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Played a couple of seeds on stream today. Really fun stuff. Looking forward to seeing this evolve to randomize other parts of the game. Noticed a few things:

4F2 tile should be the vanilla fort to build the bridge to the airship and not softlock - current workaround is to get the whistle in W2 and warp out of 4

I'm sure the bug with the wrong map screen being displayed is known. Wanted to note that when this is happening you're able to pass over a tile that would normally have a bro/spade card game without being pulled in.

I put a star on before entering a 2J level, but the star didn't apply. Does it only work for SMB3 levels? Is that intended?

Found 4-2 in SMB1 and used the warp zone. Took me to 8-1, played it out, cleared the tile I'd entered. 2U warp pipes appear to function as level exist. Should the same eventually happen for 1/2J warp pipes if they won't be active warp zones?

My rambling notes about the glitchy spade card game as I tried to figure out what was happening: Every other spade card game is all mushrooms, unless it spawns on top of you and you've just made a match(?). Glitched spade card game seems to end if the number of previous matches and the number of mushroom matches add up?

Seed fb00a:

Saw the W5 tower level in W4, which would be a duplicate level if it's also in W5

The 4-6 tile takes you to a corrupt level you immediately die in

Level 7-8 (I forget which tile that was): If you go down the pipe to the bonus room with the hammer suit in it, you instead fall into a hole and die

Seed 6cd821:

The 5F1 tile was the "fake tank" from the beginning of W8, so another duplicate level? Also, the boomerang bro sprites were messed up at the end of it, but were normal in the W8 location

One more suggestion: If you go into a 2U level with a powerup better than "big" (fire/frog/tail/etc.), would it be possible to start with 3 hearts?

I can provide the VOD if it would help show the things listed above.

Hey there. Thanks for the detailed bug reporting. I intend on working on these (and further bug reports) when I have more time to dedicate to this. I appreciate you trying it out!

If you were curious, I have a couple answers to some of your questions/comments.

  • 4F2 should be omitted but isn't, for some reason. I am planning on overhauling how forts, airships and the tank levels work so they open up paths and advance worlds regardless of being Boom-Boom or Koopaling battles.
  • At one point I had inventory stars passing through to all games but something broke that. Not intentional - plan to fix.
  • Haven't decided how I want warps to work in guest games. I'm a little tempted to have them warp between SMB3 maps but this may break things more than I intend. Likely I will make SMB1/LL warps end the level.
  • N-Spade cards are getting overwritten with garbage data (all mushrooms) when a guest game is loaded and a previous card is in memory. The number of matches on the previous card still survives to the new card, so it ends early. I plan on saving the complete SMB3 map to SRAM so it survives game changes - this will fix the map screen issues too.
  • I honestly don't know what to do with SMB2U regarding powerup state. I don't like that it resets your powerup state, and three hearts is a decent compromise but the "memory" of what your old powerup should be when you return to SMB3 feels like discontinuity? Though admittedly the same thing happens between the Cape and Raccoon. This is absolutely a problem I made for myself by deciding on SMB3 being the connecting glue.

I wouldn't mind having the VOD available if you'd like to provide it! Thanks again.

Here's the VOD: