@ SergioCornaga: The second invisible block on the right is Talps's suggestion. He didn't say what he wanted it for, but I can see it being used to make houses that can be walked in front of and on top of. I don't think it's a particularly good idea, but people do it, and now they can do it better. ![:) :)](https://nifflas.lp1.nl/Smileys/Niffpack/happy.gif)
I think what I was thinking of at the time was for narrow ledges you jump up, though I can't recall exactly. I was also thinking of trying to use them in conjuncture with triggers to make ledges you could go upwards through but not down through (making them spawn after you pass through them).
I think it'd be nice if you could completely disable the map for a level. I don't often want to use it but I also don't really want it to show off my messy shifts (especially if I use KS+ for 'Dragon Myth' which is a total mess - wish I'd been more organised when I worked on it before). I guess I'm a bit of neat-freak.
![:/ :/](https://nifflas.lp1.nl/Smileys/Niffpack/equalslash.gif)
Really, I just don't want to have to go to the effort of making the map look good when I don't have any cause or desire to show the map anyway. But maybe I'm the only one OCD in that way.
I was also thinking a few days ago that it'd be nice to have another block similar to 0,12 - the one that only enables music when the player has the eye. I don't know if your recent changes have affected this, and annoyingly I can't remember exactly what I was thinking of at the time, but it'd be nice to have some other way of triggering music over a number of screens, like music only playing if a certain flag is on.
Lastly (and sorry if this has already been dissected somewhere in the bowels of this thread) I think it'd be very useful if the level selector menus could show, rather than just newly installed, unplayed levels, all (or a number of) levels displayed in order of newness. The same goes for last played, instead showing recently played.
EDIT: Found a bug. Nothing seems to work correctly on layer 7 if you have overlay=true set. Shifts, warps, upgrades and savepoints don't interact with the player and can't be interacted with, enemies can't injure the player and, it seems, can move through solid objects. I'm using a custom Juni sprite, if that's important.
EDIT2: I just remembered what I was originally thinking of for the music changer object, though what I'm thinking of is probably impossible. I'll say it anyway on the off-chance though. I thought it'd be really cool if the ambience could change (or become active) depending on whether the hologram is active or not. However, this was mostly me dreaming and I doubt it'd be possible/worth the effort. Just thought I'd mention it.