Alright, level updates!
This is Cannon: I'm not sure what you mean about the Pipe Cannons being broken? They work fine for me. I can't remember when I last updated this level so it's possible the version you have is using some incorrect code. Regardless, see how this one works. And I removed that one Spike as well.
Rammerhead Reef: No changes here, but I looked at the date on the zip I uploaded and the date of the level file I have and the level file is one day older so it's possible I left a message box in the one I uploaded? I don't remember, but this one should be fine.
Mangrove Cavern: Fixed the castle gag. Seems like it was broken due to the SMW goal tape not triggering events on death if you don't directly collide with it, I think. Changed how it's activated, seems to be fine now.
The Undernet: Moved Star Coin 2 towards the end (and changed it to #3) and added a moon where #2 used to be. I'd like some feedback on how this looks and feels, the moon feels like it's in a rather cramped space at the moment.
Also, I'm pretty sure it should be possible to add some code so that moons can only be collected once, but I'd need to look at the particulars.
Iggy's Spikeatorium!: Cleaned up some graphical issues, and tweaked Iggy's voice sfx. Now he just screams at you upon entering the room, being jumped on, and on defeat. Added standard jump sfx and the 'sproing' sfx to his two types of jumps because otherwise him just leaping into the air in silence felt weird.
Hop Hop Bumper Blocks: I had to fix the castle gag here too for a similar reason as Mangrove, though I had an invisible trigger that set the event in motion that activates on death, and it would die when the level ends, but now invisible triggers don't 'die' on level end anymore, at least I think that's what the problem was. Anyway, fudged the activation with some lua chicanery, and also made the castle itself an NPC instead of a BGO object attached to one so that the bumpers animated a bit better.
But more importantly, I think I fixed the few spots where goombas bounce on baby boompers, and I mostly did that by creating a new square baby boomper block (called a baby sqoomper), only affects enemies, like boompers, but has squmper physics.
And I changed every baby bumper into a baby squmper as well, just to make it less aggravating. The most recent update to SMBX did change how bumpers propel things based on proximity, but squmpers work as they always have.
Thunderhead Skyway: Moved the P-switch (and added an additional way to reach that one Sumo platform besides goomba-hopping), but let me know how it feels.
Also tweaked the firebars/thunderheads so that they don't play a fire sfx when they scroll on screen now.
Tapped Out: Made the raft a tad easier to jump on, as well as off.
Also, I've already fixed the spinners so that ones with no center bit won't just have an invisible thing Mario bounces off of, but I haven't updated the devkit itself in a bit. Just throw
this lua file into the AI subfolder in the main episode folder and replace the one that's there.
Also the second: I didn't even realize that I updated most of my progress on the world map last year in the discord channel and not here, so here's the most recent video I took of the WIP for World 1:
And I've even made a small tweak beyond that video, just adding a little animation for Iggy's Spikeatorium:
(ignore the counter, that was recorded while testing)