PixelPest wrote:There are now three open spots for Beta Testers! Natsu was unable to continue in the position, but I also decided I should have three people instead of one. The requirements for being a Beta Tester are as follows:
You must have the most recent version of LunaLua (along with all of the APIs of course) installed and able to run.
You must be able to prove your worth! Please tell me if you've been a Beta Tester before, made critical comments on an Open Beta / Demo or even a fully-released episode previously, or judged levels (you don't necessarily need to have been a Level Judge). If you can show some other means not listed above of why you should be on the team please say so. I would also consider taking a fourth person along on the ride who has little experience just to get them involved.
You must be committed. I plan to have around 7 or 8 Demos before the full version that I would like to have tested before they are released, as well as the full version of the episode. You must be fully committed to testing all of the levels, game modes, features, and the world map for at least 5 of the Demos and the full version of the game.
Please let me know if you are interested
I know I Private messaged you, but do I need to give my qualifications?
Made a bit of progress today. Hope to have some more screenshots out soon (tomorrow or the day after most likely). Still looking for two more Beta Testers though and please PM me if you are interested
I'm not sure. Maybe a few weeks? I just have two more chaotic weeks left of school and also want to get the Kaizo Contest episode and something else done before I get back to this
As said in the video descriptions, a lot of work has been behind the scenes on Lua stuff, but now more things will be publicly released such as info and videos as I dive into some level designing. Still looking for more Beta Testers. If I don't get enough, it will be an open demo/beta
Can I ask where have you found these wonderful "airship-plataform" in that rainy-level ?
The level design looks very creative and original. The NPCs placament is good, but, speaking of NPCs, why don't you use smb3 recolored masked red koopas ? I can see all the episode in SMW style mode, so why ?
I'm waiting this work for will play it !
I'm not sure. I actually didn't touch those graphics so if they have the wrong palette, I'll look at changing them. I do use a custom palette somewhat though for this episode since some of it does lean towards an SMB3-SMW crossover concept.
Enchlore wrote:
Thanks for the feedback on the HUD. I'm going to likely redesign it a bit from the blocky shape at some point, so hopefully that'll make it look less bulky, however I think I might keep the size about the same, since it's very clear, works well for achievements especially those with a longer description, and retracts and appears only when the player presses the spinjump key, at the beginning of the level, and when an achievement is received.
I'm not sure. I actually didn't touch those graphics so if they have the wrong palette, I'll look at changing them. I do use a custom palette somewhat though for this episode since some of it does lean towards an SMB3-SMW crossover concept.
Do not worry, it's ok. Thanks anyway and good lukc with your episode !
Should be out by the end of August. It will include all of World 1 and probably a few other levels, as well as the Achievements system and some other special features. Been kind of taking my time with this and put it on the back burner while I finish a major LunaLua project (adding more power-ups to SMBX without having to replace the original ones)