This has been the most challenging NG update yet. I have split the feature set meant for Test 4 in two, and this only has the first half (second half will come in Test 5). This was done because I thought otherwise there would have been just too many new things that could have gone wrong. And because the update would have taken forever lol ASSET REDUCTION Assets: 2400 ---> 2050 (temporary) Blocks: 28000 ---> 25800 (initial value calculated by adding editor to 0.7.4) CHANGELOG - Removed the editor from the main project. I'm testing out whether it's best to keep the editor and temporarily remove other components or the opposite. For this build, the editor is the sprite that has to be imported. To get the link, just hit E while clicking the flag. - Changed the level setup script to take up less space. The trade-off is that load times are slightly longer for each room, though this is only really noticeable in Windows XP Scralaxy. - Reworked Green Grass Scralaxy and part of Flip Switch Scralaxy to test out the feasibility of actually making a level in the editor. FSS is still in a test phase though, only halfway done, and it is not a final level design. - Added back object culling and dynamic object spawning. The way it's done is kind of a resource hog right now (it calculates every object's chunk from scratch everytime it generates a new chunk). I will try to come up with a better way in Test 5. - Condensed all the projectile sprites into one. I also made a new projectile system which uses the "DummyProjectile" sprite to check if enemies have been hit by a projectile. It seems to work fine, let me know if there are bugs. - Added warps and warp pipes: some examples are in Green Grass Scralaxy. Also added some scralaxy pipes/warps to the castle outsides to test them out. - Rewrote the editor UI to take up less blocks - Optimized code all around the game. - Removed all "ghost" variables and lists (the variables named "ghost variable X" in the project aren't actually ghost variables, but I've yet to figure out where they are used and rename them) - Removed the Guide to save a few assets. I'm planning to add a Sound Test using as few assets as possible to replace it in the main menu. - Unrelated to NG: increased Mario's walking speed, changed his walking animation and tweaked character stats all around. These changes are experimental so let me know if I should revert them - Unrelated to NG: added P-Switches - Unrelated to NG: Fully incorporated the minecart into the player sprite, and made it a bit faster and physics-based KNOWN BUGS - This test is all-around pretty janky, especially the editor. - The rebuilt object sprites have all of their code in one single column and lack comments. This is simply because I got tired lol. I will restore the old code layout in Test 5 - The new script used to generate objects when accessing an area in the editor is hilariously unoptimized, it writes each of the object spawn lists from scratch every time. However it saves a few blocks. - Late into development, TurboWarp started acting up and corrupting this Test release in strange ways, such as deleting object behavior scripts or replacing operators with other operators seemingly at random. If you see strange behavior compared to 0.7.4.1 or to Test 3.75, please report it in the comments. - Minigames are a bit broken - Sometimes you wall-jump off a slope. This might be because of a variable having the wrong value in the rebuilt Player sprite. - "Late game" levels are missing. I had to rebuild the Ground sprite and haven't imported all of them yet