No context. Not sure how it happened and can't replicate it. The ghost items cannot be used at all. Inserting another item may help.
Would love to fix this. I have encountered it a couple of times myself but also have never managed to get it reliably. If you manage to find a reliable replication method, please let me know.
You might want to check this out.
You go play a level in the time trial.
Exit the level.
Upon loading the menu, spam the jump button for a debug window.
Click no and it will disable all Lua stuff in the Oasis.
Exit the Oasis and play any level in the world map (I chose Return to the Oasis)
Beat the level normally.
The time used to beat the above level is pasted to the time where you pick the time trial level in the first place.
Uploaded a new version. Unless a massively game-breaking bug arises, this is the final update.
1.0.8:
- Fixed auto-jumping when closing the pause menu
- Added some more shaders for getting disabled in low performance mode in: Roofstop Run, Final Boss level
- Minor adjustments to Nebel Nebula
- Fixed a bug where the Ninji in Halls of the Lost would crash the game
- Fixed a case where the final boss could take off into space and never return
Uploaded a new version. Unless a massively game-breaking bug arises, this is the final update.
I woke up in a cold sweat yesterday morning with like 10 improvement ideas so there's a 1.1.0 now! This patch is mostly concerned with improving the ending of various levels, and cleaning up some leftover bugs and oddities.
General changes:
- Overhauled the "key exit" animation thanks to a script courtesy of MrDoubleA (shoutouts!)
- Key exit doors now require you to press "up" in order to interact with them
- Bowser statue fireballs are now friendly for the first 16 frames after their spawn, making standing on statues safer.
- The global Speedrun Timer no longer continues counting while in the credits level
- Fixed the Turtwig-Peach-glitch for good
Level-specific:
- Absolute Zero: Redesigned ending screen
- Darkmatter Fleet Dash: The final section is no longer an autoscroller. Rather, the camera now looks ahead. Redesigned ending screen
- Entralia Tunnel: Slightly adjusted some setups
- EZ Ascent: Redesigned ending screen
- EZ Corp. Head Office: The boss of this stage now has a clearer damage indicator
- Funky Area: Redesigned ending screen
- Roofstop Run: Shortened freeze-time by 10 frames. Added a loading bar above the player that indicates the freeze timing. Slightly adjusted some setups.
. Thunder Alley: Increased music volume
- Squishy Squad: Unite!: Slightly adjusted some setups
- Whirlpool Patrol: Minor graphical touchups
The levels with key exits no longer end instantly in Spinda's Treehouse time trial, meaning that the timer will keep going until the animation is completed.
Getting a Lua error when I try to use the vending machine in the oasis inn, whether I've stayed at the inn previously or not. I'm on the latest patch with the latest version of SMBX2 (Subzero Heroes 1.1.0 and SMBX2b4 patch 4 hotfix). Screenshot below.
OK, while the previous thing I posted about ended up being an issue with my graphics drivers on my end (handled on codehaus with the help of Rednaxela), I do have an actual bug report that is definitely a Subzero Heroes thing:
The flowers in Dryland Base and the Stratospire can be frozen and moved around. It takes some doing and I've only been able to reproduce it while mashing the pause button. I originally stumbled upon this as I threw an ice ball just as I paused the game, and unpaused to find the flower frozen. But it can be done very consistently, and this makes it very easy to break most of the Stratospire puzzles as the flowers can simply be moved to another location and then be unfrozen by whacking them with Waddle's cape, at which point they will resume producing their orbs in their new location. If carried or thrown into a wall in this state the ice block will break and the flower is destroyed entirely, softlocking the level until it's exited and re-entered (which thankfully isn't too big a deal given this level's structure).
Edit: Turns out this is possible with pretty much any of the level objects in the Stratospire, such as the gear cranks, orb-activated switches, and orb spawners seen on late floors.
Ran into a bug while playing Library of the cosmos:
For some unexplainable reason, in the area where the first checkpoint is, it just randomly blackscreens and forces a close. When opened, it doesn't remember I got the checkpoint (or the second fridge magnet).
Advice?
It feels like Waddle flops every time he hits the ground. When that happens in that particular spot, horizontal momentum is locked and the "Jump" button does nothing (as shown in the key displayed). Sometimes happens even when Waddle is ducking or slowing down by pressing left & right. But running from the start to that position has a very high chance of that happening.
AYO I just finished this episode's main storyline, and I gotta say, it was AMAZING, without saying any spoilers.
Full overall impressions of the episode can be found on the SMBX Discord, and it's an instant recommendation from me now.
NOTE: I've never seen anyone reporting this yet, so here we go. Apparently, I discovered a huge amount of cutoff in Grampus Hamlet, which is shown here:
NOTE: I've never seen anyone reporting this yet, so here we go. Apparently, I discovered a huge amount of cutoff in Grampus Hamlet, which is shown here:
Not a bug. The cutoff is intentional. Since no one notices during level testing, Enjl and his teams kept it there and made it a secret. Go to the most left and jump up for a hidden pipe to a secret.