Can you guess the remaining keychains?????????????????????
Re: 2k16 May Havoc - Gadget Control
Posted: Sun May 22, 2016 10:15 am
by Zipper
it's an avocado
Re: 2k16 May Havoc - Gadget Control
Posted: Sun May 22, 2016 10:16 am
by h2643
it's friday
Re: 2k16 May Havoc - Gadget Control
Posted: Sun May 22, 2016 3:13 pm
by Emral
Finnish Ale:
Re: 2k16 May Havoc - Gadget Control
Posted: Thu May 26, 2016 3:40 pm
by ShadowStarX
Marina wrote:I can't believe Monica is making a postgame level
I thought that it was Mufasa from the Lion King.
Re: 2k16 May Havoc - Gadget Control
Posted: Thu May 26, 2016 6:42 pm
by Ness-Wednesday
ShadowStarX wrote:
Marina wrote:I can't believe Monica is making a postgame level
I thought that it was Mufasa from the Lion King.
But the play I was after the 2k16 may havoc events.
On topic, I'd suggest not to use block-39 as a png, I think SMBX can't handle png files that are empty spaces.
Re: 2k16 May Havoc - Gadget Control
Posted: Thu May 26, 2016 7:30 pm
by Emral
Ness-Wednesday wrote:But the play I was after the 2k16 may havoc events.
On topic, I'd suggest not to use block-39 as a png, I think SMBX can't handle png files that are empty spaces.
Regardless of whether or not I have any clue what you mean with the first sentence, I can assure you that SMBX has no issue with empty PNG files.
Re: 2k16 May Havoc - Gadget Control
Posted: Thu May 26, 2016 8:51 pm
by MECHDRAGON777
mariogeek2 wrote:
Tinkerbell wrote:Have you even watched or looked at bossedits channel or wraith?
Yeah, they're pretty great smbx LPers. Wraith's is kind of dry on SMBX content lately, though (except for the SVLC stuff). Bossedit8 is still going, though, and his content is pretty entertaining.
You know, now that I think about it, the Official channel might be better for trailers than LPs. Would you guys like that?
What about my channel? Anyway, I agree, the official channel should be used for trailers for episodes and SMBX updates and lua tutorials. I might try this episode out at some point.
Re: 2k16 May Havoc - Gadget Control
Posted: Sat May 28, 2016 7:09 pm
by Ethereality
It looks very interesting, I'll play later. Good job, developers!
Re: 2k16 May Havoc - Gadget Control
Posted: Fri Jun 03, 2016 5:01 pm
by litchh
Playthrough has been started:
Re: 2k16 May Havoc - Gadget Control
Posted: Sun Jun 05, 2016 3:19 pm
by h2643
Sorry guys, the postgame was meant to be released tomorrow, but since zlaker has lost his pre-final boss level and he can't recover it, he has to make a new one now. So that's another delay for 1 week. Meanwhile you can have a look at this sprite and try to guess who it is:
After I enter the door at the end of the introduction part. I get this.
Re: 2k16 May Havoc - Gadget Control
Posted: Tue Jun 07, 2016 4:26 am
by RudeGuy
remove block-39.png
Re: 2k16 May Havoc - Gadget Control
Posted: Wed Jun 08, 2016 2:10 pm
by Ryuji231
RudeGuy07 wrote:remove block-39.png
which folder? Hub or PGE Tubular Forest?
Re: 2k16 May Havoc - Gadget Control
Posted: Wed Jun 08, 2016 2:11 pm
by zlaker
Ryuji231 wrote:
which folder? Hub or PGE Tubular Forest?
The hub.
Re: 2k16 May Havoc - Gadget Control
Posted: Thu Jun 09, 2016 1:06 pm
by Ryuji231
Thank you
Re: 2k16 May Havoc - Gadget Control
Posted: Thu Jun 09, 2016 4:13 pm
by h2643
I thought I will release the postgame today, but... of course not. There's one major game-breaking bug that still needs to get fixed and tested, so please be patient. Also for those of you who already played the main game, I will provide a hacked save file that will have first five levels completed on 100% (5 keychains in each + gears), so you won't have to start all over again. Instead you will continue on a new 6th main game level, and then reach a remade final boss.
Re: 2k16 May Havoc - Gadget Control (1.postgame.1!)
Posted: Fri Jun 10, 2016 9:24 am
by h2643
OK, we finally finished making the postgame! We added 3 more levels, remade the keychain system and a bit of the main game (kinda).
Jaj Van Plains:
- Prevented a glitch that caused 5th Keychain to disappear permanently from the level, hud and the keychain collection room in the hub if you collect it for the second time (this was possible because the keychain was under a layer that was shown if you collected all the red coins)
- Replaced red coins with normal coins
- Added a bonus room
PGE Tubular Forest:
- Removed some coins, repositioned some enemies
- Added a bit more eye-candy
- Prevented a ridiculous switch glitch by removing a door warp to the area before checkpoint; fixed the switches
- Added a secret room
- Added more red block outlines
Electric Airship:
- The door is now black instead of yellow
- Fixed a glitch where lasers won't activate if you start at the checkpoint
- Fixed a glitch where the platform will freak out if you let it fall down in the area right before the green gear
- Made some parts of the level easier
- Changed music
Technological Drainpipes:
- Slippery pipe corners are not slippery anymore
- ShadowStarX's and Ludwig's dialogs now change when you fix the water source; removed a Toothy Pipe Piranha Plant generator
- Checkpoint door area got touched too
- Added some coins and a 3-up Moon
- Modified the water meter hud sprite
Overload Mechanism:
- Removed an exploit that allowed you to skip 2nd half of the second part of the stage, and in result get stuck
- Fixed a conveyor belt collision bug
- Moved green gear a bit to the right
Final Boss:
Music now loops correctly
Other changes:
- Remade the final boss
- Remade the Keychain system
- Added new 6th main game level
- Expanded the hub for the postgame (duh)
- Added a custom launcher
For those who already played the game and don't want to replay it again I'm providing a hacked save file: with it you will continue your journey on a new 6th main game level and then reach the final boss. You still have to download updated game though.
Here's the save files: http://bin.smwcentral.net/u/24573/hax.zip