Re: SMB: Back in Action (PATCH 3 IS RELEASED!)
Posted: Fri Mar 10, 2017 10:18 pm
good stuff! i might release a fourth patch if i feel like it with a few more levels but no promises!!!!Pseudo wrote:The seventh and final episode of my let's play is out:
Tacticynical wrote:Sure, I'd be happy to beta test this.
hit me up on discord or PMs or shit so i get email notified by my phone, in the meantime...Supershroom wrote:I do all kind of beta-testings.
ATTENTION HUMANS
I'm gonna release one of my sequel's better levels, "Habanero Havana." It needs a new name. That doesn't fit.
It's that world 2 level I posted a screenshot of, and here's a download link: https://www.dropbox.com/s/fj38fwtighr7j ... a.zip?dl=0
Redundant screenshot:
Spoiler: show
probably, it gave me a lot of perspective on the levels and what i should and shouldn't do for the sequel. i didn't have anybody actually play the levels for back in action so i'm kinda surprised it was released mostly not broken, obviously there were a few things that weren't correct (lmao three patches later), and still are, so on one hand i appreciate that definitely, and that alone is the basis of inspiration for why i'm even making the sequel.practicalshorty014 wrote:Is it just me, or does seeing Psuedo's LP's on this episode make me like it even more?Pseudo wrote:The seventh and final episode of my let's play is out:
as to why i'm using custom graphics for my new episode, it's mostly to have some new environments and be a fresh sequel to the last episode, it'll have some more "lore" like back in action did, more retard link, more bonus content, and all in all, it's gonna be a clean, smooth experience that tries to capture what mario is about; somewhat like if i co-developed an episode with redigit or something. but more accurately, it's my attempt to make one of the best mario episodes in the game, and actually put effort into this one. so yeah, try out the level in that link i guess if you want, and i'll see you guys that want to test in private, and all three of you looking forward to the sequel, you'll hopefully see it soon! i've been making good progress, i just go through a lot more iterations of levels now that i make levels in pge at 50% scale and test them on the fly now, so the level design process got a lot easier; once again, here's the link to a sample level (YO PSEUDO PLAY IT PLS)
https://www.dropbox.com/s/fj38fwtighr7j ... a.zip?dl=0