Developer's note:
Basically it's a major improvement over the last version, code improvements mainly with a.i but all across the board there's a lot of improvements.
So New additions:
-Finished off the red koopa a.i
-Finished off the stand alone coins
-Improved the A.i code and lagging with hitting shells
-Added in Background Music for Overworld both the hurry version and general version
-Improved the animation code by using timers instead of counter based (still dislike the timer module hugely though)
-Added in Invisible blocks (YAY!)
-Completely changed the movement and jumping to a more progressive form rather than static by this i mean you can build up speed and loss speed by moving/not moving, same goes for jumping, the longer you hold X the higher you jump compared to just tapping it.
-Added in Clipping logic on blocks where if you barely clipped a block you'd be placed to the side in which you hit it rather than actually hitting it. (Used in the brick blocks, ? Mark blocks and Invisible blocks )
-Added 2 more levels, the first is very big at 650x17 (more than double the original) the seconded is 350x17 (i think, can't remember but it's around their)
-Added in death animations for both koopas (green & red) & for goombas when hit by shell.
-Changed the positioning of the HUD to fill the screen more and added a few improvements to make it look more like the original for example, the score is now 0000000 instead of just the 0 like the old version
-Have a "OK" menu now which shouldn't confuse anyone on which character to pick still the GFX isn't great also a loading screen is now present takes 3 seconds to load everything
-Reverted to using the classic old school 8bit Mario graphics, fit in a lot better with the game now and less hassle for me seeing as the custom sprites i used weren't exactly to scale.
Note: Map editor also available, go into all files and then look for the folder called editor builds. It's in there.
Thanks to my testers for the great feedback during the period and helped me making some great changes and help me spot a lot of stupid errors :P
Jport, ultimatekillz, skyend, gusha and N3M0-kuchiyose and cmbeke!
Lastly a few technical things: Very important!
1. You may experience white flashes and general fuzziness. This is due to a bug with PGE, i'm using the new pge 0.03 release (compiled it myself, iwn released the scr) and it's a very annoying bug but doesn't happen all the time but just now and again.
2. Due to a bug with pge.mp3.isplaying() i couldn't do the sound in perfect coalition with the time, again not my fault. It's as close to it as i can get but not perfect.
next Update features (not 100% confirmed)
-Fix up the ending sequence (add in the walk to the castle etc.)
-Mushrooms
-Add in time over screen, forgot about it :P.
-Paratroopers ~ Red And green
-I may just start on the big mario conversion.
-Laki (the guy who drops those red shell enemies onto you.)