The Rip Lair's Powerup Pack [v3.5.0] - Never ask us for anything ever again

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John Nameless
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Re: The Rip Lair's Powerup Pack [v3.5.0] - Never ask us for anything ever again

Postby John Nameless » Mon Jul 28, 2025 6:30 am

ShineBlaster wrote:
Sun Jul 27, 2025 11:39 am
Hello,
I am currently working on a custom episode using The RIP Lair power-up pack, and during my testing, I’ve encountered some technical issues with a few of the Power-Ups. I’d like to share them here in case they can be looked into or improved in future updates:
Thank you for reporting these!

All issues have been (hopefully) fixed, with the exclusion of the poison mushroom issue as testing it myself with custom powerups, the player takes damage as intended leaving me with the assumption that it's something else on your end that's causing the issue.

ShineBlaster
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Re: The Rip Lair's Powerup Pack [v3.5.0] - Never ask us for anything ever again

Postby ShineBlaster » Mon Jul 28, 2025 12:12 pm

John Nameless wrote:
Mon Jul 28, 2025 6:30 am

Thank you for reporting these!

All issues have been (hopefully) fixed, with the exclusion of the poison mushroom issue as testing it myself with custom powerups, the player takes damage as intended leaving me with the assumption that it's something else on your end that's causing the issue.
No problem my friend :) ! Every time I notice something strange or find a bug, I’ll come to you directly.
Also, I’ll run some tests using the second player, then I’ll share the details with you.

And by the way, don’t thank me I’m the one who should be thanking you!

You created an amazing and effective Power-Up pack.
Yes, there are still a few bugs, but honestly… you and your team have truly outdone yourselves.
This pack goes beyond what even Nintendo has done in some of their official Mario games, and it stands out compared to most fan-made ones.
Keep it up you and your team are doing incredible work, and you have my full support :D !

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Re: The Rip Lair's Powerup Pack [v3.5.0] - Never ask us for anything ever again

Postby ShineBlaster » Thu Jul 31, 2025 6:28 am

Hello! I'm here to report a few issues I encountered while testing power-ups, especially with the second player (Luigi). Here’s a list of the problems I’ve noticed:

1. Frog Suit: When Luigi (player 2) wears the Frog Suit, his movement speed becomes noticeably slower or feels strange compared to normal. You can clearly see this in a GIF or by testing it in-game.

Image


2.Superball Flower: This works fine for player 1. But for player 2, when he throws the Superball, it always goes in the direction of player 1 — regardless of where player 2 is facing or even if he has no power-ups. For example: if Mario is on the right and Luigi on the left, when Luigi throws the ball, it still moves toward Mario's direction. It feels inconsistent.

Image

3. Carrot Power-Up (from SMB Land 2): Works normally for player 1. But for player 2, there are strange behaviors:
- Sometimes the graphics glitch when pressing the down button.
- If Mario is airborne and Luigi is just standing, pressing jump for Luigi triggers odd animations or behavior, even though I didn’t touch Luigi.

Image

4. Metal Cap (SM64 Style): When player 1 picks up the Metal Cap, it works. But if Luigi gets it, he becomes metal *without even touching it*. This is very strange.

Image

5. Ghost Power-Up: When Luigi wears it, he can hover over Mario — that’s fine. But when Mario wears it, he cannot jump over Luigi at all. Additionally, when both players have any power-up (even just Mushroom), they cannot collide or jump on each other’s heads — even without the ghost power-up. This feels off.

Image

6.Wall-Jump Mushroom: I added this power-up to my custom levels. When Mario uses it, it works great. But Luigi can stick to walls even *without* having the Wall-Jump Mushroom. I also noticed some issues in the `walljump.lua` file. I didn't write `another wall jump.lua`, which may be causing problems — not sure though.

7. Hammer Flower: When either player throws a hammer, it can sometimes hit certain power-ups as if they were enemies — just like with the Bubble Flower. But the hammers don't *destroy* these power-ups — they just collide with them strangely.

Image

8.Gold Flower: Similar to the Hammer Flower and Bubble Flower, the golden fireballs can collide with certain power-ups as if they’re enemies.

Thanks for reading this long message. I'm very grateful for your work and your help. I know I’m not very good at explaining everything clearly, but I can send you GIFs if needed to show exactly what I mean.

Take your time with these fixes. I just wanted to share my observations and help improve the experience for both player 1 and player 2 (Mario & Luigi).

DeviousQuacks23
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Re: The Rip Lair's Powerup Pack [v3.5.0] - Never ask us for anything ever again

Postby DeviousQuacks23 » Thu Jul 31, 2025 8:09 am

Bug #1: Intentional.
Bug #2: Fixed it.
Bug #3: Caused by a sprite offset in the spritesheet, fixed it.
Bugs #4 and #5: I'll find a fix soon.
Bug #6: This is because the Wall Jump Mushroom enables wall jumping for everyone when a player collects one. So sadly, this cannot be fixed.
Bugs #7 and #8: Fixed.

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Re: The Rip Lair's Powerup Pack [v3.5.0] - Never ask us for anything ever again

Postby ilovehamburgerz » Thu Jul 31, 2025 8:39 am

this pack dosent really like 2 player mode... whats with that?

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Re: The Rip Lair's Powerup Pack [v3.5.0] - Never ask us for anything ever again

Postby mariobrigade2018 » Thu Jul 31, 2025 9:07 am

ilovehamburgerz wrote:
Thu Jul 31, 2025 8:39 am
this pack dosent really like 2 player mode... whats with that?
Before customPowerups, people used something called anotherpowerup to make their custom powerups. It was not multiplayer compatible, resulting in the powerups created to be single-player only.


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