VSMBX was started on my PC after update, and now I can test and review them.
And now I have:
1)
Player point placing: you have bug with relativity Player point by map, and point isn't placing by click, you should move mouse and point will be forcedly placed.
2)
Animator: Boom Boom, propeller blocks, Metroid faced block, SMB2 vines, dragon coin and more other items using a bidirectional animation. This means: when animation loop will done, it will did reverse, and when it return back - loop reversing and doing normal. Also, some items have switchable animation direction. For example, conveyor, fire bar will change animation direction when you change physical direction (Left or right, animation will be forward or backword), etc. I was made a huge work to research them, and you can use them. Look more about in my INI files of items, you can make animator better. Also, Luigifan have my C#-port of my configurable NPC-Animator, you can take them and insert into your project

3)
When I did testing: Oh, keyboard key repeat is a dreadful disease of operating systems, you should program key events more smarter:
When "Key Press" event was activated, you should reject repeats, and you will get "Key pressed" and "Key released" directly from key.
Here is my implementation of controllable scrolling, here I was rejecting repeated keys:
https://github.com/Wohlhabend-Networks/ ... e.cpp#L111
and when you press down key, "Key Press" signal will emitted once and "pressed" state will be leaved before you release up your key, and will be emitted "Key Release" signal.
Info for Visual Basic:
http://vb.net-informations.com/gui/key-press-vb.htm
4)
NPC Placing: A lot of offsets and physical heights is not correctly even for SMBX
All sizes, offsets, etc. of all available SMBX NPC's are defined by this INI file:
https://github.com/Wohlhabend-Networks/ ... vl_npc.ini, use them to make NPC's more correctly. Also, Don't forgot about NPC GFX render formula:
http://engine.wohlnet.ru/docs/_SMBX64/O ... ormula.pdf
Anyway you was made a huge job to make this, good luck
P.S>
Also, I'm have a long time ago I was converted all SMBX graphics into PNG format without using of masks when I made my "GIFs2PNG" utility:
http://engine.wohlnet.ru/docs/_Importan ... dstyle.zip You can use them, it will better than GIF with masks:
- you don't need to make mask
- you have full freedom for using a semi-transparency
- .NET is supports PNG graphics unlike drunken Visual Basic 6
- PNG package have <1/2 size of same GIF with masks package (proof:
http://engine.wohlnet.ru/docs/_Important/)