I checked some more levels and fixed some stuff up, like the boss of world 4 which I didn't touch in almost 3 years. xD
One thing I noticed is, that for no apparent reason SMBX does not correctly assign an hidden NPC (no matter if a koopa trooper, goomba, or any other NPC like this) in a layer to another NPC which has the layer of the first NPC attached, even though, it does it correct for other people (best example: Mario Classic, the first world's boss Giant Goomba which has 5 hidden layers all attached to each other and following the NPCs perfectly). Whenever I do it, the hidden NPC is either shown at the spot where I placed it, or it dosn't show up at all.
I wasted 3 hours to figure out anything that could be done about it, just to see that I may entirely scrap Wario as a boss how I inteded him to be (like in SML2) because either SMBX nor PGE can work properly for me in this regard. -.-
On the other hand, the level itself works fine, so maybe Wario isn't home when the player passes his castle, who knows. :-/
Anyways, here are the screenshots:
Most of the levels are checked and updated now. Only around 15 to 20 levels left to do, and 5 levels to rebuild from scratch, before I can release the "Visual beta". :-)
Catastrophe wrote:It looks really nice, the lava from the Ant Zone didn't change? The coins look way better, better shading and lighting to be honest. How does your question block rotate? When I tried it was horrible.
Thank you.
The lava did change a bit, but I changed it after I took the screenshot and forgot to recapture the change. It is not too significant, though. You may see when you get to play the full version, if you like. :-)
My questionblock rotates in 90 degree-frames, which means the question mark quickly turns into a exclamation mark and back. It is not really difficult to do, but once I implement luna.lua into my project, I will use more frames for some of the blocks.
bossedit8 wrote:Yay for more SML2 levels! Also I'm curious how the sky level with that chain chomp enemy and pipes with flames is played, the upside down castle and that chess level still because I've seen that chess level back then and I'm still curious as of how it's played now. Well I'm curious of all of your levels of course haha. Looking forward to more progress!
The area with the Pain Chomp and the pipes with fires is part of the space tower-level. You get there shortly after getting the checkpoint and it is just a short part outside where you further ascend the tower.
Thank you for the interest in my project. I am really eager to finish it up already, even knowing that it still takes a little while (35 levels after the refinement is done) I will not stop until it is done. :-)
Gameinsky wrote:this all makes me so sad that there won't be another demo, I mean it looks like there's still about a year of progress left to do.
Yes, it may still take a while to finish, but it will be done within the next year, and it will not be in the end of the next year, either. ;-)
The thing about the refining is, that wouldn't I do it now, I would need to do it afterwards, so I rather like to do it now, since it will also keep the quality of later levels a bit higher. But I thank you for your patience. It shall not be for nothing. ^^
Camacho wrote:A woooo the refined level looks better and more HD-ish! (Especially the Cheeseboard(?) and the Beanstalk level ones (wait, how you can resize the beanstalk Bgo? it looks very big))
Great job ;)
Thanks. :-D
The checkerboard bastion did not change so much, as I just updated small details of it. But I put the screenshots of levels without many changes there too, because I like to have screenshots of most things.
The beanstalk consists of 2 different main BGOs stacked atop each other again and again, so it is really just a cheap trick I played there. :-P
MECHDRAGON777 wrote:I hope Spinda does not delete this message.
That space level with the Chainchops looks like a nice factory. Is that world 7? Really can not way for that one. The upside down castle looks neat. Is it basically the same gimmick that Chad did a few years ago? I also like the use of the foreground pillars from Star Snatcher as well. I wonder what world this factory is in. Looks neat. Are those conveyor belts? The beanstalk looks decent and the clouds also are done justice. Also; Checkers = Roto-Disks?
The area with the "Pain Chomp" is from the space tower, so you will get to it there. :-)
The "Buzzsaw Bastion" is located in world 4 and it is part of an optional sidequest where the player may beat up 3 hidden bosses -each with it's own bastion- to take several short cuts from one world to another. Its not much of a shortcut as there are other optional levels before the bastions, but it sure cuts down by around 3 to 5 levels each time.
I don't know about what gimmick of Chad you talk, since I do not know about it, but in my level you simply walk forward and find some really huge switches that turn the fortress upside-down. The markable thing is, that when you beat any enemies or hit any blocks on your way, it will affect the flipped side of the fortress aswell. So you best beat up every enemy you encounter, or it may affect you afterwards. ;-)
MECHDRAGON777 wrote:I am looking forward to the SuperMarioLand2 levels the least. (In all honesty, Sednauir already knows how much I am looking forward to his Nuclear level. :UtsuhoReiuji:

)
Anyway, The SML2 levels seem to require the player to 100% them coin wise.
That was like this before, but I changed that up a bit. The "Coin-challenge" you already know, is now only in two or three of the SML2-levels, as there are now some more challenges like "Spare me-challenge", "Scapegoat-challenge", or "Hollow-challenge". I think that this is not as boring as always collecting coins only.
MECHDRAGON777 wrote:Catastrophe wrote:Mako-chan is addictive. Always be drawing the ♃ symbol. And the shadow animates? Boy, you better make a youtube channel and upload how to videos. :)
I can make the videos showing how Sednauir (
please refer to me as "Sednaiur" ^^)does some of the things he has done in SMBX. (Not graphically, just implementing of gimmicks). The rising platforms from world fours fortress are used in my CC8 level and CC10 level. As for the Spinning Screws, I also replicated that in my CC8 level. That is why I say I am capable of making the videos you requested.
This would be an idea since I cannot do videos of any sort. Maybe in the future but not now.
Also, my little mechanigs are often more graphical than logical, so it is rather easy to do them. :-P