D-Didn't you read the fact he fixed the Hey Stinky Problem? In the updates section?Hey, can there be some way to disable the "Hey, Stinky!" easter egg? Unless that's already a thing. It can get quite annoying in a hangout server.
Yes there's a thing called GROUND POUNDING.I'm really enjoying this mod, but there's a couple things I have trouble with gameplay-wise:
It's frustrating that with any Flower powerup active Mario can't use his hammer; the balls can't destroy monitors so you're forced to jump/dive into them, and more importantly Mario can't break Knuckles/Amy walls and certain spikes without his hammer, unless I do this weird thing where I crouch and throw a ball at the same time for the walls, or slide into the spikes. Am I missing something?
The Mini Mushroom replaces the Attraction Shield, a powerup that normally makes it easier to pick up rings/coins now makes it a lot harder, especially when ring monitors throw coins around instead of giving them directly to the player. I understand the player's always one hit from death as Mini Mario anyway, but it's still annoying. Regardless I do *like* the Mini Mushroom, and I don't really have any suggestions for where else it could go as a powerup.
I did say "certain spikes", though yes I could have used a better example in the recording.Yes there's a thing called GROUND POUNDING.
If you're talking about this one...D-Didn't you read the fact he fixed the Hey Stinky Problem? In the updates section?
Then yes, I have. This isn't what I'm talking about. It'll still play the music. I also don't want to disable my voice clips just to stop it.- The Hey Stinky easter egg now respects your voice settings. Plus, multiple instances will no longer stack and cause an increase in volume.
Is Mario meant to be able to infinitely fly with the P-Balloon by chaining dash+jump?
Your jump also recharges when you bounce off a wall!Is Mario meant to be able to infinitely fly with the P-Balloon by chaining dash+jump?
Your jump also recharges when you bounce off a wall!
the camera mod is smash bros camera but idk about the gameplayHey Shayan03, could I make a request for you to remove this message, you're leaking this gamemode and that's no good
Running into a wall/spike/monitor when you throw a fireball breaks them, so if you push up against them while throwing fireballs you'll be able to do so.I'm really enjoying this mod, but there's a couple things I have trouble with gameplay-wise:
It's frustrating that with any Flower powerup active Mario can't use his hammer; the balls can't destroy monitors so you're forced to jump/dive into them, and more importantly Mario can't break Knuckles/Amy walls and certain spikes without his hammer, unless I do this weird thing where I crouch and throw a ball at the same time for the walls, or slide into the spikes. Am I missing something?
The Mini Mushroom replaces the Attraction Shield, a powerup that normally makes it easier to pick up rings/coins now makes it a lot harder, especially when ring monitors throw coins around instead of giving them directly to the player. I understand the player's always one hit from death as Mini Mario anyway, but it's still annoying. Regardless I do *like* the Mini Mushroom, and I don't really have any suggestions for where else it could go as a powerup.
YesIs Mario meant to be able to infinitely fly with the P-Balloon by chaining dash+jump?
I think they're saying there's no actual reason to remove the hammer from Mario when he has a different powerup, (which i agree with)Running into a wall/spike/monitor when you throw a fireball breaks them, so if you push up against them while throwing fireballs you'll be able to do so.
It's kinda obscure, but it exists solely to prevent softlocks from not having the hammer anymore.
If I had an idea on how to improve Mini Mario, or even Metal Mario for that matter, I totally would, but most things end up not making much sense.
Yes
I'll ask again: Why remove the Hammer in the first place?Running into a wall/spike/monitor when you throw a fireball breaks them, so if you push up against them while throwing fireballs you'll be able to do so.
It's kinda obscure, but it exists solely to prevent softlocks from not having the hammer anymore.
Oh, before I forget, I noticed this wasn't fixed yet. I'll give some more details in case it helps.I noticed sometimes I dived in the wrong direction, usually after a wall-jump. After some testing, I think it happens if you too quickly go from the ground-pound to the dive. I'm not sure if the dive from the dive-attack option has a similar issue.
In my eyes it's less "Why bind the fireballs to custom 1?" and more so "Why bind the fireballs to fire?". The reason that is the case is because of SRB2's vanilla fireball, which forces you to throw a fireball using that button. So instead of axing that functionality entirely, I decided to just keep it in. If SRB2 itself didn't do this, fireballs wouldn't even be on an extra button to begin with. So if SRB2 ends up removing the Fire Flower in future versions, this functionality will go too.I'll ask again: Why remove the Hammer in the first place?
I mean, you already have the "throw fireball" thing activated by hitting whatever "Fire" is bound to! For EVERY type of "flower" powerup! Fire, ice, gold, superball... All use the "Fire" button! And, inversely, you can NEVER use hammer (or anything else using custom1/attack button) with the Fire button! So why bind the flowers to custom1 in the first place?
Also, I can't stop thinking about how Hammer Mario would work under these rules, and the idea that Hammer Mario would lose his melee hammer attack just because he has that upward projectile hammer he needs to throw just seems funny to me.
I mean, could the fire, gold, and ice forms (and whatever other forms that don't have a hammer or cape) at least have a larger hitbox for destroying obstacles?Also, the hammer was designed specifically to be replaced by powerup abilities, kinda like how Rosalina's spin in 3D World gets replaced too. It's also meant to be the replacement for SM64's punches and kicks, which is why it's bound the way it is. Creating an extra button for it seems extremely silly to me. Besides, if you want to keep your hammer you can always just...not pick up those powerups. Mario's HP system is generous enough to allow for it. And hey, maybe you'll get some proper usage out of Mini and Metal that way.
That makes sense... I mean, I don't really like it, but it makes sense.In my eyes it's less "Why bind the fireballs to custom 1?" and more so "Why bind the fireballs to fire?". The reason that is the case is because of SRB2's vanilla fireball, which forces you to throw a fireball using that button. So instead of axing that functionality entirely, I decided to just keep it in. If SRB2 itself didn't do this, fireballs wouldn't even be on an extra button to begin with. So if SRB2 ends up removing the Fire Flower in future versions, this functionality will go too.
I was thinking metal could have a buff to his hammer instead. I mean, metal mario, metal hammer? maybe it could have a small aoe attack when landing as metal, especially since metal is one of 3 forms with hammer. But if metal were to get a ground pounding buff, it could act like the wario land 4 ground pound, getting more powerful as it falls. Or that could be for the hammer instead, I guess... and if mini really needed a hammer buff, it would probably just be bouncing higher off of enemies hit with hammer.That makes sense... I mean, I don't really like it, but it makes sense.
It's just, the hammer is so versatile for something that was designed to be replaceable. It acting like a double jump alone proved very handy whenever I was JUST out of reach to grab the ledge for a wall I was trying to climb, and it's a quick way of breaking a monitor in front of you without having to jump on it, or launch yourself with a dive.
To be fair, though, the only things that really become impossible without the Hammer is that double-jump and badnik bouncing. I just think it would be nice to have the hammer with a flower anyway, even if it's just an optional thing.
That, and it's only with flower-based powerups that I really feel like the loss of a hammer is really notable, as they don't really give any movement options of their own.
And for Metal Mario... I dunno, I can think of, like, two, maybe three things he could have that makes sense. The effect for ground-pounding a weak enemy feels nice with regular Mario, but with a Metal cap I feel like Mario shouldn't even be slowed by it. And maybe the ground-pound could have a shockwave effect like how Super Knuckles does when he lands?
And if Metal Mario needs a more general change... perhaps a damage buff? Maybe make every odd-numbered hit against a boss/tough enemy do double damage? Like, every attack either does double-damage and adds a "Metal-resist" buff, or it removes the "Metal-resist" buff and deals the standard 1. (aside the ground-pound or (if added) the ground-pound shockwave, which I imagine would always just deal 3/1 damage respectively, and would never remove the "Metal-Resist" buff.)