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Tip: The multiple midpoints patch can also be used to move a level's normal midpoint.
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I did not find the boss that difficult, compared to the rest of the level.
Originally posted by The Crystal King
I'm up to World 6 right now, and I have to say, this hack is awesome. The levels are really fun and creative - I love the different ways you use SMW's graphics, and at some points it doesnt look like it's completely Vanilla, even. Your music choices arent that bad either (I'm playing the custom music version).

While there is cutoff here and there, my only real gripe with this game, like Tox Box said, is the difficulty spikes, but dont get me wrong, I still really enjoy this hack.

Hey, thanks.

Originally posted by Scrooge

...

I just finished the hack, but I am somewhat disappointed, unfortunately.

The main reason why is the last level. When I played "classics" I never had to abuse savestates/rewinds to finish the last level, as the difficulty is usually FAIR. In this hack, however, the last level is absolutely ridiculous. I felt I was playing a Kaizo Hack.

The classics smooth difficulty curve was lacking here. The game was generally easy until the last level, which is something I did not like with this game. I am happy, however, that you did not use Bowser as the final boss.

Another issue with this hack is cut-off. I am not usually that bothered about cut-off, but in this hack, I could not ignore it. Every level had large amounts of minor cut-off that could easily be fixed by moving the object or a minor graphical edit with YY-CHR.

On the other hand, the level design is mostly good. You can make good vanilla levels, Spud.
The custom music also enhances the Hack's Quality, although some music choices are not the best, in my opinion.

Finally, I liked the Overworld. There was a suitable amount of decoration and some great world themes.


Overall: This hack is OK, but feels rough at parts.
6/10

Thanks. I tried to make the last level easier than it used to be, but I guess it needs some fixes.


Alright, I definitely am going to make an updated version to the hack. It'll fix difficulty issues and some cutoff.
That would be great.

I'm sorry if I sounded harsh on my previous post. I did not mean to.
In fearful forest there is an invisible 1-up block that has a coin right above it, apart from that I absolutely love your level designs and what you did with the original graphics. As stated before me some levels were really hard and made me use savestates. My favorite level was polar path although for the life of me I can't figure out the secret exit, what am I suppose to do past the normal goal with the falling bowser statue?
You are meant to scroll the screen left so you land on the other door in Polar Path.
Oh crap. I didn't see this one comming. I'm sorry Spud, but WYE rejected the hack. See here.
Spuuuuuud! How could you forget to remove the door for final boss testing?! :O

[/randomjokepost]
:( I really liked this... but how lovely of you to forget to remove the boss testing door!
Last edited on 2010-12-22 01:53:28 PM by Blue_Raven.
Originally posted by Scrooge
That would be great.

I'm sorry if I sounded harsh on my previous post. I did not mean to.

Naw man, you didn't sound harsh. Words don't hurt me, the meaning behind them can, though. Like, the thing that most makes me sad is that the hack disappointed you :<

Originally posted by hypershadic
In fearful forest there is an invisible 1-up block that has a coin right above it, apart from that I absolutely love your level designs and what you did with the original graphics. As stated before me some levels were really hard and made me use savestates. My favorite level was polar path although for the life of me I can't figure out the secret exit, what am I suppose to do past the normal goal with the falling bowser statue?

Thanks. I'll have to look for that invisible 1-up block, I can't remember it. And yeah, as Scrooge said, the secret exit is found by pressing the "scroll screen right" button.

Originally posted by georgevssonic
Oh crap. I didn't see this one comming. I'm sorry Spud, but WYE rejected the hack. See here.

Dude, I can read the PM Chester sent me about it being rejected, I already know. Eh, I don't mind, if anything I'm a little relieved, since I was going to make an updated version, and now people have to download the updated version if they want to play it. I can set aside some time to fix it up.

Originally posted by Name 4 Xmas
Spuuuuuud! How could you forget to remove the door for final boss testing?! :O

[/randomjokepost]

Because I'm stupid and was stressed/anxious to release this.

Originally posted by Green_raven
:( I really liked this... but how lovely of you to forget to remove the boss testing door!

Alright guys I get it. I did the 1st time when WYE originally posted it an hour or 2 ago.


Welp, I can't work on it now, but I definitely can work on it when I get back to my dad's house sometime. It'll probably be rereleased in like a month. lol.
Link is broken.
Upload .ips to file bin please. :)
Actually, hobz the only reason the link didn't work was because BTTC was removed... :( :(
Last edited on 2010-12-23 08:47:44 PM by Blue_Raven.
I s'pose I should remove the links from my layout.

Nah, too lazy.
Aww, I really wanna play this now! How is the new version coming along?
Originally posted by Snowowaaru
Aww, I really wanna play this now! How is the new version coming along?

Not at all.
Sorry, I can't work on it at the moment, or anytime soon.
It'll happen when I can get to it guys, I promise.
The download doesn't work. :(

Could you please reupload this?
Problem is, he has some problems with of the hack at the moment, and he's probably not going to fix them any time soon... I'd say no, he wont reupload this. at least for a while...
Hack beaten.




Ballads sung.

I was opportunistic enough to snatch BttC when it was first released because I definetely wanted to play it. I finally got through it on the 26th but due to the craziness of the last couple days, haven't had a chance to post my thoughts yet. And I'm actually from the one part of NY that didn't get any snow.

Anyway, it was definetely a great experience with some pretty prominent but fixable sore spots. I won't repeat any of what WYE mentioned but I really didn't experience that much of the issues mentioned in the removal log. Some of my other comments may be redundant though.

First, the good stuff. As I mentioned, a great experience. You managed to capture the themes of each of the six worlds perfectly with a vanilla environment without it seeming like you were repeating too much. For example, every level in the forest world definetely gave a foresty vibe but were distinctive enough from each other. There was great use of Layer 2 in a lot of sections (my favorite level is also Polar Path). The last two bosses were a bit difficult but a good attempt at an original challenge. I played with the custom music and most of it was alright. Nothing special but I didn't turn down my speakers either. Vanilla manipulation was great at times. There is still a little bit of mystery with the hack as I'm wondering how you made a couple things (like the noncutoff vine bottoms).

But the negative. The biggest thing with the hack that I saw was Layer priority issues. Polar Path's Layer-2 setup created an environment where the stars on Layer 1 were in front of the blocks on Layer-2. It could be fixed but it would require remaking the entire level with layer priority ground so its up to you. Also, Peppermint Pass had those priorty-enabled peppermint goal post things which created issues with the ground. I don't know if you want to extend the Peppermint things all the way to the bottom of the screen or not. Once again, your call. The one thing that I do think should be changed is in the first castle. Its very minor but the grinders are one of those sprites with minimal priority so it will also go behind an object. Close to the door,you have two little platforms extending to the ground with a grinder going back and forth underneath them. You can get hurt by a grinder that you can't see. (By the way, I don't think you used Tweaker for this hack but if you are allowing Tweaker, you may want to adjust the grinder so it dies in a puff of smoke - I can slide kill them and create a glitched graphic. Minor nitpick).

The second thing is the 1-UP grinding areas. I found two areas where you can easily hop in and out of a pipe to grab a 1-UP. Meltware Mere had this weird brown block pretty early on in the Spring section that was actually a 1-up block. I think Terrifying Tower also had a 1-up near a door. Shadow Symphony also had this weird glitch where on the top, sixth noteblock into the level, there was some invisible multi-coin thing where I could just hold right and grab coins until the time runs out. I managed to get 24 lives that way.

Lastly, there is some correctable cutoff in your hack. While I think you deserve more tolerance for cutoff because it is a very close to pure vanilla hack, there were some instances that I think could have been correctable without drastically changing the level.

Anyway, I wouldn't be writing this long spiel if I thought your hack was crap. I would just leave it in the depths of my SMW hack folders. Its a great hack and I found no real issues with the core of any of the levels. Just some superficial stuff really. I hope you're not discouraged by the removal and are just focused on other things right now. It would be a shame if users old and new don't get a chance to play a corrected version of this. Sorry for making you read so much too.
Originally posted by Blue_raven
I'd say no, he wont reupload this. at least for a while...

No.
Originally posted by keckcellent
Nice words.

Thanks :D
Originally posted by keckcellent
I'm wondering how you made a couple things (like the noncutoff vine bottoms).

Ah, that would be a certain tile(Sorry, you'll have to look for it yourself, I am without LM at the moment and therefore can't find out which tile it is exactly) off of the grassland (small) bushes, which is why I could only fix cutoff in grassland levels. So yeah.
Originally posted by keckcellent
Polar Path's Layer-2 setup created an environment where the stars on Layer 1 were in front of the blocks on Layer-2. It could be fixed but it would require remaking the entire level with layer priority ground so its up to you.

I also was bothered by this problem. I was going to fix this by just making the layer 2 tiles layer priority enabled, but the only problem was that I liked the idea of tricking the player at the beginning into thinking that the door was right there for them to enter, so I wanted the layer 2 ground to be behind the layer 1 ground.
Originally posted by keckcellent
Peppermint Pass had those priorty-enabled peppermint goal post things which created issues with the ground. I don't know if you want to extend the Peppermint things all the way to the bottom of the screen or not. Once again, your call.

I'll admit, that was due to laziness on my part and can be easily fixed(and will be). I don't feel like explaining why they are layer priority enabled besides that the original tiles they use were.
Originally posted by keckcellent
Its very minor but the grinders are one of those sprites with minimal priority so it will also go behind an object. Close to the door,you have two little platforms extending to the ground with a grinder going back and forth underneath them. You can get hurt by a grinder that you can't see.

Alright, I'll fix that.
Originally posted by keckcellent
(By the way, I don't think you used Tweaker for this hack but if you are allowing Tweaker, you may want to adjust the grinder so it dies in a puff of smoke - I can slide kill them and create a glitched graphic. Minor nitpick).

Sorry, I don't allow Tweaker. Or any tools besides Lunar Magic(and Addmusic) for that matter.
Originally posted by keckcellent
Meltware Mere had this weird brown block pretty early on in the Spring section that was actually a 1-up block.

Yeah, I thought it'd be a cool idea to make the player think its a brown block, but then it's actually a 1-up block. Now that you mention it I do suppose I could put it further from a pipe.
Originally posted by keckcellent
I think Terrifying Tower also had a 1-up near a door.

I think I remember what you're talking about.
Originally posted by keckcellent
Shadow Symphony also had this weird glitch where on the top, sixth noteblock into the level, there was some invisible multi-coin thing where I could just hold right and grab coins until the time runs out.

Yeah I know about that. It happens in some other hacks as well(notable ones too). It's a normal music note block, the game is just dumb and decides that one block is always glitchy and does that. There's no fixing that, sadly.
Originally posted by keckcellent
I hope you're not discouraged by the removal and are just focused on other things right now. It would be a shame if users old and new don't get a chance to play a corrected version of this.

Naw, I'm not discouraged, I just got Call of Duty and have been hanging out with friends/spending time with my family/not able to work much on the hack for other reasons. I thank you for your kind words and ways to make the hack better.

As for everyone else, the new version is nearly done. I just need to wait 'til I can work on it again, then fix a few more things WYE said I should fix, the things keckcellent just added, and... yeah, then I'm done. I've already fixed the removal reasons and made world 1's castle, world 2's castle, world 4's castle, and world 6's castle drastically easier(mostly castle 6, though). I also fixed a cutoff issue that was bugging me in 1 level(Wonder Woods), but I honestly carry no motivation, no motivation, to fix cutoff in every level- or any level, for that matter, like I said I would. I'm sorry, I just don't think I can. I hope it's alright anyways.
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