumping mechanic since i've been with the old one for so long, I still don't understand how people couldn't adjust easily with the old walljumping and why they hated the game for it, back in July, I gave my older bro (who has been in New York for many years now) the beta as a birthday present, he was confused about the walljumping at first, but when I told him that you're not supposed to press a direction, he mastered it easily.

I like the new silver coin collection, I never really cared about having to repeat an entire level to get something in it unless the level was difficult or long, that's exactly why I really like this feature, it was intended for stuff like that, you got to survive 10 seconds, then you can leave, it's something i've never seen in any other game, it's new and I like it.

Found a problem, it is impossible to get the infinity-shroom since you can't roll in lava anymore since it's considered a swimming area.

For the new grabbing (grabbing veggies/enemys), you're not able to grab them while running, don't know if intentional or not.

All and all, this update was nice, nothing seemed to be broken, I do need to test and see what happens if you collect a silver coin and beat a level before the 10 seconds is up.

I promise I will never die.

People don't have the patience to learn the mechanics. Especially with a flash game. I've decided to stop fighting it and just go with a familiar method. I tried to make it work as closely as possible to the old arc so that I don't have to redesign anything. Hopefully this will stop the bitching.

I'm sure someone's done it somewhere. I spent a while milling it over, and this was the best simple change I could think of. It's only really a big issue on the boss levels. Refighting a boss several times can get tedious, especially with the longer boss fights n this game. Because of these longer fights I didn't include a refight all the bosses stage this time around.

You can still get it because I took the floors out of the lava pits. Now that you can swim in the stuff, the floors aren't needed. I tested this one myself. I'm considering making lave work like quicksand, while keeping acid as water. Just makes more sense.

Intentional. I found I was doing it accidentally a lot. You had to stop to pick them up before, so it shouldn't be an issue. I'm surprised nobody complained about the convoluted method for picking stuff up I had before. Though, I suppose people may be used to it considering how it works in NSMBW.

Nothing SEEMS broken. But I'm going to wait a while to release it. Something could be horribly broken, but we just haven't seen it yet. I have to 106% the whole game myself before I release this version. If you beat a level before the ten seconds are up, you should get the coin like you would normally, but I haven't tested it yet.

Lambtaco!
After testing AKR2 v1.1, which will be next project?
Maybe Koopa 3.

Not for a while. I hope 1.1 will be the final version, but even then I have some other smaller projects I'd like to do first. I'm thinking of Koopa 3 and coming up with ideas and working some of them out, but I'm not committing to making the game until I know I'm ready. I won't make that mistake again.

OK, so I just got 106% So it isn't broken.

See, I think I was one of the people who initially complained about the walljumping. The thing is, after I got used to it, it wasn't that bad. I just had to figure out how it worked. Once I realized I was not supposed to press any direction, I really liked it. The way you reworked it was good and completely usable, but also harder. Whether you think that is a good or bad thing is up to you.

I love the silver coin collection mechanic. It makes it a lot easier and less tedious. Especially on the boss levels. It was always a little frustrating to have to redefeat a particularly difficult boss because you accidentally missed one coin.

The Kicking Babies thing is great. I never thought it made much sense being defeated by a helpless baby (unless you've played Mario and Luigi: Partners in Time). It was never a huge frustration of mine or anything, but I like this change. It makes more sense.

I initially had mixed feelings about the Black Pits. It did make it easy to know where you would and would not die. However, I thought it might make it too easy to find some secrets. After playing it through again, there was only one point where I needed it, and I was very grateful for it, so I think it was a good addition. I did find one spot that you missed, though, in World 5-1, at the very end of the first section.

The Easy Pickups was a nice touch. I have to admit, I never really had any problem with the old way, but I like the change. I did have a couple of issues, though. Occasionally, it would be very difficult to pick one up, even though I was over top of them. If you move around a bit and come back, it worked just fine, so I'm not sure why it happened, but it just wouldn't fully register every time. It was never a huge deal.

Ice Traction was nice. Just a little touch, but it made sense.

Lava Swimming makes sense. I liked walking through it a little better, just because it was a little faster, but you're right. It doesn't really make sense. It seemed to be working fine for me. I got the Infinite Shroom thing without a problem. I didn't notice anything wrong with it.

Quicksand Adjustments: Everything seemed fine. I didn't notice anything wrong with it before, but there isn't anything wrong with it now. To be honest, though, I had a hard time telling the difference. I opened both tabs and played them side-by-sid

Excellent. Thanks for doing that for me. I'll actually be uploading a new version shortly, but it doesn't change as much as the last one. So I don't think it will need as extensive testing.

Yeah, my intention was to have a harder wall jump. So it doesn't feel like a cheat almost. Like Super Metroid, where it's difficult to do, but you can do some great things if you take the time to learn. Unfortunately I don't think that gelled with people, because they had different expectations considering it's a Mario clone.

Baby kicking ftw. I was brainstorming ideas for a third game, when I came up with this. Then I thought, why wait for the third game, it's an easy change. (A lot of the changes were sort of this same situation) Getting killed by babies could be a bit more frustrating in the first game, but that has a lot to do with their positioning.

There are actually pretty much no secrets in pits. So it doesn't reveal much. It also shows yo that you can fall out the bottom of the screen in some bonus areas. Mostly I added it to give the update some visual distinction, as there's no real new content, just altered mechanics. Nice catch on 5-1. I never let the stage scroll that far.

That's odd. I haven't experienced that problem. Were you holding still when you tried to pick them up?

I find ice traction to especially make sense for blooper.

I'm changing the lava to behave like quicksand instead of water. So you'll still be slow, but I feel it just makes more sense. You'll still be able to swim in acid.

The changes are pretty subtle. When you jump in the quicksand, your movements are less jerky now, and you can't spindash in it. I'm also making further chnages so that when you jump into t with a lot of vertical momentum, you sink it a bit instead of resting on the top when you land.

(Apparently Continued from the bottom of my previous comment)-e and couldn't tell a huge difference.

Also, one think you should know, there is an occasional movement glitch, which happens a lot in the Jolly Toy Factory. If I was trying to move forward, but something had dropped down and was in my way, when it raised up again, I would be unable to move forward until I had moved backward first. I'm not really sure why, but I would just stand still, as if the thing was still in front of me. It wasn't ever a big deal, and it only happened on still land, so not the conveyer belts. Anyway, just thought you should know.

I actually inadvertently fixed this while I was fixing another aspect of the wall jump. But thanks for the report. It will be fixed in the next preview.

Wow!
I can't to believe.
So will be a Koopa 3?

Probably. Some day in the future.

Which will be the final version of Koopa 2?
v1.1

Most likely. At least for now. Maybe some months our years down the line I'll feel the need to change something. But for now I really want to be finished with it.

I see that the game is still 1.05 on NG.
When is v1.1?

Probably tomorrow.

When you do Koopa 3, here's some ideas for boss battles:

1) A bowl of soup that tries to spill soup on the player, and can only be defeated by stepping on the bottom of it's bowl, similar to Popmo.

2) A radish that keeps unexpectedly popping out of three different holes

3) A piece of cheese that tries to throw stink balls at the player, and the player has throw pieces of cheese walls at him

4) A egg that spews yolk and requires many hits for it to be defeated

5) A ham sandwich that chases the player down an auto scrolling zone, and can only be defeated by running to the end of the level.

6) An ice cream cone that requires the player having to duck when it throws it's cone, and when the cone hits it it loses one of it's scoops

7) Mario

Thanks for the suggestions. But I'll likely go with a different direction for bosses next time. The object bosses weren't particularly well received.

If you like this suggestion though, Mario could have something titled Mario's Murder Machine

Lol, maybe. I do like alliteration. But I kind of want to keep Mario dead this time.

Still is v1.5!!!!!!!!!!!! :(

You mean v1.05. I just uploaded 1.1 as I decided to wait for Tuesday to upload.

Hey Lambtaco can you please tell me ware or what the secret code is pretty please

It's in the second room of the first ghost house.