Super Mario Enigmatic 2 - (Download not available, expansion in development)

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Total votes: 41
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Re: Super Mario Enigmatic 2 - Novaborn (SMBX 2.0)

Postby Inspirited » Sun Oct 30, 2016 8:44 pm

Thanks. Well I've made it to the lava area now. I'll try to get as far as I can xD

Are timestop switches used in this episode? I'd love to see some puzzles with those.
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Re: Super Mario Enigmatic 2 - Novaborn (SMBX 2.0)

Postby Jayce 777 » Sun Oct 30, 2016 8:54 pm

Inspirited wrote:Thanks. Well I've made it to the lava area now. I'll try to get as far as I can xD

Are timestop switches used in this episode? I'd love to see some puzzles with those.
I doubt it, but it gets REALLY hard after a certain point. Various gimmicks exist, like disabled controls, reversed controls, et cetera.

@Reign: Personally, I really like this episode. I have been playing it for two days now. Great work, and I look forward to your next episode! ;)
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Re: Super Mario Enigmatic 2 - Novaborn (SMBX 2.0)

Postby MECHDRAGON777 » Mon Oct 31, 2016 4:28 am

Jayce 777 wrote:
Inspirited wrote:Thanks. Well I've made it to the lava area now. I'll try to get as far as I can xD

Are timestop switches used in this episode? I'd love to see some puzzles with those.
I doubt it, but it gets REALLY hard after a certain point. Various gimmicks exist, like disabled controls, reversed controls, et cetera.

@Reign: Personally, I really like this episode. I have been playing it for two days now. Great work, and I look forward to your next episode! ;)
Thank you for telling Яeverse Controls are in the episode. I never got that fa r in the beta.
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Re: Super Mario Enigmatic 2 - Novaborn (SMBX 2.0)

Postby Reign » Mon Oct 31, 2016 5:59 am

There are no time stop gimmicks this time, there were a few in the original and I decided not to add more of them here.

The minibosses are a part of the level. The "level" before them is always shorter than a regular level. The big bosses have their own level.

The levels with two screens are considered one level. Big bosses do not count as levels.

Thanks a lot for the feedback, appreciate it.
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Re: Super Mario Enigmatic 2 - Novaborn (SMBX 2.0)

Postby Jayce 777 » Mon Oct 31, 2016 10:47 am

On Airlocks, there is a problem with the air meter. It isn't set to not be active in pipes. I died while in the pipe. I just wanted to point this out. Thanks!
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Re: Super Mario Enigmatic 2 - Novaborn (SMBX 2.0)

Postby Reign » Mon Oct 31, 2016 11:58 am

Jayce 777 wrote:On Airlocks, there is a problem with the air meter. It isn't set to not be active in pipes. I died while in the pipe. I just wanted to point this out. Thanks!
That did not happen in the internal testing. Is it in all Airlocks levels or just a particular one?

EDIT: If you mean you died while "warping", that is actually intended. It's just the way the API works and the level was designed around that. You should still have enough time to complete the levels.
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Re: Super Mario Enigmatic 2 - Novaborn (SMBX 2.0)

Postby Jayce 777 » Mon Oct 31, 2016 8:11 pm

I found a mistake a while ago before the internet crashed. Image The squared exit warp is facing the wrong direction (down instead of up). Can you fix that?
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Re: Super Mario Enigmatic 2 - Novaborn (SMBX 2.0)

Postby Reign » Tue Nov 01, 2016 2:06 am

Thanks, will fix that. You actually don't even need to use the warp to go upwards so I'm probably going to remove it altogether.
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Re: Super Mario Enigmatic 2 - Novaborn (SMBX 2.0)

Postby Inspirited » Tue Nov 01, 2016 11:08 am

Would be cool if you place more evil faces here, so you had to throw the key up here like this:
Spoiler: show
Image
Right now you don't have to throw the key up because you can just hit the block with a normal run -> jump.

I didn't need 2 of the bombs here:
Spoiler: show
Image
Also, in the earlier levels, why are those moving platforms white lines? They look like placeholder graphics:
Spoiler: show
Image
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Re: Super Mario Enigmatic 2 - Novaborn (SMBX 2.0)

Postby Reign » Tue Nov 01, 2016 1:01 pm

Added two masks to level 48, that is good suggestion.

Level 410, that is an oversight on my part, I fixed that part after the beta and did not realize you can now just leave the starting point without using the bomb. Will be fixed, a new version will be uploaded in a few days.

The arrows don't look like placeholder graphics to me, those will stay. Sorry. :p
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Re: Super Mario Enigmatic 2 - Novaborn (SMBX 2.0)

Postby Snessy the duck » Tue Nov 01, 2016 1:04 pm

Those arrow platform gfx appeared in SMB3, and I think they fit just nice!
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Re: Super Mario Enigmatic 2 - Novaborn (SMBX 2.0)

Postby Inspirited » Tue Nov 01, 2016 3:10 pm

Alright, thanks for listening to my suggestions though :)
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Re: Super Mario Enigmatic 2 - Novaborn (SMBX 2.0)

Postby Reign » Fri Nov 04, 2016 12:22 pm

A version where the three changes suggested above were implemented has been uploaded. None of the bugs were gamebreaking so there's no reason to start over if you have the old version.
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Re: Super Mario Enigmatic 2 - Novaborn (SMBX 2.0)

Postby Cedur » Fri Nov 04, 2016 1:39 pm

I'm stuck at Oubliette 1 and Incineration 1.

The second level of Oubliette 1, I can't transport the key through the pipe that points upwards (and what's also weird, I tried to trap the right thwomp by quickly activating the light-blue switch, but for some weird reason, the thwomp goes through the switch blocks as if they didn't exist!) Is this also a bug that's not fixed yet?

After that I tried Incineration, and there's another level where it's even pretty obvious that a key needs to be transported through a pipe, and it fails.

I'll try to provide screenshots as soon as Photobucket is back up
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Re: Super Mario Enigmatic 2 - Novaborn (SMBX 2.0)

Postby Reign » Fri Nov 04, 2016 4:22 pm

I'll start working on a solution video this weekend.

You can NEVER carry keys or any other npcs through pipes. There's always something else that allows you to solve those puzzles.

Oubliette 1, level 2:
Spoiler: show
You can jump through and throw NPCs through the narrow green bridges. You don't have to use the pipe to get up. I actually removed the upwards going warp in the fixed version to avoid confusion. The way the thwomp works is just the way it works with SMBX. You can not block its way when it's going upwards.
Since I don't know which level in Incineration it is, it's harder to give you a solution. But it could very well be the same case there, NPCs can be thrown through the bridges.

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Re: Super Mario Enigmatic 2 - Novaborn (SMBX 2.0)

Postby Cedur » Fri Nov 04, 2016 4:34 pm

Well, I should really have seen this at least in Incineration. I was honestly confused because I thought that in the intro it was stated that you could carry objects through pipes, but it's the opposite. Nevertheless my bad, heh.
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It's not worth to use the legacy editor anymore these days. Get SMBX2 and PGE, it will improve your experience significantly. Here's why.

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Re: Super Mario Enigmatic 2 - Novaborn (SMBX 2.0)

Postby alwahla » Sat Nov 12, 2016 5:26 am

Stuck again in the fourth level of intimidation 1. Any tips? Cant seem to get the blue switch in the right position to get to the door.

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Re: Super Mario Enigmatic 2 - Novaborn (SMBX 2.0)

Postby Jayce 777 » Sat Nov 12, 2016 10:02 am

alwahla wrote:Stuck again in the fourth level of intimidation 1. Any tips? Cant seem to get the blue switch in the right position to get to the door.
If you show a picture, then I can help, as I got to Culmination 1.
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Re: Super Mario Enigmatic 2 - Novaborn (SMBX 2.0)

Postby Reign » Sun Nov 13, 2016 9:50 am

I uploaded a video, hope it's the level you mean.

https://www.youtube.com/watch?v=1o97lix ... e=youtu.be
Jayce 777 wrote:If you show a picture, then I can help, as I got to Culmination 1.
Congrats! :) I feared some of the levels in Shuddering or Intimidation might be too difficult but clearly that is not the case.
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Re: Super Mario Enigmatic 2 - Novaborn (SMBX 2.0)

Postby Inspirited » Tue Nov 15, 2016 10:55 am

Why can't I enter intimidation 1? I press the jump button on the level on the worldmap but nothing happens :O
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