2k1x Subzero Heroes

Share your completed SMBX episodes or play and discuss others.

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Trace
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Re: 2k1x Subzero Heroes

Postby Trace » Thu Sep 10, 2020 1:42 pm

When playing the game i took some notes of stuff that stuck out to me, so I'm just gonna list those things here:
Spoiler: show
The Good
-One of the first things i noticed were the physics and Waddle's cute bouncy animations. I haven't touched smbx in ages, so i was definitely pleasantly surprised when i started jumping around.
-The menu is really snappy and it's oddly fun to just spam up and down to switch options.
-The fact that you can start a stage from any checkpoint you've reached is a really cool feature and makes getting all the magnets MUCH less of a pain.
-There's a lot of subtle effects that are really neat even though you barely notice them, like the particles when you hit the ground, or the slight changes of time in some of the stages.
-I really liked how the different colors of coins stood for the different moves you can use. Does a great job of subtly but surely guiding the player.
-The gimmicks in the stages are great and varied. They never felt out of place, and the fact that some are more simple but some change the controls and gameplay more than others really helped things be consistent with your general gameplay while still being new and fresh.
-The way the enemies subtly interact with the beat in the beat block stages was really neat, for example hammer bros doing small hops to the beat.
-Turtwig really felt more heavy and burly than Waddle and the difference made switching between the two much more fun and interesting.
-The Bosses are all great and never felt unfair.
-I really have to credit just how hard this is modified from normal smbx. Since I've mostly moved on from it and saw this more as it's own game it didn't stand to me much but back in the day this would've absolutely blown my mind. If it weren't for all the stolen assets and the fact that this is the fan game, this is definitely something you could sell.

The Bad + Suggestions
-I immediately noticed how wimpy the cape attack feels. It feels better if you have the range extension for sure, but i think the original range could definitely be increased by a bit. I suppose it's supposed to be like the cape spin from smw so perhaps I've just been playing to much Hollow Knight or something. What i thought would also be nice was a way to cancel the drill after the high jump so you can get right back into the action, but i got used to it very quickly and it's not really that important.
-In the second stage, due to most things being sort of blueish, including foreground and background aspects, and the dark aesthetic of the stage, it can be really hard to tell what's going on, especially when there's loads of intersecting clear pipes (which also don't stand out enough) in which bright red spinies zoom around in (which stand out very well but don't mix well with the fact that the clear pipes don't). Generally, many important aspects don't stand out enough visually for how much is going on.
-Similarly to the last one, the red beam bgos in Prototype District look a bit too similar to their solid counterparts, and are placed in the exact same way which made me almost jump on some of them. Walking through that stage felt like walking around when it's pitch black and you kinda carefully waddle around because you see things coming towards you that aren't there and you don't want to trip and fall on your face.
-The next two kind of fit together; There was a random difficulty spike in the game when these to stages came along and it was really out of place because everything after was much easier and felt much more natural:
-In the stage with the Celeste bubbles the punishment for fucking up was way to strict, it felt like you had to play through Celeste but there's only a checkpoint every few rooms, which isn't that great since Celeste is designed to not be too punishing for mistakes.
-The stage right after was also really difficult in comparison to other stages. The section after the last checkpoint especially, it felt better to just tank through all the challenges as actually trying to get through them properly without getting hit was more risky, which really isn't good.
-The difficulty of the final stage was way out of place, too, especially if you tried going for the magnets. I spent so much time on that stage that it completely destroyed all the previous build up (which is a shame because that build up was really well done otherwise). Because of this difficulty the final bosses were more of a relief even though they should be the true final challenge. The difficulty of this final stage would fit much more for postgame content in my opinion.
-While i can only imagine how hard it must've been and how much time it must've taken to create the final phase of the final boss, it was really just a copy of Planet Robobot's final boss, down to the picking up of debris for a powerful attack. To me, someone who saw this as its own thing and not smbx, it really wasn't that amazing and felt kind of tacked on (But I'm sure the broken build up due to the previous stage helped contribute to that, as well as the fact that i was pretty tired).
-The weird puzzle tower thingy felt more like it should be it's own thing rather than be part of this game.
So those are just things that i took note of while playing. Despite all my gripes this is still incredibly done, especially for an engine designed to make basic Mario stages. The time you put into this really paid off.
Last edited by Trace on Thu Sep 10, 2020 1:49 pm, edited 1 time in total.

Emral
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Re: 2k1x Subzero Heroes

Postby Emral » Thu Sep 10, 2020 1:47 pm

cato wrote:
Thu Sep 10, 2020 12:15 pm
Enjl wrote:
Thu Sep 10, 2020 10:47 am
On Saturday, September 12th at 9 AM EST me (and maybe some of the other devs depending on their availability) will do a live stream playthrough of the entire game, pulling back the curtain a little on how and when all the levels came to be, what changes happened during development, and what interesting tidbits may be missed during a regular playthrough. Tune in if that's something that interests you!
https://www.youtube.com/channel/UCOdVJ9 ... 2dfnM8byvQ
Good luck playing Rooftop Chase and Absolute Zero. You will need it.
if i end up unexpectedly struggling i can always use the options menu. no luck required.

Benjamin88
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Re: 2k1x Subzero Heroes

Postby Benjamin88 » Thu Sep 10, 2020 4:09 pm

i think i,m missing a magnet (or heart???) in sparkling breeze....how many are there in that stage?

cato
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Re: 2k1x Subzero Heroes

Postby cato » Thu Sep 10, 2020 9:41 pm

Benjamin88 wrote:
Thu Sep 10, 2020 4:09 pm
i think i,m missing a magnet (or heart???) in Sparkling Breeze....how many are there in that stage?
There are 3.
You can get the magnet tracker to see the number of magnets in every level.

Archived
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Re: 2k1x Subzero Heroes

Postby Archived » Fri Sep 11, 2020 12:13 am

Archived
Last edited by Archived on Mon Jan 30, 2023 11:25 pm, edited 1 time in total.

krakin
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Re: 2k1x Subzero Heroes

Postby krakin » Fri Sep 11, 2020 11:03 am

Eclipsed wrote:
Fri Sep 11, 2020 12:13 am
Enjl wrote:
Thu Sep 10, 2020 2:28 am
you gain plenty of coins by just kinda playing levels during time trials, if that's your concern. just play the game normally, there's no shame in not having literally everything 1 week after starting to play a game.
Ah, I guess I didn't notice that you kept coins upon pressing retry.
yeah that's pretty obvious that you do that

8lue Storm
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Re: 2k1x Subzero Heroes

Postby 8lue Storm » Sat Sep 12, 2020 1:03 am

I seem to be having some problems with saving and reloading the game.
Spoiler: show
I managed to progress until Bounceburg, and then I saved and exited the game. Reloading the game, the launcher says that I have 24% of progress, and Turtwig isn't with Waddle:
Image
So that would imply the launcher recognizes I'm in Wacky Wilds. Then, I start the episode, the Wacky Wilds loading screen plays:
Image
And yet, when it finishes loading, I'm back at Fogotten Shore!
Image
Sure, I get to fight that amazing boss again, but I'm unable to complete the entire game (from what I've heard) in one sitting, so getting to the end becomes impossible. This happened four times already, what should I do?
Added in 1 hour 2 minutes 41 seconds:
Nevermind me. I just needed to
Spoiler: show
use redigitiscool after using Assist Mode once.
for some reason. NOW it saves properly.

Emral
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Re: 2k1x Subzero Heroes

Postby Emral » Sat Sep 12, 2020 2:33 am

8lue Storm wrote:
Sat Sep 12, 2020 2:06 am

Added in 1 hour 2 minutes 41 seconds:
Nevermind me. I just needed to
Spoiler: show
use redigitiscool after using Assist Mode once.
for some reason. NOW it saves properly.
Huh... so there still is some part of it that does set the has_cheated flag. Okay... I'll remedy that. Thanks for finding, and sorry for the trouble that's caused!

Added in 41 minutes 47 seconds:
Unfortunately I could not reproduce the issue directly. I have still added a failsafe to make it at least less likely to occur.

1.0.6:
https://drive.google.com/file/d/1L8IAu2 ... sp=sharing

Changelog:
- Fixed a vending machine crash
- Attempt to remedy an issue where saving after using assist mode would be impossible
- Adjusted Lucienne's dialogue
- Increased the max health coin gain from 5 to 10
- Removed the max health coin gain from levels in which the "save" pause menu option exists
- Capitalism achievement is now hidden

Known issues:
- The aforementioned cutscene bug may still occur. Need a reliable way of reproducing it.

cato
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Re: 2k1x Subzero Heroes

Postby cato » Sat Sep 12, 2020 5:42 am

Enjl wrote:
Sat Sep 12, 2020 3:15 am
1.0.6:
Changelog:
- Removed the max health coin gain from levels in which the "save" pause menu option exists
- Capitalism achievement is now hidden
Coins required to achieve 100%:
Charity Project: $1000 (+$250 for golden)
Bench: $256 - $2048 (Optional)
All badges: $3800
All accessories: $10400
Important items: $500
Item Hoarder: $1700 (if only buy hat cookies)
Boss Rematch: $1000

Total: $18400 - $20698, and not take into account that players may buy the items in the vending machine, paying for the enlightenment and other items.

How much level runs are required to obtain those number of coins in the post-game?
The original coin farming requires 33.33 minutes to obtain only 9999 coins, around 10 coins per 1 second.

Now, the only efficient way is to go to Sparkling Freeze and its Nya room. It requires less than 9.25 minutes to obtain 9999 coins, around 18+ coins per second. (Time needed to reach the Nya room and collect all the moons without beating the level)
The problem being that:
1: You can't recover your powerups (not without the time badge), which means that you have to constantly go to the secret level to get the powerups back.
2: You don't get the coins unless you beat the level. If you return to map after getting the coins, you don't get the coins. (You can force kill yourself while equipping with the blackhole badge.)
3: You don't get the coins unless you beat the level. If you retry or give up during a speedrun, you don't get the coins.
4: The routes going to the Nya room are not consistent everytime. There is a chance you would mess the run up and forced to retry.
5: You need a lot more than mere 9999 coins besides from getting the "Capitalist" achievement.

It would be interesting to see how long does it take the creator to complete the episode. I would think minimum 4 hours to beat the episode if you are skillful enough, and a few more hours to get the achievements. Due to timezones, I may not be able to watch the entire run. But if the creator has to use some sort of assist mode to complete the episode, does it imply that there is something wrong with the episode?

Emral
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Re: 2k1x Subzero Heroes

Postby Emral » Sat Sep 12, 2020 5:52 am

I don't know what point you're trying to make. I've beaten the episode over 20 times in testing, Waddle has beaten it another 5 times, and Pyro and Sancles beat it once each (no assist mode on any but a couple of mine to test out if assist mode features even work).

The game is balanced around people playing it for longer than a day and purchasing things they would like to have, rather than everything at once. This is also why "100%" in this game is only defined as collecting all magnets and beating the game. Everything beyond that is bonus. Where this game differs from other games with bonus content like BOTW is that I didn't include a secret piece of poop for getting everything.

Setting capitalism to hidden was to deter people from never engaging with those systems during their first playthrough.

I don't understand why you're salty and I don't appreciate you flooding the topic with this non-argument.

Added in 8 hours 47 minutes 37 seconds:
Stream replay:
https://www.youtube.com/watch?v=ivl8K9RY1WA

During the stream we sometimes alluded to an image detailing the order in which levels were made. Here is that image:
Spoiler: show
Image

PROX
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Re: 2k1x Subzero Heroes

Postby PROX » Sun Sep 13, 2020 6:30 am

Part 8:
Spoiler: show

Emral
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Re: 2k1x Subzero Heroes

Postby Emral » Sun Sep 13, 2020 4:39 pm

1.0.7 addresses a few things I noticed during the livestream:

https://drive.google.com/file/d/1L8IAu2 ... sp=sharing

- Fixed the thwomp's description
- Rupees will no longer randomly drop when using the cruel costume

cato
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Re: 2k1x Subzero Heroes

Postby cato » Mon Sep 14, 2020 10:53 am

An obscure glitch.

For this to happen, equip the Shock Biscuit badge and head to Mortimer's second battle.
Hit Mortimer when he is on the air and at low health (1 hit and he will go to another phase).
Both the shock and change of phase will send Mortimer flying.

Image

Time of landing, landing position depends on the heights and the attack position.
Worst case scenario, Mortimer may despawn and soft locks the player.

PROX
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Re: 2k1x Subzero Heroes

Postby PROX » Tue Sep 15, 2020 6:49 am

Part 9:
Spoiler: show

Fuyu
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Re: 2k1x Subzero Heroes

Postby Fuyu » Tue Sep 15, 2020 10:23 am

PROX wrote:
Tue Sep 15, 2020 6:49 am
Part 9:
Spoiler: show
Oh god, this level. I feel you man.

Paulor94
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Re: 2k1x Subzero Heroes

Postby Paulor94 » Sat Sep 19, 2020 3:59 am

I gotta say. This is the coolest SMBX episode ever.

PROX
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Re: 2k1x Subzero Heroes

Postby PROX » Wed Sep 30, 2020 3:08 am

Part 10:
Spoiler: show

Daring Tombstone
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Re: 2k1x Subzero Heroes

Postby Daring Tombstone » Thu Oct 01, 2020 12:12 am

Can't wait to steal more of your lua scripts for my new episode because I'm a lamo who doesn't have time to learn it and has no friends in this forum.

Emral
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Re: 2k1x Subzero Heroes

Postby Emral » Thu Oct 01, 2020 1:22 am

Daring Tombstone wrote:
Thu Oct 01, 2020 12:12 am
Can't wait to steal more of your lua scripts for my new episode because I'm a lamo who doesn't have time to learn it and has no friends in this forum.
Best of luck!

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Re: 2k1x Subzero Heroes

Postby Wowsie » Mon Oct 05, 2020 7:07 am

you mean by enabling "Performance>Visuals", Shaders need to be disabled in the final boss too. How am i suppose to beat this? Why SMBX2b4 frameskips/lags like that, it lags right in the final boss

Image

the shaders are broken too.


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