Had to release another update. The 1.0.2 update fixes the issues mentioned below that were reported by
TheKazooBloccGosh. It can be found in the first post.
Originally posted by TheKazooBloccGosh-Cutoffs:
Originally posted by TheKazooBloccGosh
Originally posted by TheKazooBloccGosh-Cutoffs, that map16 tile isn't correctly set on the upper right corner (183 instead of 180)
Usually I never notice the wrong corner tiles until people warn me about them.
Originally posted by TheKazooBloccGosh-Sometimes the fireballs doesn't hit the monty moles:
Seems to be a bug with the sprite, and must be because of sprite slots. It's the same thing as sometimes being able to kill Thwomps with shells.
Originally posted by TheKazooBloccGosh-The fireballs may not fully shown their graphics:
Sprite tile limits, had to remove the one at the top of the tree platform, along with that platform. In its place, there's now a vertical log to the left of the ? block trio.
Originally posted by TheKazooBloccGosh-Those trees are all semi-solid!
Similar to the wrong corner tiles issue, where I don't notice I was using the wrong tile for them.
Originally posted by TheKazooBloccGosh-Mario can collect the coin above the dragon coin, then going in and out of the bonus underground sublevel, this cause the dragon coin disappear since both that coin and the dragon coin are on the same x position on the same sub-screen.
Had to move that coin trio two tiles to the right, hopefully fixing this bug. Seems like this can happen even though the main level and the sublevel don't share the same item memory index.
Originally posted by TheKazooBloccGosh-It looks like that pipe wasn't supposed to be not enterable as it could lead to the missing 5th dragon coin.
Happens sometimes, after I add a screen exit but forget to change a pipe to be enterable in the screen the screen exit is present.
Originally posted by TheKazooBloccGosh-That pogo toad can go through the celling!
Changed it to have a normal bounce height.
Originally posted by TheKazooBloccGoshMAJOR! The 1-up checkpoint's door leads to lvl 0!
And Lunar Magic doesn't warn me about undefined exits if there's door/pipe hidden behind something.