Lightweight rise among bamboo shots (12/Jan/2020) For SMBX 2.0 Beta 3

Hope only dies at the end. This level took longer to make than it should have. It was made in beta 3, but I wasn't going to wait any longer, so I will make a beta 4 version on its due time, maybe next summer, and it will feature commentary on the luna.dll. This course uses LunaLua for custom enemies and gimmicks, compatible with 2 player gameplay. Also, it is as long as usual for my taste, but it has a medium difficulty, even if it gets spamy at times. I got burned out at the end of the creation process, so criticism and questions are welcome and encouraged, mostly to get inspiration from the feedback.
Beta 3 had a good run, at least when I played it more in 2017 it was the cool shit, I will never forget it.
Le images
Download links
Credits
Forest, mountain and cliff backgrounds based on the ones made by Squishy rex and reghrhre (Squishy Rex's CGFX Pack V1.8)
Grassy tileset, bamboo, red bridge and tree bgo based on the tilesets made by DarwintheNameless (DarwintheNameless GFX Pack 1st edition)
Big Bamboo tilesets made by me based on the originals by DarwintheNameless
Grey stone tilesets made by crazydev (crazydev's Supa Graphics Pack (v1.1))
Foreground clouds made by Squishy Rex + SilverDeoxys
Lua coding managing the collection of flower coins is ripped off from the coding in the level Nuclear Facility made by MECHDRAGON777
Rainbow Magic graphics made by me (Inspired from Touhou 6)
Pionpi sprite made by me (Super Mario Land enemy; copyright Nintendo)
Bee made by me with sprites from
http://www.mariouniverse.com (copyright Nintendo)
Touhou 6 sound effects downloaded from The sounds resource; ripped by gabrielwoj (copyright Team Shangai Alice)
Touhou 6 background downloaded from The spriters resource; ripped by gabrielwoj (copyright Team Shangai Alice)
Megaman 7 sound effects downloaded from Blyka's door (
http://blyka.legends-station.com/?page=archives15); ripped by Blyka (copyright Capcom)
Hong Meiling sprite downloaded from The spriters resource; ripped by Random Talking Bush (copyright Twilight Frontier and Team Shangai Alice)
Wind Man sprite based on sprites from The spriters resource; ripped by Ryan914 (copyright Capcom)
Other Super Mario World sprites taken from the spriters resourse, ripped by Davias, Murphmario and Tonberry2k (copyright Nintendo)
Music: Shanghai Alice of Meiji 17 (album: BorderLine) made by the musical circle Factory Noise & AG; arrange of Shanghai Alice of Meiji 17 originally composed by ZUN, featured in Touhou 6; Embodiment of Scarlet Devil for Windows PC.
Information about this doujin album:
https://en.touhouwiki.net/wiki/BorderLi ... se_%26_AG)
Music: Mountain Overworld composed by Chrom1um
Music: Forest Overworld composed by Prsynth1111
Phew, at last, I did it, I am free! Have a good night.
Heliotrope Yard Citytops (07/Sep/2017)
Well, here we have my submission for the most recent and spectacular: Super Community Contest!!!1

This level got into the 22th place (with a score of 5.8), so is a pretty big bag of meh, that you might enjoy, or might make you want to strip your eyes from your face.
The level is pretty big, composed of various branching paths that lead to the same exit. Expect lots of Lua stuff, projectile spam and whatever.
Yes, we also have a lot of custom enemies, but I must add, even though they are more complex that anything I have done before, they can also be rather unpolished and unbalanced, and they have a pretty bad time telegraphing their moves. So the fact that these bad girls exist give me mixed feelings.
The structure of this level is: a semi linear pathway; then a huge semi linear section, where all the exits are at the right extreme (a la Sonic), and where you can pick any of two paths: an elevator that welcomes you to a bullet hell, which is almost well implemented, but is rather slow (or a lot); and a vertical section, where you must fly to the top with a ship piece or a lakitu shoe. After that, comes the final part of the level, which isn't special.
The reviews!
22. ivanmegafanboy - Heliotrope Yard Citytops (5.8/10)
Aristocrat (4.5/10)
Design: 20
Creativity: 10
Aesthetics: 15
Review: On today’s forecast, looks like lots of enemy spam, projectile spam, enemies-with-projectile spam… did we mention enemy spam? In addition to that, there appears to be an upcoming front of abstrusely long and complex level design where nothing really goes on (other than the enemy spam of course) and it drags on for like five minutes. Then to top it off there’ll be a vanilla boss with more enemy spam and then flavor no one really cares about because by the time the player reaches that point they’ll be too frustrated and/or bored to really give a damn. Bonus point because at least it looks somewhat unique.
FrozenQuills (7.2/10)
Design: 29/50
Creativity: 24/30
Aesthetics: 19/20
Review: I felt like I was playing a completely different game, wow.
This was an expansive level done mostly right. It sprawls everywhere but every path eventually
leads to the exit. It was also super unusual in that pretty much every enemy is new and customized
to do a variety of attacks. The enemy design certainly is creative.
However, I have some issues with the level. The enemies attacks can sometimes become too much to deal with,
and this is very evident in the elevator portion of the level. I really needed more than two mushrooms
in that section, and it just keeps throwing more and more enemies at you. I actually had an easier time
with the "bonus flying section" way to get to the top rather than the intended elevator way.
Furthermore, I felt like you could introduce everything a bit better. Those white enemies throw way too
many rings at you as well, and most of the time I just waited for them to finish before moving on.
But still, I enjoyed how much you can explore, and the tech and concept are really good. It's just that it
needed polish in some areas.
Quill (6.3/10)
Review: The elevator section and the small boss gauntlet towards the end of this level let it down. The elevator was neat at first, but it dragged on for far too long and got pretty projectile heavy at the end. It’s a shame, because everything before it was pretty great. The new enemies complimented the level well, though it wasn’t so obvious at first what they did and how they could be hurt, but they were still neat. The level offered alternate paths with different things to do which I thought was great, adding a type of replayability you don’t really see in SMBX levels much anymore.
Design: 33/50
Creativity: 19/30
Aesthetics: 11/20
Sorel (6.7/10)
DJ Luigi, coming to a club near you.
The branching paths remind me of the Genesis era Sonic games, which was a neat touch.
The variety of different patterns of the Shy Guys was pretty interesting, but it often felt like a bit
spammy, especially the elevator path.
tl;dr: solid level, but decrease the enemy spam.
35/18/14
Spinda (5.4/10)
The unique enemies had some pretty cool ideas amongst them, but unfortunately they were rarely used to their full potential. Aside from these enemies, most of the level was pretty basic and would greatly benefit if the focus was on unique interactions with the enemies moreso than just showing them off.
20/20/14
Tltimelord (5.8/10)
My first impression was: wow, these are some pretty awesome custom enemies. My second impression was: wow, this is frustrating. Overall, the level is rather confusing as their are several straight paths that take you to the same spot. As someone who played this blind, I wouldn't be ablet to know which one is correct. Don't make your player guess! As for the placement of the enemies, sometimes they were placed rather cleverly, but other times the combination of the custom enemies made for some unfair moments. Maybe it's just me sucking at playing. As for the aesthetics, the background is really nice and the music fits really well. The decoration takes away from the visuals a little but otherwise it just felt like a colorful, happy Megaman inspired level. With a combination of overly tricky enemy placement & few powerups, it felt rather unfair and confusing to play.
Design - 2.5/5
Creativity - 2/3
Aesthetic - 1.3/2
Waddle Derp (4.7/10)
This level managed to combine emptiness with enemy spam yes somehow it still remained rather uninteresting. The enemies don't really add much to the experience, and neither does the boss. The level design is very intricate and feels much larger than it is which amplifies the empty feeling I mentioned. The enemies themselves were pretty neat so perhaps the level could have tried to focus more on them and find more exciting ways to use them.
20/15/12
The Images
I congratulate every single one of the participants of the contest, and I will see you later, in another ocassion.
I also shall thank the judges Aristocrat, FrozenQuills, Quill, Sorel, Spinda, TLtimelord and Waddle Derp for the feedback that they gave to my level editing skills; and also the community for making this event possible.
With nothing more to add, these are the download links if you want to sample the gate keeper to the second (mostly good) part of the future Contest episode.
Mediafire download:
http://www.mediafire.com/file/9r2kbrbn8 ... tytops.rar
Dropbox download:
https://www.dropbox.com/s/59apikl3jdcfa ... s.rar?dl=0
If you recognize these enemies, please, forgive me, as I am a sinner.
Also, Waddle Derp senpai noticed me.
Credits
ParalX backgrounds created from the originals made by Enjl (Enjl's Collection 5) and Squishy Rex + Dracon (Squishy Rex's CGFX Pack V1.8)
Neon backgrounds made by Enjl
Blocks, backgrounds and some recolors made by me based on the rips made by Somari64 at The spriters resource from Megaman the wily wars for the sega genesis/mega drive (Hey, gotta reuse assets)
Elevator background based on Megaman X3 maps from the Videogame atlas; ripped by Geminiman
Colorful disco recolor blocks for the dance floor taken from Tower of biased 6. No information about the creator founded.
Flying carpet and 3 up moon recolor made by Valtteri
Spring by EnjI and Natsu
Blue mushroom made by Sednauir
Shy Gal sprites based on the original designs created by the, very talented, artist minus8
Updated!: Pond plains power plant v1.2 (27/Jul/2017)
I made a level for this season, but I decided to put it on this year's community contest; so I will wait untill the results come out. On the meantime, I made some tweaks to Pond Plains Power Plant.

Section one

Section two

Section five
-Now it has been updated to Luna Lua instead of Luna dll
-A bug on the boss of the area was corrected, where the sparks would have a weird hitbox
-A very small amount of corrections were made to the level design, so mayor flaws I didn't notice are probably still on the level
Download here!:
Mediafire
http://www.mediafire.com/file/a5a1r9a98 ... t_v1.2.rar
Dropbox
https://www.dropbox.com/s/ew7let1ipxa3g ... 2.rar?dl=0
Graphics credits
Blocks, backgrounds and some recolors based on the rips made by Somari64 at The spriters resource from Megaman the wily wars for the sega genesis/mega drive
Diveman missiles based on the rips made by Ryan914, also at the spriters resource
Electric sparks based on the rips of the megaman 1 wily wars enemies made by T0misaurus, at the spriters resource, again
Some recolors used the palette resorcues from Squishy Rex's CGFX Pack V1.7
Lotus fire flower sprite is a recolor of Sednauir's original sprite from his gfx pack: SMB3 Expanded
Hammers, Blue Coins, and Checkpoints made by Sednauir (SMB3 expanded)
The Hammer brother is a recolor based on the original graphics of Sednauir's SMB3 Expanded
Cannon piranha plant's leaf feet are ripped from graphics made by valtteri (or redigit, the folder is not very clear) from Valtteri's Graphics Pack 1.0.1
Megaman items are rips made by Magma MK-II at the spriters resource
Spark block are recolored and extracted from Saturn's stage map from Gamefaqs made by Daniel Chaviers (a.k.a KeyBlade999)
Snowy Sunset (22/Jan/2017)
Ok, I learned my lesson, now, I went Luatic B)
That's right, I am no deprecated anymore

This snowy level with warm colors (as, winter is going to end soon in this part of the globe) features Lua code to make some stuff. Mainly, we have a new item: the fire wand, that shoots fire balls at a very frequent pace; new enemies and a boss:
The snowy piranhas shoot a stream of snowballs
The cold lotus shoots snowballs that fall very quickly
A modified wart is the boss of the level, tho, ain't gonna tell ya more
Also, this level contains 7 acecoins, if you collect 5, 6 or 7, you will unlock a power up to fight the boss and a medal to recognize your effort, it can be bronze, silver or gold. This is more of a experimental thing, but it works properly.
The pics!!!!
This, supposedly is a short level. It took some time to make, tho. As always, I hope you enjoy and please, give some feedback.
Mediafire download (.7z format)
http://www.mediafire.com/file/2p8r8mlg6 ... _Sunset.7z
Dropbox download (.rar)
https://www.dropbox.com/s/ukkwd2gp9lkfk ... t.rar?dl=0
Credits
Blocks, and backgrounds are from or are recolours from SMB3 expanded by Sednauir, as well as some sprites
Big snowballs and ice spikes are sprites from sprites inc (Megaman zero and Megaman x3)
Rex's sprites from Squishy Rex's CGFX Pack
Wart is a recoulour from SMB2 expanded by Sednauir
Triple deluxe's piano renditions made by Jonathan Aldrich (
https://www.youtube.com/user/jdaster64piano)
Special thanks to Snorunt Pyro's Lua tutorials
Pond Plains Power Plant (Uses Lunadll; deprecated) (15/oct/2016)
In a time where the SMBX comunity is at chaos, where there is 2 new versions, with their own resources and unique characteristics, there is one guy.......who doesn't know how to use LunaLua and keeps using that other obsolete thing. Ok, ok; let's go to the important stuff.
Yep, that's right, this level still uses Lunadll, but don't worry, it works with LunaLua and SMBX 2.0.
This level is very projectile avoiding based, and knowing which types can be blocked can help you in your travel to finish this level.
This level haves two "secrets": A hammer brother suit and a "hard mode" shortcut. Yes, I exagerated with the lenght of this level, so it is pretty long. Also, there is a mid boss that is just a "bullet hell" of sorts. It tells you where is it going to shoot, so be aware of your surroundings. (I had some minor problems with that part, so tell me if you don't see certain blocks that tell you its pattern)
Also this place features enemies that use Lunadll to "shoot" different things than their usual:
Cannon piranha: As this plant haves its teeth occupied bitting this painful looking tube, it can be dealt with a normal jump. It shoots sparks that travel along the floor
Elec lotus piranha: This one spits sparks that will fall quickly, be careful if it is over you. Also, you can't jump on them.
Birdo Blaster: Shoots homing missiles; those missiles can be deactivated by jumping over them, but they will explode after a while. Use that to your advantage!
????: The boss of the facility, it seems that can shoot both fire and electricity, but also he may have other tricks under his sleeve. He haves an elemental weakness, but it can only be used when he is doing a specific attack, so be aware.
There we have the images

Section one

Section two

Section five
I hope you enjoy the level, I didn't know how difficult it was to make one. And I'm sorry for not being able to use LunLua, it's just too advanced for me
I must remind you that this version is deprecated now, the new links are at the top
Download link (Media fire):
http://www.mediafire.com/file/qla47dro4 ... _plant.rar
Graphics credits
Blocks, backgrounds and some recolors based on the rips made by Somari64 at The spriters resource from Megaman the wily wars for the sega genesis/mega drive
Diveman missiles based on the rips made by Ryan914, also at the spriters resource
Electric sparks based on the rips of the megaman 1 wily wars enemies made by T0misaurus, at the spriters resource, again
Some recolors used the palette resorcues from Squishy Rex's CGFX Pack V1.7
Lotus fire flower sprite is a recolor of Sednauir's original sprite from his gfx pack: SMB3 Expanded
Hammers, Blue Coins, and Checkpoints made by Sednauir (SMB3 expanded)
The Hammer brother is a recolor based on the original graphics of Sednauir's SMB3 Expanded
Cannon piranha plant's leaf feet are ripped from graphics made by valtteri (or redigit, the folder is not very clear) from Valtteri's Graphics Pack 1.0.1
Megaman items are rips made by Magma MK-II at the spriters resource
Spark block are recolored and extracted from Saturn's stage map from Gamefaqs made by Daniel Chaviers (a.k.a KeyBlade999)
See ya later

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