Re: A Second Mario Bros X Thing: analog funk V1.1.1
Posted: 17 Sep 2014, 04:03
by Alice
YelseyKing wrote:That's also happened to me. I thought it was related to JoyToKey, but I guess not, if many others are having the same problem.
It's definitely not Joy2Key. My controller works fine with SMBX without that and I have the issue.
Re: A Second Mario Bros X Thing: analog funk V1.1.1
Posted: 17 Sep 2014, 05:44
by Septentrion Pleiades
I've been watching a stream of a human playing ahead of raocow. It may be a past version, but some future siblings fights seem neglected.
Mishi
The ground still has place-holder graphics(that say "mod"). The fight should have never been released like that.
The transparent goopas are too hard to see. Maybe if they had a purple aura, it would be less strain of the player's eyes.
Garish
This is hard to aviod breaking. It is highly likely for him to die in one hit. Maybe if the hitbox of the glass was lowered, it may avoid a 1-Hit KO.
Re: A Second Mario Bros X Thing: analog funk V1.1.1
Posted: 17 Sep 2014, 05:53
by Doctor Shemp
They don't say MOD, they say DEMO, except the E is written as three dots in a column for some reason. Admittedly when the blocks are together it can look like they say MOD.
They're not placeholder graphics. For starters, who goes to the lengths of creating custom placeholders, and secondly, Wilhart was thoroughly involved in the entire beta testing of all levels, including his, and would have mentioned it if that was the case. I assume DEMO on the blocks is meant to be Mishi messing with Demo's head or something like that.
See? It's just DEMO written oddly.
Re: A Second Mario Bros X Thing: analog funk V1.1.1
Posted: 17 Sep 2014, 05:58
by Voltgloss
Septentrion Pleiades wrote:
Garish
This is hard to aviod breaking. It is highly likely for him to die in one hit. Maybe if the hitbox of the glass was lowered, it may avoid a 1-Hit KO.
From testing experience, that's a fight that the player either wins fast or loses fast. The Goopa horde soon becomes overwhelming if the boss isn't defeated quickly. Just because the fight is brief doesn't mean it's neglected.
Re: A Second Mario Bros X Thing: analog funk V1.1.1
Posted: 17 Sep 2014, 06:14
by Doctor Shemp
Voltgloss wrote:
Septentrion Pleiades wrote:
Garish
This is hard to aviod breaking. It is highly likely for him to die in one hit. Maybe if the hitbox of the glass was lowered, it may avoid a 1-Hit KO.
From testing experience, that's a fight that the player either wins fast or loses fast. The Goopa horde soon becomes overwhelming if the boss isn't defeated quickly. Just because the fight is brief doesn't mean it's neglected.
I second this. If you don't defeat Garish quickly then the Goopa horde becomes so big that it becomes difficult just to hold on to a shell without accidentally killing another enemy with it, so then you have to devote time to clearing out the horde, and you can easily get into a position where all you're doing is clearing out the horde. It's very much a "do it quickly or die" situation. Besides, I think it suits Garish's personality to have the entire challenge of his fight derive from everyone except him, and for him personally to be easy to defeat.
Re: A Second Mario Bros X Thing: analog funk V1.1.1
Posted: 17 Sep 2014, 06:22
by Septentrion Pleiades
Doctor Shemp wrote:They don't say MOD, they say DEMO, except the E is written as three dots in a column for some reason. Admittedly when the blocks are together it can look like they say MOD.
They're not placeholder graphics. For starters, who goes to the lengths of creating custom placeholders, and secondly, Wilhart was thoroughly involved in the entire beta testing of all levels, including his, and would have mentioned it if that was the case. I assume DEMO on the blocks is meant to be Mishi messing with Demo's head or something like that.
See? It's just DEMO written oddly.
Why are you speaking as if it's empirically wrong the they say MOD? All D:MO blocks are next to another one. When letters come together, they make words! It's not some optical illusion.
Even if Wilhart is as adamant about these blocks as you seem to think he is, does it even make sense without some left field justification? It most definitely sticks out like a placeholder.
Also, lots of people make custom placeholders. It's common software development practice.
Edit: Demo is also sort of a synonym for placeholder.
Doctor Shemp wrote:
Voltgloss wrote:
Septentrion Pleiades wrote:
Garish
snip
snip.
snip
I guess it's a choice between difficulty and luck based play. It's an unusual choice, but I can't say one is better than the other.
Re: A Second Mario Bros X Thing: analog funk V1.1.1
Posted: 17 Sep 2014, 06:59
by Willhart
The text on the blocks is intended.
Mishi is just using some experimental runes to give her more power, or something. There are not too many words that fit in a 16x16 square, so I went with the name of the hero.
Mod also means a thing that alters something, and mode is an alternative word for phase and form. I do see how they can be interpreted as placeholders though.
Re: A Second Mario Bros X Thing: analog funk V1.1.1
Posted: 17 Sep 2014, 08:23
by YelseyKing
I BEAT A2XT! 1039 demos (at least a third of those coming in world 9, with two stages amounting to around 250 demos between them), but still, I AM THE VICTORIOUS!
I'm... too winded now to give my final thoughts on the game. I'll do that tomorrow. Though I did find a couple typos, both in The Tower of Dr. Zalost:
Also, this may have been pointed out already, but the song used inside the airships in the world 7 town, listed as an "Untitled Song" by Wyatt Croucher, is not actually an original composition... unless Wyatt is secretly Kenji Ito. That's actually his SMW-ization of "Magical Tank Battle", from Romancing SaGa 3, also heard in one of the switch palace sections and "Super Vehicle OOC Onwards to Moscow" in A2MT.
Re: A Second Mario Bros X Thing: analog funk V1.1.1
Posted: 17 Sep 2014, 12:19
by Voltgloss
I swear that "suspcious" typo was fixed, like, multiple times. Blargh.
Re: A Second Mario Bros X Thing: analog funk V1.1.1
Posted: 17 Sep 2014, 15:16
by Validon98
Willhart wrote:The text on the blocks is intended.
Mishi is just using some experimental runes to give her more power, or something. There are not too many words that fit in a 16x16 square, so I went with the name of the hero.
Mod also means a thing that alters something, and mode is an alternative word for phase and form. I do see how they can be interpreted as placeholders though.
I figured it was intentional, moreso because I thought it was Mishi being mindscrewy with Demo, I guess they sorta look like placeholders if you squint.
Re: A Second Mario Bros X Thing: analog funk V1.1.1
Posted: 17 Sep 2014, 15:39
by TiKi
Alice wrote:
YelseyKing wrote:Pause the game on the world map, then press left or right to cycle through the characters.
Speaking of this I keep having a strange issue with changing characters. It doesn't happen every time but for some reason a significant chunk of the time I go to change characters this way the game either unpauses immediately without changing characters or it switches and unpauses despite me never hitting start again. (And my d-pad is nowhere near my start button and the controller is not only quite new but doesn't have any issues in any other game.)
Only the latter issue has happened, but yeah it's a thing.
Re: A Second Mario Bros X Thing: analog funk V1.1.1
Posted: 17 Sep 2014, 15:44
by Sebby19
I don't think the last change, making the key box more obvious, is needed. It's the player's own fault if they are not thorough during their normal run.
Re: A Second Mario Bros X Thing: analog funk V1.1.1
Posted: 17 Sep 2014, 16:24
by Validon98
I think the same regarding the key box. The intention is to trip up the player with that (as I was before I went back, found it, and beat the secret exit the first time I got the key), making it obvious like that kind of ruins the joke. Maybe that's just me though as someone who enjoyed the level thoroughly the way it was upon release. :V
Re: A Second Mario Bros X Thing: analog funk V1.1.1
Posted: 17 Sep 2014, 20:31
by docopoper
Validon98 wrote:I think the same regarding the key box. The intention is to trip up the player with that (as I was before I went back, found it, and beat the secret exit the first time I got the key), making it obvious like that kind of ruins the joke. Maybe that's just me though as someone who enjoyed the level thoroughly the way it was upon release. :V
Hmm. I'd be interested to hear more people's opinions on this. Should the key box have a key icon on it or is the coin above it plus the sign at the end mentioning it enough. It did seem to catch people off guard and that's fake difficulty in my opinion (player being punished without making an informed decision) even if they technically were warned the first time they beat the level people seem to always forget.
Though it does probably lead to an interesting set of thoughts after making the mistake. A big thing I was going for with this level is to make the player stunned about what they're being asked to do followed by it being more forgiving than it first seems.
Oh, also for anyone seeking a real challenge - I can somewhat consistently do no midpoint runs of this level. xP
Sebby19 wrote:I don't think the last change, making the key box more obvious, is needed. It's the player's own fault if they are not thorough during their normal run.
I originally assumed players would be more thorough due to the box having a coin marker. But as it is the result still feels like being cheated to the player even if they weren't.
Re: A Second Mario Bros X Thing: analog funk V1.1.1
Posted: 17 Sep 2014, 20:44
by pholtos
Doco how about this? Player reaches end, reads message box, box with key is then highlighted.
Re: A Second Mario Bros X Thing: analog funk V1.1.1
Posted: 17 Sep 2014, 20:49
by YelseyKing
docopoper wrote:
Validon98 wrote:I think the same regarding the key box. The intention is to trip up the player with that (as I was before I went back, found it, and beat the secret exit the first time I got the key), making it obvious like that kind of ruins the joke. Maybe that's just me though as someone who enjoyed the level thoroughly the way it was upon release. :V
Hmm. I'd be interested to hear more people's opinions on this. Should the key box have a key icon on it or is the coin above it plus the sign at the end mentioning it enough. It did seem to catch people off guard and that's fake difficulty in my opinion (player being punished without making an informed decision) even if they technically were warned the first time they beat the level people seem to always forget.
Though it does probably lead to an interesting set of thoughts after making the mistake. A big thing I was going for with this level is to make the player stunned about what they're being asked to do followed by it being more forgiving than it first seems.
I don't think it's necessary to mark the block with the key in it. There's a very good chance most players would find it the first time through the stage, as it is in a rather conspicuous block with a goopa right next to it, after all. They'd have no idea where the *lock* is until reading the sign at the end, but the key itself is fairly easy to find.
Re: A Second Mario Bros X Thing: analog funk V1.1.1
Posted: 17 Sep 2014, 21:05
by docopoper
pholtos wrote:Doco how about this? Player reaches end, reads message box, box with key is then highlighted.
That would feel a bit disjointed to me. And also I couldn't make the change persist over runs easily which would mean that the two cases it would happen in would be the player's first run where they would instantly complete the level and lose the hint and after the player had already forgotten the key at which point the hint is too late since the key is obvious enough once you remember to look for it.
YelseyKing wrote:I don't think it's necessary to mark the block with the key in it. There's a very good chance most players would find it the first time through the stage, as it is in a rather conspicuous block with a goopa right next to it, after all. They'd have no idea where the *lock* is until reading the sign at the end, but the key itself is fairly easy to find.
Actually in all the beta testing videos I've seen I never once saw a player find it on their initial run. So apparently that's not a reasonable enough assumption to make.
Having said that I do like not marking the key. So maybe the solution is to change the ending to make it more feasible to go back to the key without dying (though I'd have to remove the green koopa at the end so that people can't use pholtos' stupid solution of obtaining the key. xD) Do people prefer that idea to marking the key? Honestly it's far from perfect too since the player will still probably feel punished.
Re: A Second Mario Bros X Thing: analog funk V1.1.1
Posted: 17 Sep 2014, 21:09
by YelseyKing
docopoper wrote:
YelseyKing wrote:I don't think it's necessary to mark the block with the key in it. There's a very good chance most players would find it the first time through the stage, as it is in a rather conspicuous block with a goopa right next to it, after all. They'd have no idea where the *lock* is until reading the sign at the end, but the key itself is fairly easy to find.
Actually in all the beta testing videos I've seen I never once saw a player find it on their initial run. So apparently that's not a reasonable enough assumption to make.
Ahh, I wasn't aware that was the case. I had no trouble finding it, and I guess I'm used to raocow's style where every block at ground level is automatically considered suspicious, due to you having to go a bit further out of your way to hit it.
Still, ultimately it's your stage, so what you do with it is, in the end, up to you. Just giving you my input on the situation.
Re: A Second Mario Bros X Thing: analog funk V1.1.1
Posted: 17 Sep 2014, 21:10
by KingTwelveSixteen
I didn't see any problem with the key as it was when I played through the level.
Re: A Second Mario Bros X Thing: analog funk V1.1.1
Posted: 17 Sep 2014, 21:18
by Voltgloss
I found the key on my first run through the level when beta testing (didn't have a video though).
Personally, I don't think the key requires any further indication. It's on ground level, with a coin marker, with enemies nearby you can punt into it. In my view, that's enough in the way of hints.
Re: A Second Mario Bros X Thing: analog funk V1.1.1
Posted: 18 Sep 2014, 05:35
by ano0maly
Help I'm stuck
Cinder Canyon in World 3
Re: A Second Mario Bros X Thing: analog funk V1.1.1
Posted: 20 Sep 2014, 14:55
by Axon
8flight wrote:Where is the OST soundtrack located?
I'm having trouble locating it.
"Episode 1 OST.m3u" in the worlds folder
Re: A Second Mario Bros X Thing: analog funk V1.1.1
Posted: 20 Sep 2014, 22:53
by Isrieri
I made a comprehensive review list of all the levels currently in the A2XT bracket.
Okay not all of them, I couldn't download all of them. Most of them.
I revived my old topic to talk about it. But I didn't think people would notice it unless I announced the fact here. So...hey.
Re: A Second Mario Bros X Thing: analog funk V1.1.1
Posted: 21 Sep 2014, 23:39
by BobisOnlyBob
Okay. I've beaten all the worlds, and I'm stumped. I have 86 leeks, and the doors in CoNS say I need 87.
I got so stumped I made a table comparing what the sign in CoNS says to the number of leeks I actually have
"This planet contains six leeks."
"The next planets contain six leeks and nine leeks respectively."
"The planet after contains only nine leeks"
"You'll find twelve, fourteen and nine leeks respectively in your next set of destinations."
"Fourteen leeks dot the lands that end the main storyline."
"Your final destination, should you choose to continue, has three leeks"
"Add in nine leeks to track your progress, and that equals ninety-one, which unlocks the last two leeks."
"For the rest, do the math."
I checked each world and their teleporters (in and out of worlds!), and I have the required number of Leeks in each except world 8. It says there are fourteen, but only 9 are tracked in the Leek Sanctuary, of which I have them all, for a total of (6+6+9+9+12+14+9+9+3+9) = 86. What am I missing, here?
Also I have exactly 1111 Demos.
EDIT NEVERMIND FOUND IT
It was the loading screen after defeating the normal final boss. See my problems before with getting the end cutscene to work. Then the remaining 4 were the 4 sublevels of the final stage which didn't save either.
2 demos gained from messing around trying to recover those leeks I lost, 20 from the
super final bonus stage
. Total: 1133 demos.
Re: A Second Mario Bros X Thing: analog funk V1.1.1
Posted: 23 Sep 2014, 13:21
by Slit08
Okay seriously. Who the hell made Item Babysitting?????
It is the most frustrating, the most stupid Level in this entire game. I thouroughly enjoyed this game so far. Cool Levels, cool Gimmicks. But this one Level is absolutely horrible. One touch of that P Switch in the bubble and you are instantly dead. It can easily despawn outside the Screen. Sorry, but after over an hour of trying and rage quitting I Need to be that harsh.