Not too long since my last update, this level is some sort of hazardous frozen cave, where one can easy get his head scratched by nice icicles:
The level brings another new enemy, which is the "Tinysaur Rex". Despite the fact of being a dinosaur of some sort, he dosn't cares too much about the rather cold environment, but likes to rush thowards intruders to chew on them for a bit.
But mostly is this place inhabited by the pesky "Penten" who come walking, sliding, and even swimming, to make an adventurers life more miserable.
It also has two hidden exits.
h2643 wrote:Wait, so this project will actually use LunaLua..? If yes then wow, I can imagine all the new and neat stuff you (possibly?) will include with your project.
It is kind of planned but still not all too sure. For this project, luna.LUA is meant to be used as abug fixer/convenience riser, like having an indicator in the HUD which shows you how many dragon coins/bishoujo pics you have collected, making use of the already mentioned parallax API, using .ogg-files instead of MP3s, and also make some use of the particle-API to replace the foreground-BGOs in several levels (like the sandstorm, snow or rain-level). When it comes to game mechanigs, I like to rely only on SMBX itself, though. But who am I, to predict the future? :-D
Tinkerbell wrote:Superiorstar wrote:Sednaiur wrote:The project will have 132 levels in the end.
wow wow wow don't you think that's a bit excessive? especially with how much the GFX lag the loading times.
I think that's more the fault of ur computer not the gfx or level itself.
As far as I know, the amount of custom graphics does not cause any lag whatsoever, but too many blocks, FGOs, NPCs, etc do cause lag. Knowing this, I could greatly reduce loading times and lag since the last demo (especially on the levels "Sky Tower", "Stardust Plains" and "Stardust Hills"), and with the custom .exe there will be even less lag and loading time.
Natsu wrote:Tinkerbell wrote:Superiorstar wrote:
wow wow wow don't you think that's a bit excessive? especially with how much the GFX lag the loading times.
I think that's more the fault of ur computer not the gfx or level itself.
Actually unless Sednaiur replaces all of the default graphics, music and sound ques (if he uses any) then that's probably gonna happen to 95% of the people here. I believe he is going to do so, so it won't be much of a problem to anybody.
You are right, I replaced several things already (also custom sounds), so the performance should suffer not much anymore. It's already way better than in the demo.
Natsu wrote:Sednaiur, dude your levels are just mindblowingly beautiful, it just makes me want to craft something already, jesus I can't wait to get my PC back.
Thanks, Natsu ^^
This is good tohear, as you really need to update your project too, don't you think? The longer you wait between updates, the lower general traffic onto your thread goes in general. Even though, your project is not as hilariously big as your previous one (the co-project with Jarckius), you still have a lot of work in front of you, with your actual one.
Natsu wrote:I'm looking forward to more of your stuff, I almost forgot how fast you work, probably because of the longass hiatus you've put your project on due to your vacation trip, which I must ask, how was it? I'm intrigued as to how must've been your visit to Mt. Fuji (which you call Fuji-san in Japan right?).
Thank you. Since I still have 37 levels to do, I'd better work hard onto my stuff, or I end up missing the new timeframe again. World 7 should be finished soon (4 levels left in that world), so I am already happy to reach world 8, which covers some of the most interesting to do levels. ^^
Off-topic ahead:
About my vacation, yes it was quite enjoyable. I visited "Taisekiji" at Fujisan (you are right about Fujiyama also called Fujisan) since I am kind of an apprentice buddhist, but still one at around level 3 or 4 of 100 levels. xD
Here is a picture I made on that day, showing Fujisan:

Boy, there are quite a load of big-butt spiders around that time too. And not of the cute sort, I tell you. :-P
MECHDRAGON777 wrote:Well, I wounder how a 100% speed run would work? Anywho, I might request to co-screen this with
bossedit8 wrote:PING
since this is such a nice episode, or if I am lucky, PGE co-op this with bossedit8.
A 100%-speed run would give you quite the options to choose from, how to get started. The route often forks in terms of levels and paths, there are branching paths consisting of 3 or more levels along the way, and a lot of alrenatives. I guess it would be quite hard to do a 100%-speed run, as it pretty much combines two of the hardest to do playthrough-types. If I were you, I first would try to 100% it, without speedrunning, as you effectively cannot really speedrun something, unless you know it pretty much perfect. It would not make much sense at least. And yes, a couple of the levels also contain direct shortcuts, like warps that bring you close to the exit. If you really ever like to speedrun my episode, you will have quite the challenge, as it is not as easy to do, like "Luigis Fight for the Mushroom Kingdom". ;-P