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

Posted by Lambtaco - August 29th, 2017


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.


1

Comments

@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.

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.

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.

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.

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...

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.

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

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

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.

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

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

@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.

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

Can you explain why Goomba double mushroom is chocolate?

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

(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?

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.

*add

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?

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.

And bone flower goomba should be bone goomba or bony beetle

Maybe next time.

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

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.

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)?

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

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!

I suppose it could be a lower scoring medal.

@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?

Teamwork!

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

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.

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.

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.

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.

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

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

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

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