Avarice wrote:I think there should be a poison thing in the water section. It could slowly damage you(maybe make the rate of damage adjustable?), but it shouldn't have water physics on it's own. That way, people could use it on it's own for something similar to the Hazy Maze Cave gas, or COMBINE it with the water for something like the freezing water in Snowman's Land. Am I right in thinking that you said that the stuff that is hardcoded in smbx will be freely editable? If so, then will title screens be on a per-EXE basis or a per-episode basis? Because the latter could let us give each episode it's own title levelAlso, if you do merge Lunadll into this, will it still use lunadll.txt? or will that stuff be editable from within the editor itself?
Finally, THANK YOU for making it possible to scroll without the arrow keys! I can finally make levels again! because my arrow keys are broken. So is my d key, but that's not a problem when I can copy-paste. I can hardly wait for the world editor.
...Also, what does "Set as Boss" do?
Hi!
Avarice wrote:
I think there should be a poison thing in the water section. It could slowly damage you(maybe make the rate of damage adjustable?), but it shouldn't have water physics on it's own.
Good idea for "Poison zone", will be planned

As you see "physical environment" as item type for water and quicksand, this will be as "poison gas" with air physics, but will made slowly damage, "acid" - same slowly damage, but with water physics, "variable gravity" for add/remove gravity value, etc.
Don't forget, at first need made full support of SMBX64 standard. (SMBX64 - is a standard of game structure, which realizing by SMBX 1.3).
New features will be added later with new file formats (LVLX - new universal level file format with markers, LVLZ - compressed level file format, for world maps: WLDX, WLDZ [will be implemented feature as multi-section world map]), and will be support by new engine part with old SMBX files together, but don't forget about new features: if you will save into old SMBX format, you will lose settings of this features, because they are not supports by SMBX.
Avarice wrote:
Am I right in thinking that you said that the stuff that is hardcoded in smbx will be freely editable?
Yes, inside my project all items are customizable, for example; block image size inside my editor calculating automatically, and you can place image of any size, and it will be as block with new size. Other settings, like item features, grid size by item, etc, is a INI configuration parameters. Even algorithms: I will use script language for NPC's and something blocks, for you can made own NPC without closing to Item-ID like SMBX64 standard.
Avarice wrote:
If so, then will title screens be on a per-EXE basis or a per-episode basis? Because the latter could let us give each episode it's own title levelAlso,
I will made all similar graphics placed separated, and you can replace or edit them. And as new feature, I can made per-episode config for made own episode title and intro/outro screens.
Avarice wrote:
if you do merge Lunadll into this, will it still use lunadll.txt? or will that stuff be editable from within the editor itself?
LunaDLL will be as internal part - this means, you can use your lunadll.txt files and them will be works with new engine, but instead SMBX will be decoded internally and applied to levels, and you don't need for "lunadll.dll" file for use his script language with my engine part.
Avarice wrote:
Finally, THANK YOU for making it possible to scroll without the arrow keys! I can finally make levels again! because my arrow keys are broken. So is my d key, but that's not a problem when I can copy-paste. I can hardly wait for the world editor.
Also, you can simply scroll by mouse wheel horizontally: place mouse cursor over horizontal scrollbar and round wheel. I using this method for scroll without keyboard keys. World map editor coming soon
Avarice wrote:
...Also, what does "Set as Boss" do?
This is renamed "Legacy Boss" from SMBX. This option will work only by algorithmic NPC's:
Bowser III-rd, Birdo, Boom-boom.
This option enabling special algorithm features:
Any bosses:
- Music will be changed to "boss battle" for each boss
for Boom-boom personaly:
- after die, boom-boom will spawn dungeon ball.
for Birdo personaly
- after die, Birto will spawn crystal ball
for Bowser personaly
- Will be activated "End game" algorithm [Play "Game beat" fanfares, switch to credits screen]
Why I was wrote "Set as boss" instead "Legacy boss"?
Because "Legacy" is word, means "You isn't style", "you too old!", "too old boss", "legacy program", etc. Not all will understand "Legacy boss" directly.
"Set as boss" will be understandable to any: enable personal boss algorithm.