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ColPanic

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A member registered Nov 11, 2018 · View creator page →

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2 Player mode, the bonus games and reserve powerups going into inventory are on my list. Airships should eventually be randomized like every other level. Kuribo's shoe is a special case in SMB3 and hard to use outside its dedicated level, that one isn't likely sadly. I like the idea of secret exits or warps opening the secret toad house or coin ship, going to add that one.

I actually wasn't aware of the hand level issue, that's a new one. Thanks for letting me know. I'll add it to the list.

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.

(1 edit)

Hey there. I think I may have made the interface a little confusing, but you check the boxes for the games you want to EXCLUDE. So if you don't want to play SMB1 and LL, you'd check the boxes for those games.

I couldn't recreate your 1P issue in bsnes 115. Do you have the seed for the rom that wasn't working?

Edit: Changed the UI to make more sense. Leave the games you want to include checked, uncheck the games you want to exclude. So you can now just uncheck SMB1 and SMBLL.

Hey! Android and other OS ports are planned for sure. Blasterball Wild could probably get ported to Godot with the same method I'm using, but I'm not a huge fan of that game so I don't think I'll be the one to do it. Blasterball 3 is a different beast entirely and would require decompilation work I'm not prepared to do, to be honest. Maybe I could recreate some of 1 or 3's features in the 2 engine, like if I ever end up including a level editor or something. We'll see.

REAL?

Hey, nice job on the game. My one big critique is that the controls seem a little strange, I would put both jump and shoot on keys or on mouse buttons. I really like the idea behind the game and how it ties in with the theme - very novel!