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General • Re: SMBX2 Beta 5 RELEASE! ➡️ Discussion & bugs here!

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Bug:
The P-Switch Toggle Block (Block ID #670) seems to exhibit some very odd behavior when Link interacts with it. Hitting the block from below while playing as him causes all blocks that are set to transform into coins/rubies to only exhibit the proper behavior for a frame before returning to normal.
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However, if the block is hit using Link's downwards sword attack (jump, then press down while in the air), it functions properly and the full P-Switch effect lasts it's proper duration. Hitting the block from below after doing this also resets the P-Switch duration properly, so it only seems to be an issue when Link tries to initially hit it from below. Noticed this while designing a level.
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Discussion/Suggestion:
Not quite sure if this should be classified as feedback for a newer revision of SMBX or not, but the TNT Crate blocks (ID #682) don't quite seem to properly function as they did in the Crash Bandicoot titles. Normally, if Crash were to attack a TNT Crate by spinning, the TNT would self-destruct prematurely and hurt Crash. Jumping on it during a countdown however does not do anything.
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(Recorded from Crash XS/The Huge Adventure, but this behavior can also be observed in the PSX titles.)


However, in SMBX, the player can attack the Crate and nothing happens. I first noticed this with Wario's barge thinking it would intentionally trigger the explosion. It doesn't seem any player attack or projectile (save for Link's sword) can trigger it? An attack can start the countdown, but it won't finish prematurely from another attack:
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I assume LunaLua can be used to change this behavior, but it might be nice to also implement this change into 2.0? I'm not familiar with any community levels that might have used this different behavior to design a level around the Crate being safe to attack, but I think the Crate should be more loyal to the Crash titles out of the box. I feel it throws players who are familiar with the titles off or leads to the incorrect assumption that the Crates will do the same here when this isn't actually the case. It would also allow for more faithful remakes of the levels from XS/N-Tranced, as well as potentially interesting puzzle concepts (a player would have to prematurely detonate the crate for a time-based puzzle).

Statistics: Posted by Cornholio309 — Wed Mar 06, 2024 9:57 am



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