Hey everyone! It's been a few weeks and it's about time for another patch! Patch 2 of Demo 4 is now out! It fixes a bunch of bugs and gets rid of Antizip.lua, unfortunately.
Please, carry your save file from past versions to this one. DO NOT drag and drop the new files from here to the SMATSP folder you have! Otherwise, you will encounter more issues like missing scripts and so on. (4.0 saves are no longer compatible, but 4.1 ones still are)
EDIT: Here's an additional download link for LittleDialogue.lua included here! (For some reason, the script broke but replacing it fixed the problem. If you guys cannot bother downloading, then download this file:
Feels so good after so long since I check in, because Demo 4 is FINALLY out! Also, do you have any plans for a Demo 5 or beyond? Or is the next version just gonna be release?
Also, you may want to check your project with future SMBX2 versions. I would be bummed if the release version crashes or didn't work properly on SMBX2 Release because it's still being developed on Beta 4.
Feels so good after so long since I check in, because Demo 4 is FINALLY out! Also, do you have any plans for a Demo 5 or beyond? Or is the next version just gonna be release?
Also, you may want to check your project with future SMBX2 versions. I would be bummed if the release version crashes or didn't work properly on SMBX2 Release because it's still being developed on Beta 4.
Demo 4 is the last demo. The next big update is gonna be the full release, covering the last 3 worlds.
Also this episode won't be stuck with Beta 4. Whenever new updates to X2 come out, the episode will be updated to the recent beta.
Oh yeah, played through Demo 4 for a bit and have a few thoughts on it:
1. Switching to smwMap was a great idea, because not only did the map look even nicer than it was in Demo 3, but thanks god checkpoints are now saved to your save file now, Because sure, falling in the poison water in the Petey Piranha fight still crashes the game, but man, it just feel so much more forgiving now that I could just continue from the checkpoint in the boss preparation room instead of having to do the whole level, and it also helps with backtracking to collect missing stars. Although it would be nice if the checkpoints are labeled instead of just being called "Checkpoint 1", "Checkpoint 2", etc... But I guess it'll have to wait until the next version of smwMap because I looked in the smwMap readme and there doesn't appear to be a checkpoint labeling function.
2. The custom pause menu is nice and clean, and the pause screen music is catchy, but it does leads to some intentional hilarity when I just finished rewatching the intro cutscene, then "panic music" started to play when Bowser's attack is being annouced, and then I pause the game and the music changes to the chill "game paused" theme. Also, there appears to be a conflict with smwMap, because pausing caused the music to be gone until I enter a level.
3. Maybe the paths in the stages containing bosses would only open if you take the "main" path and defeat a boss. Because my first star in the Infested Forest was the secret star unlocked for beating the timed challenge, and it opened the path to the cutscene and Yoshi Village like if you get the star for beating Petey Piranha, which I assume was the star you're meant to get first in that level. The Yoshis said that I cleared out the Piranha Plant infection... even though I haven't beaten Petey Piranha yet!
Oh yeah, played through Demo 4 for a bit and have a few thoughts on it:
1. Switching to smwMap was a great idea, because not only did the map look even nicer than it was in Demo 3, but thanks god checkpoints are now saved to your save file now, Because sure, falling in the poison water in the Petey Piranha fight still crashes the game, but man, it just feel so much more forgiving now that I could just continue from the checkpoint in the boss preparation room instead of having to do the whole level, and it also helps with backtracking to collect missing stars. Although it would be nice if the checkpoints are labeled instead of just being called "Checkpoint 1", "Checkpoint 2", etc... But I guess it'll have to wait until the next version of smwMap because I looked in the smwMap readme and there doesn't appear to be a checkpoint labeling function.
2. The custom pause menu is nice and clean, and the pause screen music is catchy, but it does leads to some intentional hilarity when I just finished rewatching the intro cutscene, then "panic music" started to play when Bowser's attack is being annouced, and then I pause the game and the music changes to the chill "game paused" theme. Also, there appears to be a conflict with smwMap, because pausing caused the music to be gone until I enter a level.
3. Maybe the paths in the stages containing bosses would only open if you take the "main" path and defeat a boss. Because my first star in the Infested Forest was the secret star unlocked for beating the timed challenge, and it opened the path to the cutscene and Yoshi Village like if you get the star for beating Petey Piranha, which I assume was the star you're meant to get first in that level. The Yoshis said that I cleared out the Piranha Plant infection... even though I haven't beaten Petey Piranha yet!
Thanks for your criticism so far! I'll just elaborate on these:
For the first one: I sadly do not know what exactly causes the crash about Petey. In any case: Every boss in the demo so far (except for Reznor, Hiyoihoi, Boohemoth and King Boo) will most likely to be reworked in the full release. (Because I have hired a new guy who specializes in making great bosses) So, not only the Petey fight will be changed, the crash will definitely not gonna happen. About the checkpoint renaming... That's something with the script itself and it should be suggested to DoubleA instead of me.
For the second one: The first thing doesn't seem a serious thing lol. The cutscene levels will be revamped whenever a good cutscene script comes out. About the map pause thing: Marioman is aware of the bug but he couldn't fix it yet. Or he did, and I don't remember.
For the third one: The star mission system will also be revamped from ground-up in the full release. Not only the boss battle against Petey Piranha will be the main mission for Infested Forest; The secret stars will not end the level when collected and there will be a way to exit the level when they are collected. (I'll likely not gonna make the player backtrack.)
Also, you can join Prismverse Server if you wanna report more bugs! (Because I do not check the forums often unless someone tells me something's up) Thanks for these reports!
I am currently making Toad House Bonus Games, there will be a full pack that your team can use. That way there will be even more fun. Hope you enjoy these that are coming in just a few days.
Hello everyone! It's been quite a while since I last gave updates on this episode! This episode has been on hiatus since July of 2024 but after certain events unfolding, I simply couldn't change the thread's title until much, much later.
However, on other news... The first half of last year and since this month has been where I've been slowly trying to make progress on Star Prisms and finally finish this episode! There has been LOTS of updates happening that most folks in Discord already know, but not here, so I'll be slowly notifying you all from the top:
First of all... In my birthday last year, I have made a video on everything me and my team have been working on since LQTS's release back then! Some of these stuff have already been outdated but I'll get to those later!
Then, about 1 month later, I made another video on a revamped cutscene that plays after World 1 is completed, featuring the new sprites of Mario and Luigi as well voice acting!
Sadly, after this, some unfortunate events happened that resulted in me getting the cold shoulder from the main community, and I've been on mental break until November of last year, where I shifted my focus from SMATSP to ROBS demo.
And fast-forwarding to last week... Here's another video of the first major boss, King Bob-Omb, reworked! I have coded this boss from scratch with some help from other coders and watching some tutorial videos. But I think it turned out great, let me know what you think:
And finally... Following this boss battle... I started progress on the level you'll fight King Bob-Omb in! You may know it as Frantic Fortress. But its name has been changed to Bastion of Bombardiers!
Additionally, you'll be seeing some NEW enemies fitting for this level! Sadly not much progress has been done, but here are two screenshots of the reworked level:
As you can see... Now there are unique statues of King Bob-Omb laying around in the level, instead of the lone Bowser statue that was placed in front of the castle entrance! He may be Bowser's elite minion, but he ain't gonna sit and let his boss take all the work!
Oh, and of course: Parachute Bob-Ombs have been added as one of the many new enemies planned for this level!
For the rest... It's a surprise...
The "Dungeon of Agony" section has also been completely revamped! What once was just a casual back and forth path to get the key... It's now with a ceiling that keeps rising and falling down! You need to crouch in the right time or you will be squished into a pancake, with holes!
The boss intro has been greatly improved by adding brick break effects to where King Bob-Omb bursts through the door! For better show and tell!
And like many of the bosses you'll see in the episode, here's King Bob-Omb "Boss Intro Skip" dialogue! If you die after the fight starts or exit the level somehow, the intro will be skipped.