Author Topic: Super Mario War: Stomp Arena pre-Alpha 2  (Read 14824 times)

Offline Blasted Landmark

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Re: Super Mario War: Stomp Arena pre-Alpha 2
« Reply #15 on: June 19, 2012, 03:35:06 PM »
Noticed a few bugs as of now:
-The character will consistently bump into a wall if forced in the direction of the wall instead of stoping it's movement.
-While moving left, HOLD the right arrow and the character will move to the right in it's skid animation.
-Regardless of how lightly the jump button is pressed, the character will jump to it's maximum height.
-You can't get down off a \/\/ tile while moving.

EDIT: Got this when attempting to load a different 0smw skin, loaded by error a BMP file while the 0smw skin is a PNG file. This however freezes the game.

Spoiler
javax.imageio.IIOException: Can't read input file!
   at javax.imageio.ImageIO.read(Unknown Source)
   at com.dmgame.entity.Player.createSprites(Player.java:261)
   at com.dmgame.entity.Entity.<init>(Entity.java:56)
   at com.dmgame.entity.Player.<init>(Player.java:103)
   at com.dmgame.MapScene.setupPlayerOne(MapScene.java:284)
   at com.dmgame.MapScene.init(MapScene.java:437)
   at com.dmgame.Scene.run(Scene.java:52)
   at java.lang.Thread.run(Unknown Source)
Exception in thread "Thread-4" java.lang.NullPointerException
   at com.dmgame.entity.Player.createSprites(Player.java:300)
   at com.dmgame.entity.Entity.<init>(Entity.java:56)
   at com.dmgame.entity.Player.<init>(Player.java:103)
   at com.dmgame.MapScene.setupPlayerOne(MapScene.java:284)
   at com.dmgame.MapScene.init(MapScene.java:437)
   at com.dmgame.Scene.run(Scene.java:52)
   at java.lang.Thread.run(Unknown Source)

Okay, "succesfully" loaded a different 0smw skin however it gets horribly distorted, it's background turns black and the white sections were turned to black.
« Last Edit: June 19, 2012, 03:56:12 PM by Blasted Landmark »

Offline Felix-The-Ghost

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Re: Super Mario War: Stomp Arena pre-Alpha 2
« Reply #16 on: June 19, 2012, 04:10:36 PM »
Bugs Cont.
  • The star music doesn't pause the regular music so they overlap and sound weird

  • It actually looks like you can blow up any powerup
    • you should probably make all powerups invulnerable -- even platforms can destroy them (try throwing bombs in "Emerald Chamber")

  • the fireball "explosion" animation plays once, pauses, then plays again

  • The mystery mushroom just teleports you to a random location with one player (SMW does nothing in this situation)

  • The orange note blocks play the "big jump" sound after the initial landing on it unnecessarily (not holding up)
    • While the height gain from "super jumping" off these is acceptable, the velocity is strange and makes you look like you're levitating

  • feathers wrap the screen vertically instead of despawning (probably same for tail

  • star has no flashing animation on the player (unimplemented?)

  • P-wing animation bad

  • perhaps it's a feature, but the deathshroom plays a "powerdown" sound (I don't like it)

  • the boomerang doesn't invert it's x-velocity after reaching peak distance -- it sets it's direction toward the player (feature?) this means throwing boomerangs offscreen is weird

  • no death-time when above screen, so P-wing can "hide" you indefinitely

  • you can walk (not only run, which is a feature of many Mario games) over holes 1 tile wide
Quote from: Blasted Landmark
-Regardless of how lightly the jump button is pressed, the character will jump to it's maximum height
Spoiler

Quote from: me
some items that should activate instantly have to be used (weapons)
Quote from: JJames
Not a bug.

I don't see how that's not a bug -- even ignoring the fact that pretty much every platformer Mario game instantly activates powerups that you get from [?] blocks, the activation sound is played on collecting certain items, only to have it go into your storage slot (e.g. feather)

Some weapons are activated instantly and others aren't (inconsistency usually means bug) I define a weapons as hammer/fireflower/wand/boomerang) The items going directly into your storage with no visual indicator is confusing.

The way I see it, the only items that should go into storage are the ones requiring a manual "detonation" (timers/summons)
Although I don't disagree with these items entering your reserve through other means (bonus) I think it'd be right to activate the appropriate ones upon collecting them from a [?] block

There are so many bugs in this I'm TRIPPING BUGS
Maybe I should wait for the next beta to test? Or continue searching?
« Last Edit: June 19, 2012, 04:57:55 PM by Felix-The-Ghost »

Offline Blasted Landmark

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Re: Super Mario War: Stomp Arena pre-Alpha 2
« Reply #17 on: June 19, 2012, 05:15:55 PM »

Spoiler

Spoiler
Didn't noticed it sorry, but still, I give a gentle tap to the jump button and still execute a rather big jump. In the old version you can make small jumps by not holding the jump button.  Btw, skins are still in progress aparently, try loading a different .PNG format skin and see what happens (I removed the pink background and painted grey sections black and looks distorted anyways).

Offline EON8ight

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Re: Super Mario War: Stomp Arena pre-Alpha 2
« Reply #18 on: June 19, 2012, 05:41:42 PM »
The star music doesn't pause the regular music so they overlap and sound weird
That is a bug and will be fixed.

Quote
It actually looks like you can blow up any powerup
you should probably make all powerups invulnerable -- even platforms can destroy them (try throwing bombs in "Emerald Chamber")
That's a bug and will be fixed. However, powerups themselves are vulnerable to destruction.

Quote
the fireball "explosion" animation plays once, pauses, then plays again
That is a bug and will be fixed.

Quote
The mystery mushroom just teleports you to a random location with one player (SMW does nothing in this situation)
That's because a second player exists, but is not drawn to the screen. I forgot to comment out the code that creates a second player.

Quote
The orange note blocks play the "big jump" sound after the initial landing on it unnecessarily (not holding up)
That is a bug and will be fixed.

Quote
While the height gain from "super jumping" off these is acceptable, the velocity is strange and makes you look like you're levitating
That is a bug and will be fixed.

Quote
feathers wrap the screen vertically instead of despawning (probably same for tail)
That is a bug and will be fixed.

Quote
star has no flashing animation on the player (unimplemented?)
Not yet implemented.

Quote
P-wing animation bad
That's weird. P-Wings used to work perfectly. I'm not sure what happened to them. They'll be fixed for the next release.

Quote
perhaps it's a feature, but the deathshroom plays a "powerdown" sound (I don't like it)
That is a bug and will be fixed.

Quote
the boomerang doesn't invert it's x-velocity after reaching peak distance -- it sets it's direction toward the player (feature?) this means throwing boomerangs offscreen is weird
Not a bug.

Quote
no death-time when above screen, so P-wing can "hide" you indefinitely
Above-screen death has not yet been implemented.

Quote
you can walk (not only run, which is a feature of many Mario games) over holes 1 tile wide
That is an unintentional byproduct of the way collision resolution works and will likely be fixed for the next release.

Quote
I don't see how that's not a bug -- even ignoring the fact that pretty much every platformer Mario game instantly activates powerups that you get from [?] blocks, the activation sound is played on collecting certain items, only to have it go into your storage slot (e.g. feather)

Some weapons are activated instantly and others aren't (inconsistency usually means bug) I define a weapons as hammer/fireflower/wand/boomerang) The items going directly into your storage with no visual indicator is confusing.

The way I see it, the only items that should go into storage are the ones requiring a manual "detonation" (timers/summons)
Although I don't disagree with these items entering your reserve through other means (bonus) I think it'd be right to activate the appropriate ones upon collecting them from a [?] block
That is intentional. When you don't have an item and you don't have one in your inventory, you'll automatically be given it. In all other cases, it will be put in your reserve slot, whether or not you have an item already. In my opinion, it makes more sense that way.
When visual indicators are added, the effects of items on your inventory will be more clear.
« Last Edit: June 19, 2012, 05:55:14 PM by EON8ight »

Offline Felix-The-Ghost

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Re: Super Mario War: Stomp Arena pre-Alpha 2
« Reply #19 on: June 19, 2012, 06:23:09 PM »
Regarding the powerups reserve thing, I really thought you just get items instantly (fireflower from Mario games comes to mind)
While I don't like this behavior, I might be less confused if you made the collection of a reserve item overwrite the currently stored one (I think some Mario games do this, like SMWorld?)

Offline MC Jimmy

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Re: Super Mario War: Stomp Arena pre-Alpha 2
« Reply #20 on: June 19, 2012, 11:16:21 PM »
I don't know if it was just me but I couldn't make the game go fullscreen, since in windowed it under laps with my taskbar and cuts off the bottom tiles. F5 didn't seem to work and the normal alt+enter didn't work.

Offline Agastya

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Re: Super Mario War: Stomp Arena pre-Alpha 2
« Reply #21 on: June 20, 2012, 06:32:02 AM »
Quote from: Felix-The-Ghost
nitpicks

do you even know what pre-alpha means

Offline JM Dragon

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Re: Super Mario War: Stomp Arena pre-Alpha 2
« Reply #22 on: June 20, 2012, 07:26:53 AM »
I don't know if it was just me but I couldn't make the game go fullscreen, since in windowed it under laps with my taskbar and cuts off the bottom tiles. F5 didn't seem to work and the normal alt+enter didn't work.


Actually, F6 switches to fullscreen, and F5 cancels it.
 

Offline MC Jimmy

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Re: Super Mario War: Stomp Arena pre-Alpha 2
« Reply #23 on: June 20, 2012, 07:39:32 AM »
Oh thanks. Also I encountered this weird thing. If you keep running right then tap left, while still holding right, your character will glide to the left perpetually with the turning animation. This also happens if you hold left and then tap right.

Offline Felix-The-Ghost

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Re: Super Mario War: Stomp Arena pre-Alpha 2
« Reply #24 on: June 20, 2012, 02:29:46 PM »
Quote
do you even know what pre-alpha means
Yes. It means we are going to need a lot of input on how the game works/ideas/bugs reports.
Please don't troll someone's serious efforts.

Offline JJames19119

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Re: Super Mario War: Stomp Arena pre-Alpha 2
« Reply #25 on: June 20, 2012, 02:53:06 PM »
Yes. It means we are going to need a lot of input on how the game works/ideas/bugs reports.

I hate to be blunt, but I'm not sure if your input is exactly the kind of input we're looking for at this stage.

Offline Felix-The-Ghost

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Re: Super Mario War: Stomp Arena pre-Alpha 2
« Reply #26 on: June 20, 2012, 02:59:22 PM »
Not blunt at all. I'll withhold my input until a later phase, then.

Offline Dave ‌Strider

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Re: Super Mario War: Stomp Arena pre-Alpha 2
« Reply #27 on: June 20, 2012, 07:59:26 PM »
do you even know what pre-alpha means
don't worry guys they'll fix it it's only pre alpha
one minecraft later

Offline TiagoDu

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Re: Super Mario War: Stomp Arena pre-Alpha 2
« Reply #28 on: June 22, 2012, 09:07:07 AM »
OH MY GAWD!!! I have so much to keep up with. I didn't thought you were progressing so fast! It's SMW all over again ;D

The new level size is great since you can make bigger levels and a 4 player game will be much less crammed than on a 640x480 screen. The new level editor seems to be better too, allowing multiple windows, tile alteration (Currently it's a pain in the ass to recolor, but i think soon we'll have full tile tinting for easier tile modification)

Just two questions here: 1 - What's the in-game controls? and 2 - How we place item blocks and other interactive blocks i've seen on other levels?

Also, the level editor sometimes lags a lot for me. And i'm on a preety powerful computer. IDK what's the problem but it's not much annoying most of the time.

Other that that, it's preety awesome for a pre-alpha. Keep up the great work for a remake worthy of the name Super Mario War! ;)

EDIT: No worries about the interactive blocks question. The fucking window was behind debug console. :P
« Last Edit: June 22, 2012, 09:10:23 AM by TiagoDu »
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Offline MSX

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Re: Super Mario War: Stomp Arena pre-Alpha 2
« Reply #29 on: June 22, 2012, 11:56:59 AM »
I haven't seen people this active on 72dpi for a loooong time, and I'm sure that alot of people agree.

I'm glad that this is progressing well, I really am.
I will be off designing levels when I'm not doing math.

Really buggy gameplay, but I guess that this is more to test the level editor and how it works in-game.
Good job!

Also when I got the wand I got this message:
(Warning, It's long)
Spoiler
Exception in thread "AWT-EventQueue-0" java.util.ConcurrentModificationException
   at java.util.AbstractList$Itr.checkForComodification(Unknown Source)
   at java.util.AbstractList$Itr.next(Unknown Source)
   at com.dmgame.MapScene.paintComponent(MapScene.java:655)
   at javax.swing.JComponent.paint(Unknown Source)
   at javax.swing.JComponent.paintToOffscreen(Unknown Source)
   at javax.swing.RepaintManager$PaintManager.paintDoubleBuffered(Unknown Source)
   at javax.swing.RepaintManager$PaintManager.paint(Unknown Source)
   at javax.swing.RepaintManager.paint(Unknown Source)
   at javax.swing.JComponent._paintImmediately(Unknown Source)
   at javax.swing.JComponent.paintImmediately(Unknown Source)
   at javax.swing.RepaintManager.paintDirtyRegions(Unknown Source)
   at javax.swing.RepaintManager.paintDirtyRegions(Unknown Source)
   at javax.swing.RepaintManager.prePaintDirtyRegions(Unknown Source)
   at javax.swing.RepaintManager.access$700(Unknown Source)
   at javax.swing.RepaintManager$ProcessingRunnable.run(Unknown Source)
   at java.awt.event.InvocationEvent.dispatch(Unknown Source)
   at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
   at java.awt.EventQueue.access$000(Unknown Source)
   at java.awt.EventQueue$1.run(Unknown Source)
   at java.awt.EventQueue$1.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.security.AccessControlContext$1.doIntersectionPrivilege(Unknown Source)
   at java.awt.EventQueue.dispatchEvent(Unknown Source)
   at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.run(Unknown Source)
Exception in thread "AWT-EventQueue-0" java.util.ConcurrentModificationException
   at java.util.AbstractList$Itr.checkForComodification(Unknown Source)
   at java.util.AbstractList$Itr.next(Unknown Source)
   at com.dmgame.MapScene.paintComponent(MapScene.java:655)
   at javax.swing.JComponent.paint(Unknown Source)
   at javax.swing.JComponent.paintToOffscreen(Unknown Source)
   at javax.swing.RepaintManager$PaintManager.paintDoubleBuffered(Unknown Source)
   at javax.swing.RepaintManager$PaintManager.paint(Unknown Source)
   at javax.swing.RepaintManager.paint(Unknown Source)
   at javax.swing.JComponent._paintImmediately(Unknown Source)
   at javax.swing.JComponent.paintImmediately(Unknown Source)
   at javax.swing.RepaintManager.paintDirtyRegions(Unknown Source)
   at javax.swing.RepaintManager.paintDirtyRegions(Unknown Source)
   at javax.swing.RepaintManager.prePaintDirtyRegions(Unknown Source)
   at javax.swing.RepaintManager.access$700(Unknown Source)
   at javax.swing.RepaintManager$ProcessingRunnable.run(Unknown Source)
   at java.awt.event.InvocationEvent.dispatch(Unknown Source)
   at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
   at java.awt.EventQueue.access$000(Unknown Source)
   at java.awt.EventQueue$1.run(Unknown Source)
   at java.awt.EventQueue$1.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.security.AccessControlContext$1.doIntersectionPrivilege(Unknown Source)
   at java.awt.EventQueue.dispatchEvent(Unknown Source)
   at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.run(Unknown Source)
Exception in thread "AWT-EventQueue-0" java.util.ConcurrentModificationException
   at java.util.AbstractList$Itr.checkForComodification(Unknown Source)
   at java.util.AbstractList$Itr.next(Unknown Source)
   at com.dmgame.MapScene.paintComponent(MapScene.java:655)
   at javax.swing.JComponent.paint(Unknown Source)
   at javax.swing.JComponent.paintToOffscreen(Unknown Source)
   at javax.swing.RepaintManager$PaintManager.paintDoubleBuffered(Unknown Source)
   at javax.swing.RepaintManager$PaintManager.paint(Unknown Source)
   at javax.swing.RepaintManager.paint(Unknown Source)
   at javax.swing.JComponent._paintImmediately(Unknown Source)
   at javax.swing.JComponent.paintImmediately(Unknown Source)
   at javax.swing.RepaintManager.paintDirtyRegions(Unknown Source)
   at javax.swing.RepaintManager.paintDirtyRegions(Unknown Source)
   at javax.swing.RepaintManager.prePaintDirtyRegions(Unknown Source)
   at javax.swing.RepaintManager.access$700(Unknown Source)
   at javax.swing.RepaintManager$ProcessingRunnable.run(Unknown Source)
   at java.awt.event.InvocationEvent.dispatch(Unknown Source)
   at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
   at java.awt.EventQueue.access$000(Unknown Source)
   at java.awt.EventQueue$1.run(Unknown Source)
   at java.awt.EventQueue$1.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.security.AccessControlContext$1.doIntersectionPrivilege(Unknown Source)
   at java.awt.EventQueue.dispatchEvent(Unknown Source)
   at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.run(Unknown Source)
« Last Edit: June 22, 2012, 12:37:30 PM by MSX »
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