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I might sound a bit cheeky with this question but do you remember exactly which NPCs were moving faster than normal? This would help me target the correct NPC texts when getting rid of the bug.
Level 1-3 Vicious Vines: npc-89
Level 2-4 Precarious Platforms and 3-1 Sinister Ships: npc-260
Level 3-6 Ferocious Fleet 2.0: npc-133
Level 4-1 Dodgy Dunes and Ultimate Showdown: npc-2
Level 3-3 Day of the Super Koopas: npc-209 (crashing bug)
Also, i discovered why Fantasmo's fireballs have broken ghaphics: there are decimal numbers in the text document. Yikes!
(Fantasmo fireball = npc-210)
HyperBoo wrote:By the way, why does it say version 2.0 when downloading this episode? Are there any big changes since the launch of the game?
No, there haven't been massive changes but some levels needed tweaking (making them easier, getting rid of bugs, ensuring power-ups, etc.). I was also using the feedback from someone who did a Let's Play of the episode on his YouTube channel. Hope this makes sense
Hi Shadow_Flame, I forgot all the time to notify you about a bug that I think still exists. Can you re-check World 4-3 "Sandship Shenanigans"? I think there's still some pillars that are not climbable.
Cedur wrote:Hi Shadow_Flame, I forgot all the time to notify you about a bug that I think still exists. Can you re-check World 4-3 "Sandship Shenanigans"? I think there's still some pillars that are not climbable.
Hi Cedur, could you please attach a screenshot of the exact pillars that are not climbable? I just tested the level and didn't experience any issues...
how am I supposed to get up? Or am I supposed to take a different route?
And I'd also like to have a direct path back up after the Mouser-like mid-boss; going down to backtrack is superfluous.
There is a chain behind the falling sand, it's up to players to figure that out (although I might make that slightly easier by adding a sign that warns you about hidden objects behind the sand).
Also, a direct route up after the mini-boss fight would indeed be a quick shortcut but it would also take away from the exploration element from this level as I had a very clear vision about the level layout and I wish to keep to it.
Shadow_Flame wrote:There is a chain behind the falling sand, it's up to players to figure that out (although I might make that slightly easier by adding a sign that warns you about hidden objects behind the sand).
Oh well, the confusion came from stable platforms being at other places (like that 1-up before) so I also assumed there had to be stable platforms there and I never got the idea of climbing a chain.
And I think everyone will figure the layout when they already go the route once. Going in a circle doesn't really add to making it a puzzle and is just a waste of time (and maybe health / lives).
Anyway staff, please take a look at this episode, I think it deserves to be featured next!
First few levels of world 1, not all the footage I have though. I recorded over 2 hours.
Really enjoyed watching the first clip from the Let's Play! I actually noticed a small bug at the very end of the video where you die and you can see the cutoff from the vines. I will try to fix this and also shorten that vine a bit so that it's not so difficult to dodge when it moves left and right. Looking forward to the next videos. I've never seen a full playthrough of my own episode in SMBX 2.0 so it'll be interesting