Originally posted by AxemJinxThe crushers don't pause when Mario gets hit or grabs a powerup.
I'm not really sure how to handle this; if the crushers don't keep going then they'll jump to the position they
should be at once Mario's animation stops. Any suggestions?
Originally posted by AxemJinxWhenever Mario dies by crusher, a residual tile is left above the ground while the crusher jumps back to rest position unnaturally. The thing is, these residual tiles are always at the same elevation, no matter how high the crusher is. So, you'll notice it for the lowest ones- in fact, there's probably more than one residual tile, but I only saw one because it was high enough to poke up from under the ground.
Whenever Mario dies by KooPhD, the background flashes for a couple of frames.
Originally posted by Kipernaland ignore any glitches that occur when Mario dies.
I'm aware of those two glitches, don't worry.
Originally posted by AxemJinxSometimes the residuals appear in other random situations, too.
Can you tell me where, exactly?
Originally posted by AxemJinxThe two KooPhD's on the staircase cause immense slowdown.
Probably has to do with the Ball 'n Chain. I guess I'll get rid of one of the KooPhDs.
Originally posted by AxemJinxThe first brick wall crusher is glitchy- I clipped through to the top, then back through the bottom.You can also glitch down through the edge tiles of large crushers as they come back up. You can even jump through the edge tiles as the crushers extend, with the right timing.
Yeah, SMW's clipping engine is kind of awful that way...the best I could do is shoot Mario upwards/downwards at a rough equivalent speed as layer 2 when that happens. I'll try that out and see if it feels natural.
Originally posted by AxemJinxMore about KooPhD's: putting them in narrow passageways is annoying, since the explosive's blast radius is kind of big for tight spaces.
But in open areas they pose virtually little to no threat...what kind of an obstacle to dodge is an explosion if you can quickly run away from it? I know what you're saying, though, which is why I didn't stick them in areas like the corridor after the first Thwomp.
Originally posted by AxemJinxI also noticed the beakers don't hurt you, which seems kind of underwhelming to me. I was sure they would hurt me, but I guess not. Who knows, it might be better that way (probably less processing and slowdown?). I don't know, something about the sprite just seems slightly off. It's probably just me though.
The main reason the beakers don't interact with Mario is because I was worried it could feel too cheap; how many times have you taken a leap on a Dry Bones just as it was throwing a bone causing you to get hit? Same philosophy here, really, though I'm open to suggestions.