I think it is about time for me to post an update of the current state of my project, which got into betatesting today. I just finished the last levels that needed to be done, so one may expect the beta within the end of this or next week.
Here are the final screenshots before the release of the beta:

I finished the remake of the level "Twilight Frotress" (now without the typo "Twillight" ^^), which has overall updated graphics and some added enemies and environmental effects of the clash between light and darkness. Also, there are now layers for every instance of toggling between light and dark, insted of just the two layers from the original level, which caused awkward glitches at times.
Then, the boss for world 5 got redone completly as well, since the one I made 3 years ago was rather boring and bad, in my opinion. The original boss used around 20 events, while the new one uses all custom events that SMBX 1.3 can handle. :-P
Also, there is a last new level, originally not planned for the beta, but now added anyways. It may be the spikiest level in SMBX-history. Can you complete it without getting stung once? ^^
And lastly, I updated another set of old graphics, namely all the hill-BGOs (grassy hills, mossy hills, sandy hills, snowy hills) and some other BGOs that were still from 4 years ago. Now everything seems to be updated, save for a few graphics that -in my opinion- does not need to be updated. Some new enemies for already existing levels got made aswell.
I cannot safely say how much time the betatesting requires, but when it is almost done, I will upload the custom SMBX.exe that will be required to play the beta, so people will have some time to download it (around 150MB with everything needed) before the beta comes out.
Until then, have a nice time and see you again. ^^
dynastylobster wrote:how long until the last 9% of refinement is done?
It took me some time, but they are done now. :-)
Cacazk wrote:I played your demo and I ended up realizing that, besides being the best graphic design, it is the best level design too :shock:! On the level there are lots of secrets, lots of creativity with talkative npcs, interesting puzzles, captivating gameplay... and those HD are addictive! They totally change the gameplay!!
What I find very interesting, is that your level design looks a lot like the level design of SMB3! Your do not have that "freshness" of following the "beautiful" level design of others...
About these graphics... how can possible you make so many graphics so fast?? I try to do it too (not equal to yours) and I end up frustrating myself with the result, and that keeps me from doing more...
My favorite episode was Super Mario Star Expedition, now my favorite is this one too! I'm anxious to launch the complete episode!!!!!
I like to thank you a lot for your nice and expressive words. I try to put the best effort into my project, even though, it is not perfect, it should at least provide best quality and hopefully fun and enjoyable gameplay for everyone who plays it. ^^
You are right about me not following the trend of general level design of the community. I rather like to have heavily SMB3 and SMW-influenced levels, because I not just have fun designing such levels, but also because they are the most fun to play for me, too. I mean, not even NSMB or SM3DW makes as much fun to me, due to the fact that way too much stuff got changed and added, like the -in my opinion- unneccessary walljump-ability. I rather like it a bit simpler and gimmicky in detail rather than trying to invent too much stuff. I rather expand on the existing things, like emulating Ptooies and stuff. :-P
I don't think that I do my graphics fast, but that could be just me who thinks that. :-P
Since I really like doing graphics, I combine this hobby with designing levels for SMBX. There is nothing more behind it, really. :-)
If you really liked my old demo, you may like the upcomming beta a lot more, as it expands on the stuff people mentioned they like, and gets rid of stuff that people disliked (like missing checkpoints). Also, the beta has more than twice the content of the demo 2.1. ^^
Electriking wrote:Cacazk wrote:I played your demo and I ended up realizing that, besides being the best graphic design, it is the best level design too :shock:! On the there are lots of secrets, lots of creativity with talkative npcs, interesting puzzles, captivating gameplay... and those HD are addictive! They totally change the gameplay!!
I think there are lots of changes since the demo.
Yes, this is true. But they should have all changed to the better, not to the worse. :-P
superfido2 wrote:The only thing I have to say is that I'm hyped for this episode.
Will immediately play when this is finished.
Thank you for your interest in my project. ^^
Yes, I understand if you like to play the full version over the beta, as too much could get spoiled this way. After all, the beta contains a lot of stuff that will be final in the full release. But some small details may still change.
Inspirited wrote:Yoo this seems awesome!
Looks like you've put a ridiculous amount of effort into it, and I'm sure it's worth it!
Can't wait to play. I don't wanna play demos or betas.
Thank you :-3
Yes, when I made the poll at the end of the past year, most votes combined to "Release another demo", so I will do so within this or next week.
But if you ask me, I also rather suggest to everyone who wants to experience the whole thing from beginning to end, to not get the beta and rather wait for the full release. On the other hand, everyone who wants to replay the levels then, or who genreally enjoys my episode's design, can just replay everything plus the new content, when the project is fully done. ^^
Public Enemy Number 1 wrote:I can't wait until this releases!
Thanks :-D
If you want to play the full release, you need to train your patience more, but if you like to play the beta, within the next days is the estimated release of the beta. I just need to finish the betatesting and set the beta up (change some details that make no sense to be in the beta).
MECHDRAGON777 wrote:Well, so much for hoping Sednaiur returned...
I never really left, but I had no interesting updates to post, so I was rather quiet over the past two months. I have to admit that the time passed by so quickly, it barely feels longer than two weeks honestly. Don't worry about the beta, I will release it very, very soon. ^^
P.S: I am looking forward to your playthrough, in case you still plan on doing so. :-)