Hello again, after a long time. ^^
I was very busy in my real life and could not work as frequent onto my project as I liked to do, but now I may resume my work.
Even though, there was not much progress on my project over the past months, I still did rework some things.
One of them is the level "Outline Ocean" that you may remember as the boring and bad level from the demo 2.0 and 2.1. It now is rebuild from the ground up and has all updated graphics too, aswell as some new elements. There is no circular saw anymore, but two new enemies, one of them being the sea urchin "Harikun" which just floats in the water stationary. Now the three buddies of the seas Kani-kun, Tako-kun, and Hari-kun are finally united. ^^
The other level is from world 5 and is now better than the old one, in my opinion. World 5 had quite some unpleasing design, I think, so I am happy no one ever got to play the old levels there. xD
I also added a new room to the beginners shrine which explains how important things like hitboxes, level-boundaries, or warps work in my project, since many people do not know for sure about these.
Additionally, I updated some of my NPCs, most notably, the Banzai Bill, since that one previously had an odd-sized hitbox and was also very old (from early 2013). Now it loos more fresh, with the updated Banzai Blaster beside it.
Here are some screenshots:
BananaCat wrote:WEEEWP
This episode is going to be AMAZING!
I played a demo of it, and I love how you when making the sprites added proper shading, and I love the quality.
The level design is also pretty good, like a normal SMBX episode, but there is always something cool happening in each level, like Twilight Fortress.
I played until 1-3 were I just got tired and went to bed and forgot about the episode
Thanks a lot. :-3
You are actually the first person commenting on the correct shading (lightsource always comming from the top-left, no matter if the sprite faces left or right) in all the time that my project exists (since the beginning of 2013), so I am not doing all the work for the clouds. xD
Hopefully you will not have forgotten about this episode, when the beta is released. :-)
King of Eterity wrote:Sednaiur has been inactive since 15th January so I don't know what is going on. It looks as if this project is not going anywhere.
I said it in the past, and I like to say it again; I rather get myself in a serious brawl with Vegeta, Piccolo, and Boo at the same time, than giving up my project. :-P
Supershroom wrote:Especially, what's up with the poll? A good majority voted for a new demo, and it never happened.
I apologize for that. I am working on it and it will not be that long anymore. But I rather release a nice and touched-up beta, than a rushed and catastrophic heap of junky data, that will not be of fun to play. The beta will happen, it just takes its time. :-)
So, what needs to be done before the beta-release, is the following:
I need to redo 2 more levels; One in world 5 and the level "Twilight Fortress". In my opinion, they are in a dire need for a remake. The redone and updated graphics for them are mostly done already.
I need to do the boss for world 5 again, as I was not pleased with the one I did.
I need to finish 3 levels that I have changed and started to rebuild.
I need to do one more toad house, which should not take longer than one day or so. I simply forgot to do that one in the past. :-P
I need to playtest everything and fix up possible bugs and screw-ups on the way.
:::optional::: I may build up to 3 more levels for the crystal islands, so I do not need to edit around these now missing levels too much. But this is still to be decided.
After all this is done, I will release the beta, but until that day, I need to work hard on everything. Also, when the beta comes out, it will probably contain 100 full levels.
But do not fear, as the beta is as unavoidable as a broken heart when a Bishoujo says "not interested" when you ask her for a date... which means around 117.3% chance :-P