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Lu9

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A member registered Sep 19, 2016 · View creator page →

Creator of

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It’s fixed, yes, but something remains in that sometimes the unused “no yoshi” sign level intro plays in some levels

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Nice update! Some reports: Fire Luigi in SMB3 loads Mario’s palette. Also in the SMB3 minigame explanations, the ending, and in SMB1/LL bonus areas it loads Mario’s sprite instead. On the SMW map, Luigi perpetually has a halo like when you get a game over. This was also in previous versions but I forgot to mention: If your first time freeing yoshi is in the level “Mondo” (with the rising water) his message will pop up and it will cause the water to disappear. When using a star before starting an SMB1 level (with level cards disabled), the star music plays for a second, then fades, then the level begins normally (without a star) On the SMW map, SMW levels with 2 exits have their sub-areas (doors, pipes) corrupted, leading to random locations, which can include the switch palace room, or a level without a second exit. Now, I don’t know if this is already planned, but in case not, another suggestion: also randomize the world order (maybe even cross-game as well) i.e. you start at SMB3 World 2, after clearing it, you’re taken to SMW Forest of Illusion, then to SMB3 World 7, and so on. That way, there’s also a chance to enter the Switch Palaces (in SMW maps) to help whenever an SMB3 world rolls an SMW level with switch blocks. Speaking of SMW… once you get there, pretty much all SMB3-exclusive powerups (and the inventory you’ve acquired) become somewhat useless, not sure what could be done about that though. there is a patch that was made for SMW to give it a whole bunch of powerups (including all of SMB3’s) which would be interesting to see but probably too much work Last thing, do you plan on implementing some sort of progress saving?

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ooh, that sounds chaotic lol

i can’t really think of any game-specific patch other than the brick one, that’s the main one i think. visually there’s like the different SMW Luigis (but idk what you plan on doing with luigi at all in general) that people like, and SMB3 Mario and Luigi’s naked hands (hacked to have gloves like in Mario Advance 4)

also… maybe… that’s a bit silly, but there is a patch that basically unifies all games’ audio engines into the same one (AddMusicK used in SMW romhacks) and allows you to change music per-level… but that’s probably too much lol

Now the physics seem mostly consistent! Suggestion: an optional tick to allow ROMs with mismatched hashes, just so people can use lightly modified ROMs (that change only graphics or fix the SMB1/LL brick “bug”, for instance, but otherwise don’t change All-Stars in a significant manner) or any other way to make the randomizer output compatible with other patches. Also I’m sure there will be some people interested in just the “global SMW physics” implementation without the randomizer, you could release that as a patch separately (once you feel it is ready and mostly bug-free of course)

Another report on the SMW physics: it can get buggy sliding down slopes in SMB3 levels, especially sliding down into a water area

Perhaps you can’t really skip the level previews in SMB1/2J, but they can probably be hidden

now, curiously, I did run a seed with SMB1 8-4, and Mario’s movements played out fine for me…

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the new SMW physics mode is really cool (and also kinda cursed as hell, lol) I’m wondering if using the physics from the other games instead could be a thing (imagine SMW levels with SMB1 physics. Chaos) or even a physics randomizer every level you don’t know which one you’ll get… okay that’s probably too much. Keep up the good work!

Feedback for SMW physics so far:

  • in SMB2USA, quicksand can make you move backwards at crazy speeds
  • in SMB1 and 2J, the enemy stomping height seems inconsistent (at times mario bounces off an enemy at the regular height of the original game, but at times it does respond to holding the jump button to bounce further) …and that’s about it
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Do you have any intention of messing with 2 Player Game, or perhaps switching it into a “Luigi mode” or something?

More suggestions that’d be fun if possible:

  • Using secret exits (keyholes, etc) in SMW to complete a level, or entering warp zones in SMB1/2J/2USA should unlock a special level in the SMB3 map, such as a coin ship or secret toad house, or give you a rare item (like a cloud)
  • If an SMW level is finished with Yoshi, and the next level is an SMB3 one, you get put in a kuribo shoe (like Mario Maker)
  • Replace some spades minigames (and/or roulette minigames) on the map with the SMW bonus game (that you get from getting 100 goal tape points) and maybe the SMB2USA roulette too
  • Whatever powerup is in the reserve item box in an SMW level is added as an item in the SMB3 map inventory
  • Randomize which Airship levels end a world, and include SMW’s “Sunken Ghost Ship” in the mix
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On seed 67 (don’t ask) using default settings, one level in World 3 (3-2 I believe) was presumably an SMB2 US level and it takes you to a screen with garbage data and instant death… had to use the cloud item to skip it. Also, possibly because of the world map camera bug, World 4 isn’t beatable because the bridge to the castle doesn’t spawn. Perhaps you already know this, but World 8 “hands” levels will take you to the vanilla SMB3 level it’s normally assigned to if the hands get you, and the proper randomized level by entering it normally

I’m on Kubuntu, so basically just Ubuntu with KDE, not sure if being on X11 or Wayland is relevant, likely not since regular Ubuntu also defaulted to Wayland now, but maybe that could be a clue on where the problem might be coming from

This was working for a while, but now it seemingly doesn’t anymore. It launches then closes itself. Terminal output says dlopen(assets/libfiledialogs.so) failed with error: "liblibfiledialogs_linux_arm64-v8a.so: cannot open shared object file: No such file or directory" which is odd because i am running the x86_64 version.

Hey! I was wondering if this at the moment has localization support for translating the menus and stuff.

You can delete the settings.ini in the AppData folder for the game. That said I am planning to add some sort of “panic button” in-game that resets the keys to default in the next release!

multiplayer was initially planned in some form, but i never had any idea of how it could be implemented and implementing something like that now would be too difficult, especially considering how this project’s been adapted and readapted to different versions of GameMaker since 2014. And the Sonic method would probably be too clunky to control given the small resolution…

thanks for the comprehensive reply, and i hope you're doing better in life now!

This is was a project I was really interested in, and it's pretty impressive to see that it was done in game maker. I have some years of experience with GML (including the more recent versions) and was wondering, I know you're already working on a C++ rewrite (well, if that's even still set to come out someday?), but I've been thinking about the possibility of just making something different altogether with the Clipnote engine that's already there (at least the drawing parts). Anyways, I wish you success in future projects.

whenever i'm not working on my other stuff, yeah