A Koopa's Revenge 2 v2.0 Open Beta Begins

2017-08-29 03:46:32 by Lambtaco
Updated

Hello, peoples.

I'm releasing a revised version of my game, A Koopa's Revenge 2. It's a big update that polishes the game and fixes lingering bugs. I would have liked to have it done ages ago, but I had some mental health problems (long, private story) that prevented me from getting this done in a timely fashion.

The update includes more balanced powerups, upgraded artwork, improved physics, new skins for the first five bosses, a system for importing and exporting saves, and more.

Full AKR2 Changelog Here

Anyway, I'm looking for volunteer testers. Everyone with an NG account is approved to view the beta. I mostly need dedicated testers who can beat the whole game and seek out bugs and inconsistencies, but I'd also love to hear from someone who's never played the game before.

List of Known Bugs

For those dedicated testers, these are the things I'm most concerned with:

  • The importing and exporting of save files. If something isn't working properly, let me know so I can fix it before release.
  • Any inconsistencies in enemy behaviour or reactions to weapons. I changed the way a lot of weapons work, and how enemies react to them, and I want to be sure everything is in line. Tell me if an enemy uses a depreciated death animation for instance.
  • Testing the new physics. How does it feel? Is platforming easier, or harder? Is it possible to get stuck somewhere?
  • Did I forget to put something in the changelog? I didn't start logging everything until a while after I started this project, and I'm sure I just forgot some things.
  • Are there any graphics you feel aren't up to the standard set by the rest of the game.
  • Any ideas for medals? I have a few of my own, but I'd like to have a ton.

The update is due September 16. Exactly three years since the game first released. I'll probably do some more smaller updates after that, in case something isn't ready on time, or more bugs pop up.

Beta Link for A Koopa's Revenge 2 v2.0

Thaks for reading and/or testing.


Comments

You must be logged in to comment on this post.


Punch-AnimationPunch-Animation

2017-08-29 10:25:29

When is the remaster of A Koopa's Revenge 1 coming out though? Was it cancelled?

(Updated ) Lambtaco responds:

It's still coming. I just wanted to finish this first, since it was so much closer to being done.

Also, I promised a lot of people that they could backup their saves.


ChdongaChdonga

2017-08-29 20:09:53

A Koopa's Revenge? I never thought I'd hear that name again. Awesome!

Lambtaco responds:

It's back, baby!


freakworld10freakworld10

2017-08-30 13:10:41

Cool.


AmericaCaptitanAmericaCaptitan

2017-08-30 15:47:02

I played and its amazing thanks for making this!

Lambtaco responds:

Ya welcome.


AmericaCaptitanAmericaCaptitan

2017-08-30 16:04:45

yay


itsyocupiditsyocupid

2017-08-31 09:31:47

Dude. Never thought I'd hear from this game again, haha
good on you! Best of luck finishing this

Lambtaco responds:

Thanks.


Supermario10Supermario10

2017-08-31 14:38:53

Oh dude i thought you wasn't updating that game any more but u did. Its awesome. Keep up the good work!!!

Lambtaco responds:

I wasn't going to. But as time went on I noticed a lot of things that needed polishing. Plus people kept losing their saves so I needed to add a backup system.


TelFyTelFy

2017-09-02 13:53:42

I loved all the new changes! But there's a weird bug with the cape. if you hit a piranha mushroom with it, the piranha will be paralyzed.
And I think it should be good if you added a new power to the water flower (like throw ice cubes that slide on the ground and freeze the enemy for a certain time, and if you throw the enemy like a plant, it would explode with ice particles) and change the new night boo flower power (if you press attack, it will throw a purple fireball, but it will follow a straight line. if you hold the UP button, it will go straight upwards, and if you hold DOWN, it will go straight down). But these are just ideas. What do you think?

Lambtaco responds:

I'll have the piranha shrooms fixed for the next update.
I don't really have time to implement and test something as complicated as freezing and throwing enemies. Ghost fireballs should probably behave differently than regular ones, but I'm not sure controlability is the best route.
Thanks for the report and suggestions.


Lili-LalaunaLili-Lalauna

2017-09-04 13:38:46

I did seen an bug in level 1-1. When i was entering first pipe (looks like pipe in super mario bros. when you complete level 1-1)i have seen 4 mushrooms (goombas) walking like always. I wanted to do run-slide combo,but when i seen back,i did seen one of the mushroom IN THE PIPE! I mean,it was not ON pipe,it was IN pipe! So plz fix it.

Also,you could add green flower,giving you to shoot green balls. But you can control them when shooted. If you shoot it while running,it with move faster.

And you could add an enemy relased to koopa,it could be Peach's crown with angry blue eyes. That crown is named ''Crowny'' and it could have only eyes and blue shoes like goomba.

Also,i love game. Add more bosses please! Your idea for bosses! BYE!

Lambtaco responds:

I can't seem to trigger that glitch. I know there have been some issues with collision detection for enemies near the boundaries of the screen, but so far they seem rare. I'll add it to my glitch list as a low priority for now. Thanks for reporting.

Not going to be adding more powerups, but I am open to altering existing ones.

That's an interesting enemy idea. I think that may actually be a better version of my spiny shrooms.

I might add another boss, depending on how much time I have after making the new boss skins, adding new medals, etc.


TelFyTelFy

2017-09-06 20:26:51

@Lambtaco
water suit thing: I understand, you don't have time to do this ice ball thing. but can you add some another random power to it? if you are outside of the water and outside of the ice world, it's useless. but you can still try to release this ice ball thing on the 2.1 update of AKR2 or in AKR3.
night ghost suit thing: I really think that controllability is good for this power, it's already a big power, so the secondary attack power should not be that unique. but if you want something different, I had an idea: in SMW, some ghosts move on a wavy line, right? so that's what I thought: with the night ghost suit, press attack, you will launch a mini ghost. it will go on a wavy line, its sprite will look like a small SMW ghost (maybe it can look like the character that you are using). it can pass through walls, like ghosts. when it hits an enemy, it will kill him, explode and disappear.
bugs: I found more bugs: in the first room of level 4-5, there are some flying fireballs, if you touch them, it will do nothing; if you run long enough with something on your hands, it will flying, try to animate the thing on your hands to the character still be holding it; that cape bug also works with the star power; if you use the day bone suit and launch a boomerang, it will not come back if it touches on the border of the screen, can you fix this?
btw, will you re-skin all the bosses? i loved this new style.
what do you think? if you still think you don't have time to do these ideas, try to use them on update 2.1 of AKR2 or in AKR3. and sorry for my bad English, I'm Brazilian.

Lambtaco responds:

I really wanted to make it a mobility powerup, like the frog suit. Maybe I can add a minor attack like the wing spin, or some sort of defensive utility.

I was just thinking the fireball in a wavy line, but I do like the idea of it passing through walls.

I fixed the fireballs, the arms out while holding an object bug, and the piranha shroom. Not sure if I want to fix the boomerangs as that's working as intended. Any particular reason why you'd want the boomerangs to not disappear at the screen edge?

I'll be reskinning all the non-Mario bosses. And some of the Mario ones will get some art improvements.

I might use some of the ideas. Your english is fine; I've seen much worse.

Thanks for the bug reports and suggestions.


TelFyTelFy

2017-09-06 21:04:06

oh no... ther's a BIG bug. in the final confrontation, i can't throw bob-ombs! how can i beat it?

Lambtaco responds:

I already fixed that. You'll have to clear your cache or force a refresh to load the new swf.


TelFyTelFy

2017-09-06 21:17:36

@Lambtaco and thanks for the forced refresh thing. I will stop commenting. i will comment again if i find more bugs. BYE!


TelFyTelFy

2017-09-06 21:59:03

some last suggestions i have after completing the beta: I think the spiny goomba should be orange and have more spikes; the goomba should have a P-running animation. maybe he can be shaking his tail?; goomba should have his own DOWN+ATTACK sprite when he is using the tanooki flower; it fells weird when i jump with the spiny flower, its sprite keeps glitching, try fix it; sometimes when i jump into walls, it stops moving up, i don't know if you wanted this to happen; i think that if you press UP+JUMP, the character should move higher in the water, like in SMW.
thanks for letting us to test the beta!

Lambtaco responds:

Maybe red-orange. But I want to stick to one spike, since it makes him a spiked goomba from Paper Mario https://www.mariowiki.com/Spiked_Goomba Maybe I could give him spiked shoes though.

It's hard to get a good P-run for Goomba since he has no arms. The tail doesn't really work because he doesn't always have one, I could make hand magically appear like when he picks stuff up, but that might be too jarring.

If I change a down+attack it might actually be Koopa's. Tanuki goombas have actually turned into thwomps in the Mario & Luigi games. Plus I'm changing Koopa's pink variety so that it's more unique.

I'm pretty sure it does that with all powerup states. I think I was trying to do something to help let, you walljump earlier, but whatever it was, it's drawbacks are overpowering any benefits so I'll try to reverse it.

I totally didn't even know that SMW thing was a thing. I thought you were mistaken so I went to test it, and yep, it's a thing. Shouldn't be too hard to add. SMW also does a thing where it glues you to the water's sruface unless you press B to jump out. I might try to add that to.


swimfanatic29swimfanatic29

2017-09-08 18:41:29

Alright I have some Good news and Bad news... Good news is That THANK YOU FOR BRINGING BACK MY FAVORITE GAME!!!!!!! Bad news is.... I can't see with the big Beta Word on it T-T

(Updated ) Lambtaco responds:

Sorry about that. I just don't want to get scooped on youtube videos or have the game misrepresented by unfinished gameplay leaking out. I found it was pretty easy to get used to, since it doesn't actually obscure any information, just inverts some pixels.

The other good news is you can play it without the watermark in one week.


TelFyTelFy

2017-09-08 22:48:03

@Lambtaco Goomba's tail could shake just when it has the tanooki/flying flower, it indicates that he can fly; what are you thinking to change in koopa's down+attack sprite? maybe he can turn into a statue, like in SMB3? and if this happens, goomba will stay with the thwomp; but about the glitching sprite of the spiny flower? it keeps turning on the normal sprite for a miliscond.

Lambtaco responds:

The tail could shake, but whenever you can fly there's a big P-meter at the bottom flashing so it's already pretty obvious. If I can't come up with something that would be visible in all powerup states before the deadline I'll add the tail shake.

It will probably be a statue that relates to his new pink form.

When is the spiny sprite glitching? It looks fine to me, but I might be missing something.


TelFyTelFy

2017-09-08 23:04:31

Also, I think the bone flower lava power is too overpowered. can you make it receive damage for bosses' lava/acid attacks, like on the mario castle bosses? it's too easy.

Lambtaco responds:

It's pretty powerful, but it's also quite rare. Without that ability it's not very different from the hammer ability.

If it weren't already in previously released versions of the game I'd consider coming up with a different ability to replace it. But I'd rather not nerf something that's in the released version of the game.


AmericaCaptitanAmericaCaptitan

2017-09-09 11:51:30

When will you add the new boss skins in the beta? If you did already, How do you make them show up?

Lambtaco responds:

I did. The first three bosses. Pause on the map and go into the options to change the skin set.


TelFyTelFy

2017-09-09 19:23:25

@Lambtaco
I liked that idea of the magic hands appearing. Try to add that later and see if it looks good; yes, there's a problem with the spiny flower sprite. Jump with it. It's sprite will keep changing back to the normal sprite for a milisecond everytime. This don't happens with the dash sprite, only with the jumping one.

Lambtaco responds:

I'll test out the hands, but I'm pretty sure it will look weird. The spiny jump is working as intended. It's supposed to look like Sonic when he jumps.


TelFyTelFy

2017-09-09 21:59:18

and I want you to make the pipe traveling speed faster. it's pretty slow. can you try to double the pipe traveling speed? it's slow specially when the pipe takes you to another place of the same room.

Lambtaco responds:

I don't think I'll increase the overall speed, because it may cause unforeseen problems, but I can speed up the one screen pipes. The one in 2-A comes to mind. I'll try and find the others.


TelFyTelFy

2017-09-09 23:33:28

@Lambtaco
ok. i don't like this sprite changing while jumping with the spiny flower, it feels very weird. but if you programmed to do this, it's okay. i think you tried to animate the jump to see sonic sometimes, but it got bad. try to change the animation to make the character look more like sonic jumping. try to make the character's sprite spin, like this:
http://rs490.pbsrc.com/albums/rr263/azeonthundrake/Video%20Games/Sonic%20the%20Hedgehog/Animated%20Sprites/10.gif~c200
or this:
http://i.imgur.com/F9o5h.gif
I think it feels weird because the frame changing is too slow and maybe the frame order is different.
but i still think that the overall pipe traveling speed is a little bit slow compared to other mario games.

Lambtaco responds:

The other two characters look a lot better than Goomba. He's not a tetrapod, so he doesn't fit all the standard poses. I had the character flashing faster and with as much time as the spiny egg, but it looked weird. Trust me.

It's only a little slow, so it's not worth trying to fix this close to the deadline. Changing the speed could cause all kinds of weird and unpredictable things. Or it could do nothing. But I can't take the chance right now.


TelFyTelFy

2017-09-09 23:45:22

Hey! I recently though: shouldn't the spinning fireballs in the underwater section of castle mario be gray/black? You should edit them. Remember: if you change something, change what's related to what you changed too.

Lambtaco responds:

Maybe. I might turn them into spiky balls or something.


TelFyTelFy

2017-09-10 00:25:21

@Lambtaco
Hmm. Ok. But try to compare your animation with the 2 sonic animation links. Try to change it to look less weird and similar to those sonic animations.

Lambtaco responds:

I did compare. But there's not much more I can do. Sonic was designed to curl into a ball, AKR2's characters weren't. I could maybe add a little motion smear or resize things a touch, but it can only look so much better and I think I've hit diminishing returns.


TelFyTelFy

2017-09-10 00:42:51

Another suggestion: try to make thwomp's speed accelerate. it will start slow and be faster after a little time, like all the other mario games.

Lambtaco responds:

It does accelerate. It doesn't work with slower acceleration because you can't hit anything with it. The reason thwomps are so slow is to give the human player time to react. It's not fun being on the other end of that.


AmericaCaptitanAmericaCaptitan

2017-09-10 00:52:54

I saw a glitch where when you use the spiny power up, with the screw attack and the forever jump, it is just the spiny jump animation. Will you fix that? P.S: Hammer suit Koopa's head looks disturbing...

(Updated ) Lambtaco responds:

Yeah. I'll look into it, should be an easy fix. There's something off about hammer bros.' eyes. Makes it look like a mask rather than a head. I'll be fixing that too.

Edit: Thanks for reporting that bug, I likely wouldn't have found it myself.


TelFyTelFy

2017-09-10 00:57:14

@AmericaCaptitan
i agree with this hammer bro head thing. it looks a bit weird. it does not really look like a hammer bro


AmericaCaptitanAmericaCaptitan

2017-09-10 00:58:07

A idea for a medal: The Power-up collector! How to get: discover all power-ups in the game.

Lambtaco responds:

It's not bad, but I'm thinking more about medals that you wouldn't get just by beating the game. I want them to feel like achievements and not just checking things off of a list on the way to victory.


AmericaCaptitanAmericaCaptitan

2017-09-10 01:00:17

Oh by the way What is a "Pink Oppa?" (I think its pink koopa)

Lambtaco responds:

I would assume it's a typo. Though I control+f'd this post and didn't find it.


TelFyTelFy

2017-09-10 10:02:09

@Lambtaco ok. understand. there are only seven days to the release! are you going to use something like my wave line mini ghost that pass through walls? the purple fireball is just like the fire flower.

Lambtaco responds:

I'll probably do a wavy line, maybe passing through walls, but not mini ghosts.


AmericaCaptitanAmericaCaptitan

2017-09-10 17:01:25

Can you explain why Goomba double mushroom is chocolate?

Lambtaco responds:

Someone on youtube said it looked like chocolate so I decided to roll with it.


AmericaCaptitanAmericaCaptitan

2017-09-10 20:21:58

(I know you might not add a new power -up, but this will be for AKR3.) I think you should the carrot form super Mario land 2. P.S: Is the whale level based on Mario Land 2?

Lambtaco responds:

I've been thinking about the carrot and ears, but haven't found a way to incoporate them yet. Koopa, Goomba, and Shy Guy each already have flying forms. And putting ears on a piranha plant would be weird. I'll keep it in mind.

The Whale wasn't directly based on SML2, but I think it was subconsciously.


AmericaCaptitanAmericaCaptitan

2017-09-10 20:22:24

*add


TelFyTelFy

2017-09-10 21:38:45

another suggestion: shouldn't the bone flower koopa be dry bones?
https://vignette.wikia.nocookie.net/mario/images/b/b6/Dry_Bones_%28Mario_Party_8%29.png/revision/latest?cb=20130706164251
https://i.pinimg.com/736x/7e/f5/7f/7ef57f3ac073ccb7302f4fa29d4151c4--super-mario-world-super-mario-bros.jpg
it would make sense, because it launches bones and it's made entirely of bones (its shell is also made out of bones), and on the original sprites, koopa only wears a bone mask and has a white shell. it's a small difference. what do you think? maybe if you can't with only seven days, can you release it on 2.1?

(Updated ) Lambtaco responds:

I've wanted to do full on dry bones for a while now, but the way I set up the animations for Koopa make it difficult. It's actually a huge difference on my end. I basically shot myself in the foot early on by starting the game before I had it fully planned out, which led to a lot of compromises and unnecessarily intensive reworking of things that were already in the game. I think full dry bones will have to wait for AKR3. I'd rather start fresh than reopen that can of worms.


TelFyTelFy

2017-09-11 12:04:35

And bone flower goomba should be bone goomba or bony beetle

Lambtaco responds:

Maybe next time.


AmericaCaptitanAmericaCaptitan

2017-09-11 23:00:02

Medal idea: Dan wins! How to get: Lose by Dan by a gadokun

Lambtaco responds:

It's cute. But I don't think I want any achievements for losing. Plus having two achievements for a very secret boss fight is too many. Thanks for the suggestion though.


TelFyTelFy

2017-09-11 23:51:51

About the boomerangs of the bone flower: i recently though: can you make the boomerangs come back when the camera of the level moves by its own (like the mario airship level)?

Lambtaco responds:

Not sure what you mean, but having boomerangs automatically return when they hit the screen edge is a good idea.


TelFyTelFy

2017-09-12 10:21:33

And a medal idea: (i don't know the right name to put) – find the bone/boo flower for the first time.
It's a really rare flower, it needs its own medal!

Lambtaco responds:

I suppose it could be a lower scoring medal.


TelFyTelFy

2017-09-12 10:23:04

@Lambtaco
I didn't mean that. It's because the boomerangs disappear at the screen edge, right? There are some levels that the camera moves by its own, like the mario airship and that cloudy level. You should make it not disappear on levels like these, but your idea of the boomerangs returning automatically when they hit the screen edge is better. It would be like an invisible barrier.
By the way, can you explain what's the story of the characters? The goomba is the same goomba of the original akr? And why is shyguy helping them?

Lambtaco responds:

Teamwork!

ShyGuy and Goomba are noncanonical extra skins for the player character. As far as the story is concerned they don't exist.


TelFyTelFy

2017-09-12 22:49:22

You should have created a story for them. Goomba would be the last goomba that koopa saved, his favorite goomba, a big friend (like the original red toad from smb2 and captain toad), and shyguy would be koopa's best friend, wanting to help koopa (like luigi). I will try to create a story for the piranha plant when akr3 comes out.

Lambtaco responds:

They were a pretty late addition to the game, so the story had pretty much been written by the time they were added. In A Koopa's Revenge 3 all the playable characters will be canon. At least the four I announced so far.


TelFyTelFy

2017-09-13 00:26:27

ok. i tested the new beta. will you still change the end scene with the tanooki? it's still that old pink form. and when i try to fight with normal mario and kill him with projectiles, i can pass through the room and skip the mario cut-scenes, making mario disappear. can you fix these things? I can't wait for the full versions, the bosses are amazing.
by the way, can you put me on the additional testers on the credits? i played this game for the first time two years ago, and when you posted this version on newgrounds, i kept trying to find bugs, glitches and things that should be improved.

Lambtaco responds:

Good thing you told me about the ending cutscene, I might have forgotten to change that.

I'll look into the Mario thing.

All the version 2.0 beta testers (at least those who contributed more than a sentence) are getting on a new page of the credits along with a picture of the new boss skins.


TelFyTelFy

2017-09-13 10:32:05

This new beta version brought some changes to animations and powers, i will try to find more bugs. We have only 3 days.


TelFyTelFy

2017-09-13 10:37:39

Are you still going to add an extra attack to the water suit?

Lambtaco responds:

Probably not. There's not enough time to test it. I'm actually considering removing the attack from the spiny ability.


TelFyTelFy

2017-09-13 12:13:05

the bosses changed. will you change the cut-scene in the title screen? the new bosses don't match with what mario grabbed in koopa's room.

Lambtaco responds:

Egh, it doesn't really matter. Mario is just grabbing his lunch and an umbrella in case it rains in that case. Since the cutscenes appear before you can choose which bosses you fight, it might actually make more sense this way.


AmericaCaptitanAmericaCaptitan

2017-09-13 16:49:21

A bug with The Flying Spaghetti Monster every time you hit it without the new boss skin it drops a 1-up and once you defeat it it has the same cutscene like the new boss skin fix that

Lambtaco responds:

Thanks. I'll fix it.


Danforce42Danforce42

2017-09-14 07:28:04

i found a strange bug in 1-2.you can wall jump from a ? block if ? block next to this one punched so he raises up for a bit leaving you scpace to jump

Lambtaco responds:

Sorry, I'm not quite following you. You can always walljump on ? blocks, whether they've been hit or not.


AmericaCaptitanAmericaCaptitan

2017-09-14 17:44:39

Release date for A Koopa's Revenge Anniversary Edition please

Lambtaco responds:

2018ish. Also it's A Koopa's Revenge Gold now.


TelFyTelFy

2017-09-14 23:22:32

@Lambtaco
actually, the UP+JUMP only works when you're on the ground underwater, and the jump is unnecessarily too high. it should work when you are out of the ground underwater too. try to add it when you are underwater out of the ground. it should be 1.5 or 2.0 of the normal underwater JUMP.
and what about the koopa statue when you're using the tanooki with the koopa when you press DOWN+ATTACK? are you still gonna adding it?
and I think you didn't understood my mario glitch comment. it's on castle mario. the first mario bossfight, mario/normal mario/fire mario. if you "kill" him with projectiles, you can move on to the next part of the room and skip the cut-scene, making mario automatically disappear and appear on the right side. you should make us wait to move on to the next part of the room, like when we use the axe.

Lambtaco responds:

I disagree. The way it worked in SMW was inconsistent and illogical. I like having it so that you can jump off of the seabed and get a huge boost, as opposed to just swimming up using the jump button alone.

I'm going to ad it, but it's a low priority. I need to do everything that requires coding first because I need to test it. Graphics can be changed at the last minute without issue.

I got what you said and I fixed the glitch.


AmericaCaptitanAmericaCaptitan

2017-09-15 00:38:26

Do you need to not collect the screw and jump forever attack for the final boss?

Lambtaco responds:

They're irrelevant. All you need is the Koopalings and the Silver Coins. I called them cheats for a reason.


AmericaCaptitanAmericaCaptitan

2017-09-15 00:38:56

I mean secret boss Lambtaco.


AmericaCaptitanAmericaCaptitan

2017-09-15 20:12:16

Not the mario boss Lambtaco its the one without the switches!

Lambtaco responds:

Aah. Sorry, there are kind of two secret bosses. The cheats are still irrelevant. Just don't hit any switches.


AmericaCaptitanAmericaCaptitan

2017-09-15 20:33:10

WHEN IN THE WORLD DID YOU THOUGHT IT WAS A GOOD IDEA FOR A PIRHANA PLANT FOR THE THIRD GAME? you could have made a playable bomb-omb

Lambtaco responds:

Couple of years ago. Piranha Plants are quite versatile, Bob-ombs pretty much just walk around and explode.