just a quick release to get some progress out of the door, this way I start studying again instead of just working on this every day lol. Please report bugs ASSET REDUCTION: 2424 -----> 2317 CHANGELOG - Now the game functions just like a normal build, this was done prematurely because I saw a lot of problems with conflicting sprite names and references in test 3, and these needed fixing as soon as possible before the code became more complex. You can still press D (+ flag) to start the dev mode, E to start the editor and L to go to a specific level. This is the biggest test release yet. My objective is to reduce the number of scripts in every test release starting from now. - Objects are now in the game again, but they have no dynamic spawning system yet. Still trying to figure out how that will work. Stages normally have no objects yet, and if there are objects they're largely for testing purposes. One exception is the castle door in the mushroom festival - Fixed editor bugs, such as wrong object size tables. There are also a lot of QOL improvements (such as a dynamic object picker or visible block contents) - New castle exterior is now in the game (interior is coming in the full release of 0.7.5) - Incorporated many changes from 0.7.4.1 (not the after-level screen as that will require some more work) - Optimized camera and spawning scripts, rewritten doors. Pipes are coming in the next test release, as well as a door / pipe editing tool - Dev Start now actually works, and dev mode starts a test session just like the editor - Gameplay: changed the way powerup blocks work. You can experiment with this in GGS mission 1. - A surprise :)