A Kingdom at War

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Re: A Kingdom at War

Postby Shadow_Flame » Wed Jul 13, 2016 4:14 pm

mariogeek2 wrote:All right, I've finished completely playing through this episode, now it's time to review it:

Overall, I actually thought this episode was good. It had a TON of flaws, but it was still good.

The main problem I had with this episode was its graphics. There was tons of cut-off and clash, and some graphical choices didn't make sense. Like, why in the world did you use the custom launchers and bullet bills in the first level of the last world? They didn't really fit well with the SMB3 graphics of the rest of the level. Another thing was the use of checkpoints. Most of the checkpoints in the levels were fine, but in some, you used three checkpoints. SMBX 1.3.0.1 doesn't support multiple checkpoints in a level (unless you're able to use LunaLua code to enable it.), so that just broke those levels. Another issue I had with this level was its boss-fights. I can see that you really tried, but you obviously don't know how to create a good boss fight. Most were either broken, or just simply too easy. One more problem I had with this episode was the music switching. I can see why you made it so the houses have different music from the rest of the level, but you really shouldn't have done that. It really breaks the flow of the level to enter a house, have the music switch to calming, and then go back outside to hear this epic, fast-paced action track. Another problem I had with this episode was a quality-of-life type issue, which was the fact that you had no way of knowing which levels you had and hadn't gotten the stars in, unless you had remembered. If you got to a Star-Check, and didn't have enough stars and didn't remember which ones you hadn't gotten a star in, well you were screwed! Replay all of that world's levels till you find the one with a star you didn't collect in it! The last point of complaint is the fact that the last world's levels just felt really unfair at times. The SMB3 green spinies just move too fast when shot from a projectile generator. The only way I can possibly avoid them is if I got lucky and just happened to be jumping at the same time they were being launched or I had already gotten hit and knew they were coming.

But this episode isn't all rage and crap! There were actually some pretty good design aspects in this game. You tried new things I haven't seen before from any designer, not even veteran ones. Four of my most favorite levels were Sawmill Shenanigans, Bubble Bonanza, Minecart Madness, and Hill Hazards, which tried out new mechanics or made really good use of old ones. You made each level try to feel different from one another, and as a result, I never got the feeling "This is the same old thing. I'm tired of playing this.". Another thing that you did that I haven't really seen in any other episode, except for rare cases, was that you gave this episode plot and character. I was getting sick and tired of seeing the same old, "Save the Princess from Bowser". Instead of going with that, you gave us characters that actually did stuff and interacted in the world. Even some of the enemies had humor and character to them. And the plot actually advanced bit by bit, instead of the usual two steps: "The intro, and saving the Princess by defeating Bowser." Another good aspect to this episode was the music. While the music switching was jarring, the custom music tracks you used were really AWESOME and fit the levels to a tee. I never really heard a music track that got repetitive or overused, as most new-users' episodes do. The final good point about this episode I wanted to mention was the gameplay. The core platforming was solid, and, while difficult, was fun. Jumping felt challenging and rewarding. Landing repetitive jumps in a row to cross some spikes felt very satisfying.

Honestly, if I was to sum up the good and bad of this episode in a single sentence, it would be: "The episode has great gameplay and diversity, but it lacks polish."

I give the episode a 6.75/10

Shadow_Flame, you have real promise in SMBX design. Keep improving, and keep up the good work!



Extra Note: To see the final hidden easter egg, you need to find 32 stars. The problem, however, is that there's no way to see which levels you have and haven't gotten the stars in without playing each and every individual level. So I changed the END level to include doors to see if you've gotten the star in a specific level or not. Here is the D-L: http://www.mediafire.com/download/8lq2z ... 9r/END.lvl. This will save you a lot of headache!
Hi mariogeek2, thank you for the feedback! I'll bear in mind both the good and bad things that you've pointed out about the episode. When I've got some time, I'll try to correct and polish the issues that you mentioned. In terms of the boss fights being broken, can you tell me which ones in particular you encountered as broken? I'm afraid I don't feel confident making a complex boss fight yet, it's sometimes subjective when judging the difficulty of levels and boss fights.

As for the music changing in certain locations of a single level, I think that should stay as it is. I know that it might be a bit of a sudden change from one music to another but I really count on making certain music fit within a certain environment, e.g. going inside a house and feeling secure inside, then going outside and being faced by adversity again (I hope that makes sense).

I'll try to make the last world levels less of a challenge, with particular emphasis on projectiles. I'll also get rid of extra checkpoints and will make sure that each level in the episode has no more than one.

And you're right about the star collection, I didn't realise it until later on actually. I'll attempt to develop your idea further and create a mini-hub at the end of each world which tells you if you've collected the star for each level.

Again, thanks for the feedback and rating! I'll let you know when I polish the episode :)

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Re: A Kingdom at War

Postby Shadow_Flame » Sat Jul 16, 2016 7:55 pm

mariogeek2 wrote:All right, I've finished completely playing through this episode, now it's time to review it:

Overall, I actually thought this episode was good. It had a TON of flaws, but it was still good.

The main problem I had with this episode was its graphics. There was tons of cut-off and clash, and some graphical choices didn't make sense. Like, why in the world did you use the custom launchers and bullet bills in the first level of the last world? They didn't really fit well with the SMB3 graphics of the rest of the level. Another thing was the use of checkpoints. Most of the checkpoints in the levels were fine, but in some, you used three checkpoints. SMBX 1.3.0.1 doesn't support multiple checkpoints in a level (unless you're able to use LunaLua code to enable it.), so that just broke those levels. Another issue I had with this level was its boss-fights. I can see that you really tried, but you obviously don't know how to create a good boss fight. Most were either broken, or just simply too easy. One more problem I had with this episode was the music switching. I can see why you made it so the houses have different music from the rest of the level, but you really shouldn't have done that. It really breaks the flow of the level to enter a house, have the music switch to calming, and then go back outside to hear this epic, fast-paced action track. Another problem I had with this episode was a quality-of-life type issue, which was the fact that you had no way of knowing which levels you had and hadn't gotten the stars in, unless you had remembered. If you got to a Star-Check, and didn't have enough stars and didn't remember which ones you hadn't gotten a star in, well you were screwed! Replay all of that world's levels till you find the one with a star you didn't collect in it! The last point of complaint is the fact that the last world's levels just felt really unfair at times. The SMB3 green spinies just move too fast when shot from a projectile generator. The only way I can possibly avoid them is if I got lucky and just happened to be jumping at the same time they were being launched or I had already gotten hit and knew they were coming.

But this episode isn't all rage and crap! There were actually some pretty good design aspects in this game. You tried new things I haven't seen before from any designer, not even veteran ones. Four of my most favorite levels were Sawmill Shenanigans, Bubble Bonanza, Minecart Madness, and Hill Hazards, which tried out new mechanics or made really good use of old ones. You made each level try to feel different from one another, and as a result, I never got the feeling "This is the same old thing. I'm tired of playing this.". Another thing that you did that I haven't really seen in any other episode, except for rare cases, was that you gave this episode plot and character. I was getting sick and tired of seeing the same old, "Save the Princess from Bowser". Instead of going with that, you gave us characters that actually did stuff and interacted in the world. Even some of the enemies had humor and character to them. And the plot actually advanced bit by bit, instead of the usual two steps: "The intro, and saving the Princess by defeating Bowser." Another good aspect to this episode was the music. While the music switching was jarring, the custom music tracks you used were really AWESOME and fit the levels to a tee. I never really heard a music track that got repetitive or overused, as most new-users' episodes do. The final good point about this episode I wanted to mention was the gameplay. The core platforming was solid, and, while difficult, was fun. Jumping felt challenging and rewarding. Landing repetitive jumps in a row to cross some spikes felt very satisfying.

Honestly, if I was to sum up the good and bad of this episode in a single sentence, it would be: "The episode has great gameplay and diversity, but it lacks polish."

I give the episode a 6.75/10

Shadow_Flame, you have real promise in SMBX design. Keep improving, and keep up the good work!



Extra Note: To see the final hidden easter egg, you need to find 32 stars. The problem, however, is that there's no way to see which levels you have and haven't gotten the stars in without playing each and every individual level. So I changed the END level to include doors to see if you've gotten the star in a specific level or not. Here is the D-L: http://www.mediafire.com/download/8lq2z ... 9r/END.lvl. This will save you a lot of headache!
Hi again, mariogeek2! I have now updated some things about the game (check new info in the game description). Thanks for providing the template for a hub area for checking how many stars a player has collected. I improved the area and included it at the end of each world. In terms of the music, I thought about it for the second time and while I was replaying the game, I realised that maybe you are right and that the transition from one melody to another could be distracting at times, so for at least 2/3 of the levels I had to make the music the same throughout the level itself. I've made sure that each level has no more than 1 checkpoint and lessened the difficulty for some of the World 5 levels.

Let me know if you've got more feedback or suggestions about the game!

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Re: A Kingdom at War

Postby mariogeek2 » Sat Jul 16, 2016 8:47 pm

Shadow_Flame wrote:Hi again, mariogeek2! I have now updated some things about the game (check new info in the game description). Thanks for providing the template for a hub area for checking how many stars a player has collected. I improved the area and included it at the end of each world. In terms of the music, I thought about it for the second time and while I was replaying the game, I realised that maybe you are right and that the transition from one melody to another could be distracting at times, so for at least 2/3 of the levels I had to make the music the same throughout the level itself. I've made sure that each level has no more than 1 checkpoint and lessened the difficulty for some of the World 5 levels.

Let me know if you've got more feedback or suggestions about the game!
All right. Well, I'll replay it and re-review it. All of the changes you've made sound like it'll make it a lot better.

This'll also provide me the opportunity to go more in depth about the bosses I was complaining about.
Spoiler: show
Image
Blasphemy! How dare you both! My respect for y'all just went down a major amount.

Also, Valterri, while AM2R's soundtrack is not perfect, how can you say that it's organic, atmospheric tracks should have sounded more like your electronic beep-boops? M2/AM2R takes place on a world dominated by nature, so why in the heck do you use so many artificial-sounding instruments for your tracks?

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Re: A Kingdom at War

Postby stageleft » Mon Jul 18, 2016 5:30 pm

Hi again Shadow_Flame. I will have to go through the game again to really get you the info you want about the stage difficulty. I don't think there is much I would change except maybe I found you needed all the stars to progress which became really tough fairly quickly. Oh and we used the same song from Escape Goat an indie game I didn't think many knew of. One form the deepwaters in Ecco the dolphin. Great tracks.

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Re: A Kingdom at War

Postby Shadow_Flame » Mon Jul 18, 2016 7:23 pm

stageleft wrote:Hi again Shadow_Flame. I will have to go through the game again to really get you the info you want about the stage difficulty. I don't think there is much I would change except maybe I found you needed all the stars to progress which became really tough fairly quickly. Oh and we used the same song from Escape Goat an indie game I didn't think many knew of. One form the deepwaters in Ecco the dolphin. Great tracks.
Hi again, stageleft. Alright, I've now slightly lowered the threshold for the number of stars needed at each star check in the episode (I've also updated the download link following the changes).

Thanks for liking the music :) Interestingly enough, I think I heard a track from Escape Goat from another SMBX episode (might've been one of yours actually!). I've never played Ecco the Dolphin before but for the level "Something in the Air" I wanted something ominous and foreboding and I definitely remember that one particular track from Ecco (I don't even know how, haha!) and was like "Yes, that's the one!"

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Re: A Kingdom at War

Postby badeshka » Fri Aug 26, 2016 2:21 pm

This is a great project, I think it's really under-rated! I love the fact that each level has a unique theme and the whole game has a flowing plot. Fully enjoyed it, especially the 'Fire and Ice' level :)

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Re: A Kingdom at War

Postby Shadow_Flame » Sun Sep 04, 2016 8:46 am

badeshka wrote:This is a great project, I think it's really under-rated! I love the fact that each level has a unique theme and the whole game has a flowing plot. Fully enjoyed it, especially the 'Fire and Ice' level :)
Thanks, appreciate it ;)

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Re: A Kingdom at War

Postby Shadow_Flame » Fri Sep 16, 2016 3:14 pm

I have now recorded a playthrough of my episode, you can check out the whole playlist here: https://www.youtube.com/playlist?list=P ... HwnMffUWtX

I have also put this link in the updated info for the project. Enjoy :)

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Re: A Kingdom at War

Postby Marcus248 » Tue Feb 26, 2019 1:22 pm

This one looks fun, even if it was created 3 years ago. The screenshots look appealing though, so I suppose I'll give it a whirl.

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Re: A Kingdom at War

Postby Shadow_Flame » Tue Feb 26, 2019 6:41 pm

Marcus248 wrote:
Tue Feb 26, 2019 1:22 pm
This one looks fun, even if it was created 3 years ago. The screenshots look appealing though, so I suppose I'll give it a whirl.
Hey there, Marcus248, and thanks for checking it out, I'm curious to see what your feedback would be... Bear in mind that this was my very first SMBX episode and I was experimenting a lot in it. Have you played the sequel to it - 'Reign of the Gatekeepers'?

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Re: A Kingdom at War

Postby DemirYumruk1 » Wed Feb 27, 2019 1:52 am

Can you include an alternative download? Mediafire doesn't work properly. Thanks for reading :D !

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Re: A Kingdom at War

Postby Cedur » Wed Feb 27, 2019 3:14 am

can you show why? The link itself is intact
Image

Supports: show
Image
Image
Image
Image

Image

Still using the legacy editor? Get SMBX2 and PGE, it will improve your experience significantly. Here's why.

iphtechnologies wrote: NEO super mario world x is a really nice game. This Episode is 2,7 GB large at the moment.That`s crazy!
Please find similar post:
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If you're not smart enough to plan ahead, then DOOM ON YOU!

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Re: A Kingdom at War

Postby Marcus248 » Wed Feb 27, 2019 8:28 am

Shadow_Flame wrote:
Tue Feb 26, 2019 6:41 pm
Marcus248 wrote:
Tue Feb 26, 2019 1:22 pm
This one looks fun, even if it was created 3 years ago. The screenshots look appealing though, so I suppose I'll give it a whirl.

Hey there, Marcus248, and thanks for checking it out, I'm curious to see what your feedback would be... Bear in mind that this was my very first SMBX episode and I was experimenting a lot in it. Have you played the sequel to it - 'Reign of the Gatekeepers'?
A while back, while I was merely a browsing as a guest on the site, I did play Reign of the Gatekeepers. It's been a while, but if I remember correctly, I only completed the first world. I suppose I'll get back to it once I start on this.

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Re: A Kingdom at War

Postby Shadow_Flame » Wed Feb 27, 2019 12:59 pm

Marcus248 wrote:
Wed Feb 27, 2019 8:28 am
Shadow_Flame wrote:
Tue Feb 26, 2019 6:41 pm
Marcus248 wrote:
Tue Feb 26, 2019 1:22 pm
This one looks fun, even if it was created 3 years ago. The screenshots look appealing though, so I suppose I'll give it a whirl.

Hey there, Marcus248, and thanks for checking it out, I'm curious to see what your feedback would be... Bear in mind that this was my very first SMBX episode and I was experimenting a lot in it. Have you played the sequel to it - 'Reign of the Gatekeepers'?
A while back, while I was merely a browsing as a guest on the site, I did play Reign of the Gatekeepers. It's been a while, but if I remember correctly, I only completed the first world. I suppose I'll get back to it once I start on this.
Ah, I see. Sure, I'd be delighted to hear your feedback on both episodes ;) Just make sure to download the latest version of 'Reign of the Gatekeepers'...

DemirYumruk1 wrote:
Wed Feb 27, 2019 1:52 am
Can you include an alternative download? Mediafire doesn't work properly. Thanks for reading :D !
I'm not sure why it's not working for you, it seems to be fine for me. Have you disabled the ads on your PC?

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Re: A Kingdom at War

Postby Marcus248 » Wed Feb 27, 2019 1:28 pm

Shadow_Flame wrote:
Tue Feb 26, 2019 6:41 pm
Ah, I see. Sure, I'd be delighted to hear your feedback on both episodes ;) Just make sure to download the latest version of 'Reign of the Gatekeepers'...
Is that the one I think I've seen that has in parentheses 50th Star Added?

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Re: A Kingdom at War

Postby Shadow_Flame » Wed Feb 27, 2019 1:34 pm

Marcus248 wrote:
Wed Feb 27, 2019 1:28 pm
Shadow_Flame wrote:
Tue Feb 26, 2019 6:41 pm
Ah, I see. Sure, I'd be delighted to hear your feedback on both episodes ;) Just make sure to download the latest version of 'Reign of the Gatekeepers'...
Is that the one I think I've seen that has in parentheses 50th Star Added?
Yep, that's the one!

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Re: A Kingdom at War

Postby candle » Mon Mar 04, 2019 4:34 pm

Pretty good for a first episode! :-) I've not seen such a dramatic rise in difficulty as in world #2 yet and I dislike the Yoshis being regularly referred to as "donkeys" edit: by toads /edit, but I do like the actual plot of the story, including its comic reliefs (
Spoiler: show
General Boom Boom's introduction
positively made me laugh :lol:). The levels contribute to the plot rather well. I especially like "Sawmill Shenanigans" for the technical gimmicks, "Pipeworks Inc." for the unusual theme and the "battle levels" for the drama, of which "Windmill Valey" is my favourite.

Found some minor bugs, all of which can be easily avoided, so I wouldn't be too concerned:
  • If you sink deep enough into one of the bubbles in "Bubble Bonanza", you suddenly skip a section of the level
  • When riding the mine cart in "Mine Cart Madness", hitting one of the other mine carts on an upward slope causes you to get hit. You must jump on that cart instead.
  • Standing on a falling platform or mine cart while landing on a conveyor belt etc. causes you to fall through the floor.
Last edited by candle on Thu Mar 07, 2019 1:01 pm, edited 1 time in total.

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Re: A Kingdom at War

Postby Shadow_Flame » Tue Mar 05, 2019 1:01 pm

candle wrote:
Mon Mar 04, 2019 4:34 pm
Pretty good for a first episode! :-) I've not seen such a dramatic rise in difficulty as in world #2 yet and I dislike the Yoshis being regularly referred to as "donkeys", but I do like the actual plot of the story, including its comic reliefs (
Spoiler: show
General Boom Boom's introduction
positively made me laugh :lol:). The levels contribute to the plot rather well. I especially like "Sawmill Shenanigans" for the technical gimmicks, "Pipeworks Inc." for the unusual theme and the "battle levels" for the drama, of which "Windmill Valey" is my favourite.

Found some minor bugs, all of which can be easily avoided, so I wouldn't be too concerned:
  • If you sink deep enough into one of the bubbles in "Bubble Bonanza", you suddenly skip a section of the level
  • When riding the mine cart in "Mine Cart Madness", hitting one of the other mine carts on an upward slope causes you to get hit. You must jump on that cart instead.
  • Standing on a falling platform or mine cart while landing on a conveyor belt etc. causes you to fall through the floor.

Hey candle, thanks for playing through my very first SMBX episode and really glad for the feedback! ;)

Regarding 'Bubble Bonanza', would you mind telling me exactly which bubble causes the bug?
When you talk about hitting one of the other mine carts, are you referring to the mine carts with crystals in them or the empty ones that you can ride?
As for the conveyor belt glitch, I really have no clue how to fix it :?

Have you had the chance to play through 'Reign of the Gatekeepers'?

By the way, I've now added a link in the description to my playthrough of this episode back in 2016...

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Re: A Kingdom at War

Postby candle » Thu Mar 07, 2019 1:30 pm

Shadow_Flame wrote:
Tue Mar 05, 2019 1:01 pm
Hey candle, thanks for playing through my very first SMBX episode and really glad for the feedback! ;)

Regarding 'Bubble Bonanza', would you mind telling me exactly which bubble causes the bug?
It's the water bubble right after the checkpoint. edit: I'm playing on 2b3. /edit By the way, I found the same bug somewhere in "Lugi´s Fight for the Mushroom Kingdom".
When you talk about hitting one of the other mine carts, are you referring to the mine carts with crystals in them or the empty ones that you can ride?
I mean the one with crystals in it. Specifically, it's the one that gives you a 1up if you've hit every other mine cart with crystals so far.
As for the conveyor belt glitch, I really have no clue how to fix it :?
Maybe it's caused by the engine itself and they will fix it in Beta 4.
Have you had the chance to play through 'Reign of the Gatekeepers'?
Up to and including the 50th Star :)

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Re: A Kingdom at War

Postby Shadow_Flame » Thu Mar 07, 2019 3:32 pm

candle wrote:
Thu Mar 07, 2019 1:30 pm
Shadow_Flame wrote:
Tue Mar 05, 2019 1:01 pm
Hey candle, thanks for playing through my very first SMBX episode and really glad for the feedback! ;)

Regarding 'Bubble Bonanza', would you mind telling me exactly which bubble causes the bug?
It's the water bubble right after the checkpoint. edit: I'm playing on 2b3. /edit By the way, I found the same bug somewhere in "Lugi´s Fight for the Mushroom Kingdom".
When you talk about hitting one of the other mine carts, are you referring to the mine carts with crystals in them or the empty ones that you can ride?
I mean the one with crystals in it. Specifically, it's the one that gives you a 1up if you've hit every other mine cart with crystals so far.
As for the conveyor belt glitch, I really have no clue how to fix it :?
Maybe it's caused by the engine itself and they will fix it in Beta 4.
Have you had the chance to play through 'Reign of the Gatekeepers'?
Up to and including the 50th Star :)

Thanks for letting me know. In the Bubble Bonanza level, it turns out it was a warp that was causing the bug, which I must've forgotten to remove when testing. I now got rid of it as well as that last minecart on the slope which was causing an issue in the other level. I'll update the download link soon.

Oh great, really chuffed that you've played through ' Reign of the Gatekeepers' :) How did you find it?


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