I know it's been a while since I posted any updates, but the project is not dead, I assure you. There should be a bit more activity this summer.
Anyway, here is a video showing some progress:
And some screens:
(I am aware of the misplaced Ghost House block. It is there for a reason and will not be visible in-game. Please don't ask any questions about it or tell me it looks bad.)
For those of you who are having problems with LunaLua, don't worry too much. SMBX 2.0 comes with it, so the tricky install process should stop being a problem once that gets to be stable. I will also probably release a version of this project including a LunaLua-SMBX so no installations would be needed.
HenryRichard wrote:The poison water purifier thing looks like a pretty sweet mechanic, and the levels themselves look pretty great too!
I'm glad you like it. In the future, I may use a similar script to make the "fake walls" mechanic from NSMBWii. It wouldn't be exactly the same, but it would work.
Here is a new script demo video:
This is a script that I will use for my next level, Mutant Vine Madness.
So, what do you think? Should I make this into an API?
Wow, the splitting vine looks unique! I think you should make it into API (plz, i really want to use them :3 )
Also the new screens looks nice, i'm curious for what the sparkle/magic thing.
It seems like a decent number of people might want this as an API. The only problem with it is that it uses pretty much all of the climbable NPCs, and you can't change how many frames the non-animated ones have for some reason.
I might make it into an API later, but right now, I'm a bit tired of coding, so it will probably be a while.
There is a bit of a difficulty spike after Peach's Castle. The trouble is, I don't know how I would balance the difficulty when you can go to the worlds in any order. The way it is now, there is a mix between hard and easy levels throughout the game.