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Players:
- When the players transforms/ends the transformation of the statue, they should be invisible for 6 frames and reproduce the effect-131. This is similar to the other grown animation with Leaf, Frog Suit and other power-ups of this kind. I also recommend shorten the particle speed by half. They spread a bit too much.
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- When the player is skidding in the statue form, show the skid effect (74). But please don’t produce the skid sound effect, leave alone the visual effect.
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- With the Leaf/Tanooki form, when the players spin jump and are holding an object, they still can hit things with the tail.
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Ideally, when the players are holding NPCs and spin jumping the tail hitbox should be removed, producing a standard spin jump.- Spoiler
- 1.3 behavior:
- When the player is paralyzed because of a screen tremor (produced by Big Hammer Bro) they should:
a. Not being able to attack with the tail until the tremor ends.
b. Undo the tail attack if they were performing one. - The players can throw shells and hit them with the tail:
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This shouldn’t happen. Don’t modify the tail hitbox, but instead set a little timer (probably 3 frames) where shells can’t be hit by the tail. - Suggestion: When the players break a brick with the tail, produce the effect “block hit” too (along with “block smashed”)
- Effect-73 (the effect displayed when NPC are hit by the tail) is not playing its animations properly. Currently, it only plays the first two frames and the third and fourth are discarded. Set its frame speed to 2, and its alive time to 7, so that it matches with 1.3 and plays all the animations.
- You can release and grab NPCs in the shrinking/growing animations:
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In SMBX 1.3 if you were holding an object and got hurt/grow, you can’t release it until the animation ends, and if you were not holding anything you can’t grab npcs until the animation ends. - Similar to the previous point, players can pull objects in the shrink/grow animations.
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- You can also enter warps in the shrinking/growing animations. This doesn’t happen in 1.3.
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- Hammer Suit’s shell can protect you from Boomerangs when crouched. This shouldn’t happen as they are not fireballs.
- Players invincibility timer is paused when they are warping:
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I don’t know why this was changed since in 1.4.4 this didn’t happen, but wherever the reason it, it should be changed back. It feels weird and allows to some exploit while warping. Please make the invincibility timer continue normally. - There are various bugs with the digable sand. The block (370) and the NPC (159) despite being the same thing behaves differently. These are some errors I could notice:
a. You can dig mounted in Yoshi (block only)- Spoiler
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d. Excavation time with the block is slower compared to the NPC. I personally find the block excavation time better, as the NPC feels too fast. - As soon as one player touches the flagpole, the events that executes when they land should be executed. Let me explain better:
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In this case, immunity should be granted to the player as soon as he touches the flagpole. But that’s not all, there are several bugs with it. For example, if two players get the goal before one ended sliding, you’ll hear the sound effect twice, if you get the flagpole in the fairy status it’ll be buggy, the second player should disappear as soon as the other got the goal, and the list keeps going. All of these problems can be fixed by simply executing the events when the player lands (aka the “ending” events, like when you get the roulette”) when the player touches the flagpole, not when he’s done sliding it. - In 2p mode when the second character is spawning while the other played got the exit, this happens:
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Suggestion: when one of the players got the exit and the other disappear, I suggest changing the effect to a coin instead of particles. I think it looks better and resembles more 1.3. - When you get hit by an ice balls, the time the player is frozen lasts too long (230 frames). I suggest shortening it to 180 frames as it’s not really fun being locked for that long. It also matches more NSMB games duration.
- Players in Penguin/Frog form being landed underwater, won’t be able to jump. They stick to the floor like a glue. In fact, a jump with these statuses underwater should be the exact equivalent of pressing “up”. That said, players should also be able to go up with the “jump” button. And “jump” button shouldn’t be used to accelerate while swimming.
- You can slide slopes underwater (any status):
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When you swim:
a. This sliding should be undone
b. The player shouldn’t be able to slide - When you skid underwater, the sound effect “skid” should be removed (it doesn’t occur in 1.3, thus it gives a weird feeling)
- When the players splash into water, their y-speed should be set to 0.5 (the same as NPCs, reported in the previous topic). This is true for all statuses except for mini-mushroom, which should keep its y-momentum when gets into the water.
- Being underwater with the mini mushroom, you can hit a block several times quickly without respecting its cooldown.
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- Peach should gain her ability to fly after climbing.
- Peach can’t grab objects directly in front of them:
- The players in shell form (Shell Suit) won’t be able to jump in slopes.
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b. The exact same problem occurs when sliding with the Penguin Suit. In both cases you can hear the sound effect of the player jumping but wouldn’t be able to do so. - Can you make Peach and Toad to not lose their shell form after they hit a block?
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My guess is that this is intentional to match the original SMB2 shell behavior. But the truth is, this ruins a lot of level designs. Every time people build levels around shell suit, they expect to the players to bounce back and keep breaking block continuously, like in this scenario:- Spoiler
But they won’t be able to do so. This greatly discourages the use of Toad and Peach in shell suit levels. I understand that you wanted it to be this way, but I see it pointless because there are no situations where you would benefit from stopping after hitting a wall like this. I hope shell suit with Toad and Peach feel as consistent as Mario and Luigi does. - Link’s sword attack when crouched is broken:
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The sword hitbox when crouched only seems to interact with friendly npcs (ironic) by knocking them back. Aside from that, the hitbox seems non-existent. - When Link gets hurt and it’s on his hurting state:
a. His controls shouldn’t be disabled. In SMBX 1.3 his controls are never disabled, plus, he can control his trajectory:- Spoiler
b. If got hurt while ducking, you can “stand” in midair (notice the weird movement in Link)- Spoiler
c. As you can see in the previous gif, Link sprite is off-calibrated when ducked. This happens because he received the hit ducked, and she should stand and not being able to duck in this state. This is directly related with the previous point.- Spoiler
- Pulling NPCs in moving platforms gives you a weird momentum. In this image, I didn’t press any directional input besides down, and I was pushed with a strange force to the right. This is especially noticeable in the level “the invasion” from The Invasion 2.
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(Part III is pending. It'll feature a few bugs related to Yoshi and some miscellaneous ones, as well as minor suggestions)





























