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Subzero Heroes - That's it? No Smash?

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Emral
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Subzero Heroes - That's it? No Smash?

Post by Emral »

Game Thread

This SMBX2 episode is a combined effort between me, snoruntpyro and Waddle, with help from Aristo, rixithechao, Sancles (testing), The0x539 (code), Ryaa (launcher art and Mr Sir shop).

Episode 1 (Squishy Squad: Unite!)
Episode 2 (Entralia Tunnel, Sparkling Breeze)
Episode 3 (Snowcone Dessert Factory, Frosty Encounter)
Episode 4 (Prototype District, Thunder Alley [1], The Oasis)
Episode 5 (The Oasis, Flickerforest)
Episode 6 (Pepper Falls)
Episode 7 (Dr. Pepper Pyramid, An Inconvenient Descent)
Episode 8 (Fogotten Shore, Whirlpool Patrol)
Episode 9 (Unagodon, Deepsea Moonstone Labs)
Episode 10 (City Main Generator, Wide Wide Desert)
Episode 11 (Bounceburg, Dryland Base [1], The Fridge, The Beepo Realm)
Episode 12 (Dryland Base [2], The Stratospire [1])
Episode 13 (Volatile Grape Juice, Orbital Cliffside)
Episode 14 (The Stratospire [2], Stardust Hive, Honeystar Headquarters)
Episode 15 (EZ Train)
Episode 16 (Frostbitten Mansion, Return to the Oasis)
Episode 17 (VS. White Bounce, VS. Frosty B-02, Bubblebath Path)
Episode 18 (Grampus Hamlet, Reunited)
Episode 19 (Down-low in Downtown, Darkmatter Fleet Dash, VS. Shiny Mortimer)
Episode 20 (Clash on Catharsis, Roofstop Run, Thunder Alley [2])
Episode 21 (Old City [1], Funky Area)
Episode 22 (Old City [2], EZ Ascent, Top Secret Trespassing Simulator [1], EZ Corp. Head Office)
Episode 23 (Top Secret Trespassing Simulator [2], Heart of the Tower, Permafrost Research Lab)
Episode 24 (Subzero Heroes, Corridors of Nature)
Episode 25 (Library of Cosmos, Halls of the Lost)
Episode 26 (Staircase to Midnight)
Episode 27 (Grapitational Pull [AZ-A], Nebel Nebula [AZ-A], Arithmeteorites [AZ-A], Spark Energy [AZ-A])
Episode 28 (Boöm's Void [AZ-B], Blasteroid Belt [AZ-B], Thwolar Flare [AZ-B], Asteronomy [AZ-B])
Episode 29 (Planes and Nets [AZ-C], Axis Point [AZ-C], Rings of Sawturn [AZ-C], Sodar Satellite[AZ-C])
Episode 30 (Last Rise [AZ-Z], Resolve of a Hero [1], Resolve of a Hero [2], Resolve of a Hero [3])
Last edited by Emral 2 years ago, edited 17 times in total.
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Re: Subzero Heroes - Mario game by technicality

Post by raocow »

first!

man I have no idea where any of this is gonna be going and I love that
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Re: Subzero Heroes - Mario game by technicality

Post by Rixithechao »

. . . . . . . . . . i t . . . . . . . . . . b e g i n s . . . . . . . . . .

So, fun fact, Enjl and I made a fair amount of music for this game! (well, mostly Enjl, I contributed only 4 of the 16 original tunes in the soundtrack.)
The music that plays in the house before Turtwig arrives and Mr. Sir's theme are both originals.

Here's the full soundtrack on Youtube, and you can also find it on Enjl's bandcamp account. Though be warned that the album cover for the latter uses a spoilery graphic taken from a major lategame area since, well, we couldn't really use most of the main characters for it!

https://enjl.bandcamp.com/track/home-is-where-he-waddle
https://enjl.bandcamp.com/track/hello-f ... man-person
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Re: Subzero Heroes - Mario game by technicality

Post by SAJewers »

definitely looks neat, though i find it kinda weird to still see regular mario enemies here. 🤷‍♀️
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Re: Subzero Heroes - Mario game by technicality

Post by Grounder »

like a laser beam, my eye's on you
Why don't you eat me?

I am perfectly tasty...

AND I'LL STEAL YOUR SOUL! :twisted:

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Re: Subzero Heroes - Mario game by technicality

Post by TiKi »

SAJewers wrote: 2 years ago definitely looks neat, though i find it kinda weird to still see regular mario enemies here. 🤷‍♀️
Yeah, I have to ask what the deal is with this. It kind of breaks the immersion and makes the episode feel less like a new game.

I'd really like to see something akin to Dragoon X Omega II in SMBX.
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Re: Subzero Heroes - Mario game by technicality

Post by Emral »

TiKi wrote: 2 years ago
SAJewers wrote: 2 years ago definitely looks neat, though i find it kinda weird to still see regular mario enemies here. 🤷‍♀️
Yeah, I have to ask what the deal is with this. It kind of breaks the immersion and makes the episode feel less like a new game.
Ah... the goalpost that can be endlessly moved but never eliminated with fan projects. I actually did cook up a solution for this one, called "not spending a 4th year on this game and instead making my next big project a completely unique thing". Rest assured that mario is far from the only franchise whose content exists in this game.
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Re: Subzero Heroes - Mario game by technicality

Post by Leet »

damn i hate to have my "immersion" broken in... (gestures at mr. cruel) whatever kind of game this is
Well it is a decent hack but sometime its just too repetitif there no level that actually pop in your face and your like oh yeah that level they all ressemble themselves and just monster along the way.
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Re: Subzero Heroes - Mario game by technicality

Post by TiKi »

Enjl wrote: 2 years agoAh... the goalpost that can be endlessly moved but never eliminated with fan projects.
I understand your point in that someone else could move the goalpost (i.e. "what's the big deal! it's just an smbx episode!" like someone else could say "what's the big deal! it's just a final fantasy hack!" of dragoon x omega ii) but I just want to clear it up that I had no intentions of actually wishing for qualities beyond what I initially wished for. And now that you said you're making a unique project I can't ask for anything more!
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Re: Subzero Heroes - Mario game by technicality

Post by Emral »

TiKi wrote: 2 years ago
Enjl wrote: 2 years agoAh... the goalpost that can be endlessly moved but never eliminated with fan projects.
I understand your point in that someone else could move the goalpost (i.e. "what's the big deal! it's just an smbx episode!" like someone else could say "what's the big deal! it's just a final fantasy hack!" of dragoon x omega ii) but I just want to clear it up that I had no intentions of actually wishing for qualities beyond what I initially wished for.
Of course, I just feel like if I did the enemies, there'd be someone mentioning the blocks, and if I did the blocks, someone would mention the backgrounds, sound effects, music. Not you, mind, but I feel like as the number of these chaotic elements decreases, their presence will become more apparent. This felt like the appropriate cutoff point for this particular project, if that makes sense. Part of the identity of 2k1x has always been a certain degree of unexpected visual "crossovers", so to speak, so it's less surprising if you're more familiar with it.

(currently I'm only doing small projects to see if my big project ideas work so hopefully i can post about them in the future!)
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Re: Subzero Heroes - Mario game by technicality

Post by Reecer7 »

pleeease, i'm still recovering from what a technical marvel maglx3 is to look at and see played, right now i feel as if my visual cortex is being carpet bombed with technical charm, mercy ;_;
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Re: Subzero Heroes - Mario game by technicality

Post by Ditocoaf »

I'm not following a single sentence in the intro cutscene, so I figure I should ask -- what's the game raocow's saying this is a sequel to? And did he LP it at some point? I should go back and watch that.
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Re: Subzero Heroes - Mario game by technicality

Post by Emral »

Ditocoaf wrote: 2 years ago I'm not following a single sentence in the intro cutscene, so I figure I should ask -- what's the game raocow's saying this is a sequel to? And did he LP it at some point? I should go back and watch that.
Hypnosis Redo. In particular, the "evil" route of the game. Though with the difference in scope between these 2 in mind, I have come to think of Hypnosis Redo more as the prologue. The evil route starts on video 6.
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Re: Subzero Heroes - The real game has begun

Post by Rixithechao »

Crossposting from the youtube comments:
Rixithechao wrote:Dev commentary for anyone interested: I added this fight to the repo in Feb 2018 and then kinda left it half-done so Enjl took over, polished it up and finished it. The end result slowed down some attacks to make them easier to react to and added that ghost trail for the sake of maintaining the sense of speed, but for the most part the attack pattern is pretty close to how I originally implemented it. One big difference, though, is that the boss did originally take damage from the cape. It was actually pretty easy to burn through big chunks of his HP this way, especially with fireballs, so the cape damage was toned down and the iframes cranked up until it was eventually just disabled entirely.

Of note, those flashing parts of the ice shield are in fact weak points; if you hit one of them with a superjump while Frosty is on the ceiling or drill into one while he's on the ground it'll cut his attack short and instantly expose him. This trick's meant mostly as speedrun tech since it's a bit too precise to pull off casually, and of course it only gets more difficult over the course of the fight as the weak points are gradually replaced with snowball cannons.

Superjumps and drilling will also work when Frosty's discarded the shield entirely, provided you hit the boss with that vertical momentum; raocow ended up taking damage at 8:50 because he made contact with the boss just as he was starting to glide back down.
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Re: Subzero Heroes - The real game has begun

Post by Mineyl »

Coming back from the dead to say raocow, you're in for a treat with this episode. I played it to 100% myself last year and enjoyed the heck out of it, even though there were a few absolutely infuriating levels

Roofstop Run, /groan

. I know we're already a few videos deep so this is likely already apparent, but the quality jump between Hypnosis Redo to Subzero Heroes is staggering and HR hardly does this game justice as an expectation-setter.

Hope you like it!
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Re: Subzero Heroes - The real game has begun

Post by Emral »

Mineyl wrote: 2 years ago

Roofstop Run, /groan

I've made some patches to that one since that hopefully make it a smoother experience nowadays (at least so far the feedback I've gotten is positive in that regard)! Sorry that the original was frustrating at times.

Mineyl wrote: 2 years ago I played it to 100% myself last year and enjoyed the heck out of it
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Re: Subzero Heroes - The real game has begun

Post by General_Urist »

Well this is one surreal adventure. Is this what it feels like to play ASMT without knowing anything about raocow or Talkhaus? In any case, impressive the limits it pushes the engine to.

Especially holy shit that animation on that Pink Pinsir/Burt The Bashful hybrid opening his store how did you make a Mario fangame engine look like one of those 'oughties interactive cartoon adventure edutainment games?
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Re: Subzero Heroes - The real game has begun

Post by strongbadman »

So, I've played through most of the game, and I'm still unsure what Time actually does or how to get it easily.
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Re: Subzero Heroes - The real game has begun

Post by Emral »

strongbadman wrote: 2 years ago So, I've played through most of the game, and I'm still unsure what Time actually does or how to get it easily.
Time is like soul hearts from isaac and primarily gained by means of items like Stardust Catcher, Ascended Cookie and others.
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Re: Subzero Heroes - The real game has begun

Post by TiKi »

looks at thread title

god you were so close yet so far away :sanaeko:
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Re: Subzero Heroes - Beware the Forest's Oakleys

Post by Rixithechao »

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Re: Subzero Heroes - Beware the Forest's Oakleys

Post by Duker »

I just realized the paths are splines, much approve.
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Re: Subzero Heroes - Beware the Forest's Oakleys

Post by PSI Ninja »

As I usually do, I've been playing along with the LP, and I've been enjoying the game so far. It is pretty tough right from the start, but I've always had a preference for harder games anyway. Looking forward to seeing how much more challenging this gets. And thanks for including the optional speedrunning time trials - I already sunk way too much time into those just grinding levels out for fun.

While messing around with the magnets, I ran into a strange Lua error. I posted some screenshots of it under the spoiler (not sure if this thread is the best place for bug reports). Don't know if it was addressed in the latest patch that was used in today's video - I've been playing on whatever version the previous patch was.
When in scene-editing mode, the exit button becomes visible when you click in the upper right. After I reveal it but click elsewhere on the board, this error message pops up:

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If you press OK, then nothing happens that I've noticed. But if you press Cancel, you end up in a room where most of the graphics are gone, and Waddle is transparent. Looks kinda cool though. Also, the cloaked figure just says "magnets":

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You're stuck in this room, and can't leave normally (the spring doesn't work and you can't charge a super jump). When you pause you only get the Continue and Quit options. If you choose Quit, then you get booted to a generic SMBX2 title screen:

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Re: Subzero Heroes - Beware the Forest's Oakleys

Post by Emral »

PSI Ninja wrote: 2 years ago
The game thread might be a better place, though indeed that one never came up before. Thanks!
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Re: Subzero Heroes - Beware the Forest's Oakleys

Post by BobisOnlyBob »

PSI Ninja wrote: 2 years ago
Waddle is transparent. Looks kinda cool though. Also, the cloaked figure just says "magnets":

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this is fucking sending me

where, I don't know, but my sides are gone
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