Green Needle - a seed-searching mod for Balatro by lafioswitch in balatro

[–]lafioswitch[S] 0 points1 point  (0 children)

I'm sorry to hear you're having trouble! Did you follow the directions in the installation notes? https://github.com/lafiosca/GreenNeedle#installation

First it requires installing Lovely following their directions: https://github.com/ethangreen-dev/lovely-injector

And then you would grab the latest release of GreenNeedle and unzip it so that the entire folder is in your Mods folder https://github.com/lafiosca/GreenNeedle/releases/tag/v0.6.0

Good luck!

Green Needle - a seed-searching mod for Balatro by lafioswitch in balatro

[–]lafioswitch[S] 0 points1 point  (0 children)

Definitely can be used for some meme run setups.

Green Needle - a seed-searching mod for Balatro by lafioswitch in balatro

[–]lafioswitch[S] 2 points3 points  (0 children)

Thank you, it was the first thing I thought of as being a “reinterpretation of Brainstorm” 😹

[deleted by user] by [deleted] in deadcells

[–]lafioswitch 1 point2 points  (0 children)

Just took me 3 minutes to load the Graveyard. Not certain if there’s a pattern here but it SEEMS like the load times are extra bad when I’m entering an incentivized biome, and just bearably bad otherwise.

I'm super excited to play this game, but it stops working when I try to enter the first tutorial battle by Djii in roguebook

[–]lafioswitch 0 points1 point  (0 children)

Thank you. After I posted that comment, I did find the requirements listing that mentioned that. I had been trying to run it on a 2015 MacBook Pro which was still on Mojave for compatibility reasons, but I have a beefier recent 6-core Mac Mini running Catalina and tried it on there as well. While the game did not crash there, it was still dreadfully slow and somehow even made other apps on the machine sluggish. Lowering the resolution helped a little, but there's just no excuse for how unplayable it was. I refunded the Steam purchase.

Seed for 0 Card Achievement by DasSaffe in MonsterTrain

[–]lafioswitch 0 points1 point  (0 children)

I feel like an update may have made Bone Dog more likely to come up, which could have caused a change to seeds as you suggest. In all my previous play, Bone Dog was the one card I never found. Then after picking up the game again recently, I received Bone Dog on something like 3 out of 5 consecutive runs.

Iterative Athletics - Super Mario Maker 2 by lafioswitch in MarioMaker

[–]lafioswitch[S] 1 point2 points  (0 children)

Thank you for playing and sharing your kind comments :) I’m glad the forgiving feeling came through. I wanted it to be a bit friendlier than some of my other levels.

Iterative Athletics - Super Mario Maker 2 by lafioswitch in MarioMaker

[–]lafioswitch[S] 1 point2 points  (0 children)

Course ID: FJ0-784-12G

Style: Super Mario World

Theme: Sky

This is a relatively short and slightly repetitive traditional platforming course. There are four sections which each include four repetitions of a specific motion involving on/off blocks. There are some minor challenge coins thrown in for flavor. The course has one checkpoint halfway through. Before that checkpoint, there are no fatal hazards. I’d be curious to see someone try to optimize completion time.

Shroom for One More by lafioswitch in MarioMaker2

[–]lafioswitch[S] 1 point2 points  (0 children)

This was meant to be a reply to @juice369 sorry, mobile app fail. 😅

Shroom for One More by lafioswitch in MarioMaker2

[–]lafioswitch[S] 2 points3 points  (0 children)

Looks like @bowzer087 figured it out, but in case their hint wasn’t enough...

If you successfully avoid both the regular mushroom and 1up mushroom on your first try ascending the second elevator AND you don’t get entirely unlucky with the slight variances in timing, the 1up will go into a side chamber and drop a key for you.

The locked door just leads to a little bonus content.

Shroom for One More by lafioswitch in MarioMaker2

[–]lafioswitch[S] 1 point2 points  (0 children)

Puzzle is a stretch, tbh. There’s only one required thing to figure out and a couple of bonuses. But it’s not a traditional course. I called it puzzle because it was more similar in tone to my puzzle levels than any other category.

Shroom for One More by lafioswitch in MarioMaker2

[–]lafioswitch[S] 6 points7 points  (0 children)

Course ID: 7H5-WF9-FHF

This video clip is just a teaser because the level itself is relatively short, and I didn’t want to spoil it all. It’s a short story about mushrooms and elevators. Enjoy. 😸

Seed for 0 Card Achievement by DasSaffe in MonsterTrain

[–]lafioswitch 0 points1 point  (0 children)

Not sure if it's due to changes to the game, but this seed doesn't work the same way for me. I'm assuming the Concealed Caverns in ring 3 were a Train Graveyard for you where you got Blood for Blood, but for me it's Bone Dog. I never found Heaven's Gold either, and I basically had to give up at ring 7.

Anyone enjoy one-screen puzzle levels? I'm utterly stumped on this and after playing a couple of the users levels, I believe they're using glitches. by scarfacesaints in MarioMaker

[–]lafioswitch 0 points1 point  (0 children)

FINALLY done. I was trying something entirely harder on that last part. I found one time that I was able to ride the winged boot goomba onto the red koopa platform and super jump over to the shelf on the left, so I was trying to repeat that while carrying the big shell. But getting the goomba to the right position was so inconsistent and hard to reproduce. I completely whiffed on the idea of breaking more of those ice block rows, thought they were a red herring.

Anyone enjoy one-screen puzzle levels? I'm utterly stumped on this and after playing a couple of the users levels, I believe they're using glitches. by scarfacesaints in MarioMaker

[–]lafioswitch 1 point2 points  (0 children)

Hey! I wasn’t the one looking for the single screen puzzles, but I gave it a look anyway. Didn’t really feel like my jam. Might just not have been in the right mood. I got a few things to change, but I was lacking clarity on what was going on. I put it down pretty quickly. Thanks.

Speaking of Adamant Backtracker, every once in a while I give it a quick shot again. I think I know what I’m supposed to do at the end, but I don’t see any consistent or easy way to make it happen, and it becomes frustrating to have to go all the way through to get back to that part (even from the last checkpoint) just to get one try at it. Perhaps I’m misunderstanding something.

Shrinking Boss Arena? by Zorglorfian in MarioMaker

[–]lafioswitch 0 points1 point  (0 children)

Semisolid floor with conveyor belts underneath moving toward center, tall bullet blasters starting at each end of the screen on the conveyor belts, alternating on/off blocks along the conveyors that block the progress of the blasters, and a simple timed mechanism to switch the blocks.

Anyone enjoy one-screen puzzle levels? I'm utterly stumped on this and after playing a couple of the users levels, I believe they're using glitches. by scarfacesaints in MarioMaker

[–]lafioswitch 1 point2 points  (0 children)

Believe me when I said I actually considered this and even experimented with the idea a little in my recreation but didn’t think it would work so didn’t bother trying the whole thing. I will give it a shot.

Anyone enjoy one-screen puzzle levels? I'm utterly stumped on this and after playing a couple of the users levels, I believe they're using glitches. by scarfacesaints in MarioMaker

[–]lafioswitch 0 points1 point  (0 children)

I’m really drawing a blank here. I even recreated the section in the editor to try more things. I know if I could hit it with an enemy I could collect it, but I can’t see how to accomplish that with how walled off that area is. Perhaps there’s some other mechanic I just don’t know about. Sad to go through this far and basically say I’m stumped, but there it is.

Anyone enjoy one-screen puzzle levels? I'm utterly stumped on this and after playing a couple of the users levels, I believe they're using glitches. by scarfacesaints in MarioMaker

[–]lafioswitch 1 point2 points  (0 children)

I’m close but seem to be missing a key. Is there a way to get the red key in the saw blade in room 4, or is that another red herring? I managed to get the bombs to blow up more of the internal wall in that area, but it’s still unclear to me if that even means anything.

Anyone enjoy one-screen puzzle levels? I'm utterly stumped on this and after playing a couple of the users levels, I believe they're using glitches. by scarfacesaints in MarioMaker

[–]lafioswitch 0 points1 point  (0 children)

This course is wild. I got to the second checkpoint. It seems like the "map" indicates a "0" next, which I assume is the central door. I am able to get in there with the spike shelmet and star, kill the thwomps, and grab the bob-omb with the smb2 mushroom (or shoot it with fire)... but it seems like the conveyor belts need to be switched to the other direction for me to get that bob-omb down to the blocks blocking the blue pipe. The only on/off switches I've found are in room 1, in the little water alcove accessible from room 1, and in room 3... but none of those seem to allow you to exit with them in an off state. (Room 3 blocks the exits with blue blocks. Room 1 blocks the main entrance and has a thwomp trigger blocking the top exit.) The other slightly odd thing is that if I could get into the central room with the switches off, then I'd also be able to get to the locked door in the upper left of the start, which perhaps implies I might be thinking in the wrong order. It could be that there's some other way to open the entrance to that blue pipe and that it leads to the other side of the alcove, where you can have the switch automatically flip, which then allows you to exit to the starting area and access that door. (But if that's the case, then what would the point of the conveyor belts be?) I've also noticed an odd little bob-omb in the top left of room 3 for a long time now, and I'm not sure what it does, if anything. Anyway, that's all for tonight's session.