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| Tip: If it's possible to carry a tileset-specific sprite (such as a Buzzy Beetle or Bob-omb) through a pipe, make sure it has the correct graphics and sprite palette on the other side! |
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| Ultra Mario World Demo 1 out now! |
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Forum Index - Archive - C3 Museum - Fall 2008 - Ultra Mario World Demo 1 out now! |
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| Posted on 2008-11-02 05:19:00 PM |
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Yes, I have submitted my hack Ultra Mario World... I am not going to post any fancy screenshots or videos to show off my skills in this thread, just post any comments about it or any glitches or prblems you find... I will try my best to fix them.
P.S. In the end Ultra Mario World will be three different IPS patches, I am making it have three parts, a.k.a. this will be a long hack ^.^
Caio~
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| Posted on 2008-11-02 06:39:24 PM |
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I played this hack and have to say that the level design is good. The overworld looked nice. But at one level some sprites are not visible or only parts of it.

The lake level had messed up graphics (maybe I did something wrong by patching?)

But all in one it was a pretty good hack with these found bugs to fix. I liked it.
PS: I hope it's ok that i used these screenies to show it.
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| Posted on 2008-11-02 07:35:27 PM |
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If anyone's wondering where to find the demo, it's here.
Anyways, my 1st impressions were good, but I'm playing this hack as I type up this post, so here are some comments that I have about various parts of your hack:
Koopa Fields: Since the background closely resembles the foreground, I was surprised when I died once while trying to jump on a ledge that was apparently on the background. Other than that, not bad. There's quite alot of bouncing on enemies though, though it's also apparent on many other levels. (Therefore, good jumping accuracy is a must.)
Monty Hills: During the segment with all of those Sumo Bros., the graphics glitched up. I believe that it's because there's too many sprites on-screen, so fix it if you can. Also, the part where you must jump on all of those Paratroopas to pass could definitely benefit from that hack where the screen scrolls vertically at all times, because I couldn't see where I was jumping at. And finding the hidden keyhole requires some trial-and-error.
Wrigglers and Lak's: Uses the same background as Koopa Fields, but there's an exit-enabled pipe that takes Mario to an endless Bonus Room where I got trapped and had to wait for the timer to expire before I could restart the level again. (I did at least get a 1-up from the Bonus Game.) Definitely needs to be fixed.
That challenge where you can get a Yoshi wasn't difficult at all. It was just long and boring for me.
The Deep, Dark Cave: Now things start getting tough. Steep slopes, and some places where it's almost, if not, impossible to pass without getting hurt or losing Yoshi. (Unfortunately for me, I had to take some hits to pass.)
Plains Castle: What you did with the escalators was... pretty unusual compared to what I've seen in the past. Also, what's with that ? block far up, and the flying ? block near that? When I managed to finally get up there with a cape, I only got a coin from each of those ? blocks.
The challenge with the moving platform was pretty fun (and a bit tricky). You must avoid falling Thwomps as you try to reach the end of the line. Afterwards, it's just a couple Thwimps to avoid, another bunch of Paratroopas to bounce off of, and a few Thwomps and shelless Koopas to avoid before you face Morton Koopa Jr.
Cheep Cheep Creak: OK, now the level graphics are very strange here. I don't know if this was intentional or not, but other than that, I didn't have much problems getting through here. With Yoshi by my side, we breezed through the level (and had free seafood along the way) with ease... until we found the P-Switch that's needed to reach the secret exit. By the time that we arrived at the hidden pipe, I had little time left, and the location of the key... well, I can say that it was a bit frustrating when I found one of the hidden blocks by accident (and it sent me to my doom).
The Old Fortress: Yoshi and castle sprites don't seem to mix well. His poor tongue was morphed into something graphically horrendous while we were venturing through this difficult monochrome castle. As soon as we reached the door to the boss, I had to leave poor Yoshi behind again just to enter through the door and have a battle with Reznor.
And that's that. I must say, you sure like to use hidden coin blocks in your levels alot. I personally don't like to use them unless I give some sort of hint as to where they are. Other than that, the level design is overall nicely done, and some of the levels were pretty memorable. The overworld design isn't bad either, but the icon that you used to display Mario and Yoshi together looks rather weird.
--Ciao--
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| Posted on 2008-11-02 08:22:01 PM |
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Thank you so much!!!!!!! You have found so many things I need to fix (I'm serious here!), and for that I thank you! Moderators, please do not accept my hack! I've got alot to fix, I want this to be the best it can be! (flys away to Castle Bleck)
Caio~
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Forum Index - Archive - C3 Museum - Fall 2008 - Ultra Mario World Demo 1 out now! |
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