DoggieDog51 Wrote:I think it may have to do with the Shadow Queen dress but I'm not sure. What I've done to get this error is make one of the outfits the Shadow Queen dress (I made it her normal dress) and put it on and then put on the Nurse dress later. Then I leave the area, head to 1-1, grab a mushroom, and then progress normally until I reach the Fire Flower, doing any of the standing up goombas as I go. When I get to the Fire Flower, that's when it happens. I can "jump" but not ascend. I'm using the "Single Left Hand" configuration
Thanks for the clarification. I'll do some tests.
Hmmm,
detected it when Peach takes fire or flame mushroom WHILE with the mushroom ring!
Fixing those now.
Biles Wrote:1. The Daisy Striker outfit is missing a back, but fortunately, Peach Striker doesn't suffer the same bug.
Fixed but not uploaded yet.Biles Wrote:2. It seems the bonus coin for Toad's house in level 1-2 is still unable to be grabbed. Peach goes right through it. It has been for quite a long time now.
But nobody has told me. Depending of my lack of time to test it more, it would be there for even months ahead to come.
So thanks really for pointing me out. Thats why I need bug testers. And that one doesnt require any skill (aside of the patience required, and a bird view).
Fixed but not uploaded yet.Biles Wrote:3. The bug that prevents Peach from flying and descending when obtaining either the leaf or the tanooki suit is still persistent.
Cannot reproduce so far. You say, prevent Peach from flying => arrows dont increase?
Biles Wrote:4. ... As is the ability to go through the wall in that underground room where the fire flower is located in that same level.
You told me about the rock area but not the flower area.
Fixed but not uploaded yet neither tested more.Biles Wrote:5. Peach's running sprite still continues to get her harmed by the piranha plant when running up against the pipe as it rises from it.(Tough I can't recall if you're resolving that bug is still WIP or not)
I've not fixed it yet. Generally, when a fix is done, I place this information in the changelog, page 1.
Biles Wrote:6. If Peach has to crouch to get to Toadworth's room or the nursing room, then she should do the same getting out.
The animation depends on the door tilt. The door inside Toadsworth is tilted, so Peach would be shown like she's stamped on the wall
So I need to make another animation.Biles Wrote:I still think goombas should disappear seconds after they get squashed, it'd help reduce lag in the game.
Believe me or not, squashed goombas dont increase any CPU hit. I let them here to make more real (Peach returning to areas where goombas were squished). A way for the player to be reminded.
Biles Wrote: And finally I still think you should use only the top half of those 2-story exit castles for all of the level endings except the last levels. That too will help boost game performance as well.
Letting Peach go away using only one door instead of two wont increase game performance even by 0.1%. The checking algorithm is as fast as checking if 1>2. But if you say thats because the castle is smaller, thus faster, you can be partially right. Thats because the old Mario castle was too heavy in curves count. But this castle is optimized anyway.
QuizmasterBos Wrote:Funny, since I thought the same when I last played. The door is also suddenly bigger when you enter the room.
When I create this animation I will put the door smaller.
QuizmasterBos Wrote:Wasn't this mentioned a few times before? I agree with this and we also need the Goombas to disappear after they are laid as well.
Interesting enough, I like to see goombas squished/laid there along the level. As I've said, no performance hit at all. But if people prefer that them to disappear....
QuizmasterBos Wrote:Now this has to do with the whole Do-over thing. Now, Ivan, you said that you wanted to do a poll about this and I disagree. Why? Because most people do not realize the various glitches and lag this function brings.
No, not lags. And the only glitch is in regard to many enemies at the same location. Then two things happen: either she is not able to DO OVER, or she does over an enemy that is walking too close to her.
QuizmasterBos Wrote:The do-over key is pointless as you have the gallery, so there is no need to go do them again in the levels. In fact, it is advisable to do them in the gallery as you have easier access to each enemy, you can do them in all the available positions and you can't get punished because the timer runs out, when that gets implemented of course.
But the most enticing thing is to have Peach make sex in the level, in the action, while birds are singing, clouds are embarassed, and toads are smiling. But I know, you will say its possible to restart the level later. If the do over is pointless, then people who dont like just dont use that key.
QuizmasterBos Wrote:Now, the do-over function would also tie you down to as many as 10 different sex scenes (which I think is enough for one enemy, by the way but that is not the point) as you use the 0-9 keys to choose each scene. What if you want 11 scenes or more?
Its not planned (yet) to have more than 10. If so, why not making the do-over key select a random action instead? If the player only fucked 4 of them, do-over can select one of those 4.
QuizmasterBos Wrote:And finally, the do-over function would basically destroy a slut run, as you can just fuck the same enemy over and over. Just set something up that presses space and the do-over button and keep that going for 20 minutes (We will discuss the requirements for a slut run later, but a minimum amount of enemies fucked is of course necessary). DONE! Now you can just casually go through the rest of the game.
I can disable the laid count for do-overs. It will act like Peach wanting to 'relive' the scene. As she will only get the already experienced scenes, no spoiler. she wont get any new surprise.
As for key setup, if we need another button, then do-over may be more difficult or not. Your points are important, but we need to brainstorm more.