Teemster2 wrote:My first question has probably already been answered but if I am adding new levels to the level list do I replace the name of the level to that of the new added blank tiles or do I still have to replace the tile that fits to them?
Teemster2 wrote:I like how the snake block has arrows to guide it around the map but I did not check on moving blocks/platforms etc so do these also get the arrows? Layers can be so confusing.
Only snake blocks get arrow redirectors, everything else gets line guides, and those have been made more powerful by Sambo. Neither of these things have anything inherently to do with layers, though???
Teemster2 wrote:The Piranha plant comes in several varieties but no one plant can move left/right or up/down. It seems I have to use different plants if I want them moving in different directions and that does not look right. Has this changed for 2.0?
It has not changed. Why does it not look right?
Teemster2 wrote:I also want the piranha plant that shoots fireballs to also hang upside down. Is this possible?
It is possible, in fact IDs 416 and 417 have been claimed for upside-down and sideways Venus Fire Traps.
Teemster2 wrote:I really love the mushroom houses from SMB3 but they seem pointless if we can't save multiple items for later like in SMB3. Will this be added in later?
Possible, but most likely quite difficult. Someone miiiiiiiiiight
get motivated to do it, and if so likely in an opt-in API, but don't count on it.
Teemster2 wrote:The frog suit, star and P Wings would also be nice to have.
Frog suit and P-Wing would need a powerup array expansion, which out of the important remaining array expansions is the one of lowest priority.
Teemster2 wrote:Would it be possible for 2.0 to come with the card bonus games from SMB3? The learning curve to make those if possible is beyond me. The block that shoots out 3 1up's would be cool too.
See above comment about worldmap item reserve.
Teemster2 wrote:I would also like more room for tiles and levels on the world map. I want to create a grand map and it seems to easy to reach my tile limit and even level limit. Can't these be endless?
I might be wrong on this one, but I'm under the impression there are performance concerns until we can switch over to the PGE Engine.
Teemster2 wrote:Do you plan to add Donkey Kong NPC's to the game? DKC and SMB were the best nintendo games ever. The barrels you shoot out of for DKC would be awesome to have.
Not ruled out, but not planned, the main focus is on SMB1-SMW, with the occasional hint of MB, SMW2, or NSMB.
Snessy the duck wrote:I have a suggestion, more types of Piranha Plants, like upside down and sideways Venus Firetraps and the MF fireball spitting one.
See above comment about inverted Venus Fire Traps.
Dr Vivian wrote:I remember reading that Frogsuit was one of the higher priority things, along with new NPCs and new blocks...and a quick search confirmed that. BUT also that there's still not a good way to ADD new powerups, like...you have the Frogsuit functionality working but it would have to replace a different powerup? I wish I could help but I'm certainly no coder.
Yeah, that's basically the case as I understand it, but that can be changed if we manage to get more powerup IDs into the game. More block and BGO IDs take priority right now, though, last I checked.
Dr Vivian wrote:And I just thought of something, any chance for more Zelda 2: Adventures of Link enemies coming? Link's been in SMBX like, forever (probably not...?) so it would be cool. I'd love some "melee" enemies for more variety.
See above comment about DKC enemies, though these are probably a fair bit more