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When I changed the thread title to 'now a Kaizo hack BTW,' I was just kidding. I feel like I've been only giving screenshots for too long, but I don't feel like I am yet ready to submit it to the site either, so here's the demo/beta this time in IPS form. I have changed some things around since uploading the level videos.
If this goes over 1 month w/o any posts after this one, I give you permission to bump it, no matter what the mods say.
Last edited on 2012-03-18 06:56:14 AM by Sokobansolver.
I decided to play this and I found it pretty good overall although it does have a fair amount of problems.

I donít have time to go into detail right now but wanted to go ahead and point something out:



You placed a Yoshi coin on the screen boundaries which gave me some extra 1ups and caused only half of the coin to vanish (always use f2 to check the screen boundaries).

Also you should replace the goal tape with a goal sphere at the save houses otherwise you grant players quick and easy star points for bonus game chances.
Last edited on 2012-03-18 03:46:47 PM by SilverSwallow.
I also played the hack and it looks quite good, especially the music. I found out some more problems, though:



You left a cutoff tile here.



It seems a little weird to come out of water, since if you do not react quickly, you would die.



The spiny was able to pass through the castle block here.
Last edited on 2012-03-18 03:58:30 PM by Katerpie.
@Silverswallow:
I almost always forget to turn on f2 (except in vertical levels) because it sometimes obstructs my view of the level, and since I'm used to designing Kaizo levels, Dragon coins aren't that important (only if you plan on abusing the duplicate the block into the Dragon coin to get a key glitch). Both things should be fairly easy to fix.
@miguel
1st screenshot: Did not notice that. Quite easy to fix.
2nd screen: If I put a pipe, it would look cutoff, and I didn't want land in the middle of the lake. Maybe since he's coming up on the shore, I should place the pipe right on the land next to the goal.
3rd screen: So that's why the Spiny didn't appear during one of the times I tested. Thought it was sprite limitations (there were 2 before, but I removed one). Easy to fix, I think.
Sorry that this was a little rushed and only tested most aspects of it.
You know, this removal log type feedback is how I prefer feedback to be if I put something up for download.
I want to know something else:
Is it fine to only put Dragon coins in certain random levels while leaving them out of other levels, with no clear pattern?
I played to the part where you can't get rid of your mushroom and need to be pushed through the small holes. I didn't play too much of that...
Okay, updated download. Changed a few things including the title screen and adding a secret exit to the waterfall level. It took porting to a new ROM just to correct the OW palette.
Last edited on 2012-03-19 07:37:40 PM by Sokobansolver.
Just finished moderating your demo, and I have to say that I really enjoyed it. You definitely seem to have a knack for creative setups using sprites in unexpected ways.

Anyway, while not enough to get the hack removed, I did find some things you might want to fix:



Perhaps this was intentional on your part, or perhaps not; just pointing out that this level has an extra dragon coin beyond the usual five.



I accidentally managed to grab the springboard down from the ledge (not that hard to do as big Mario), and then when I used it to get up I found myself stuck. D:



Grabbing all the dragon coins in the first room makes the one in the second room consistently fail to show up.



The type of level ender that makes Mario freeze in place would fit this and the other similar boss battles better.



Glitched bounce sprite for the glass block; you should probably just make these act like cement blocks, to avoid cutoffness when you hit them.



I'm not sure if that's how the song is supposed to sound since I don't think I heard it before, but those bells are high-pitched enough to almost be physically painful. D:



The precision required in this part felt kind of out of place for where it was in the hack; it was easily the most demanding of all the levels in the demo. Not sure how you would fix that without rendering the room trivial, though; perhaps you could consider moving it later into the hack?



It's kind of odd how hitting the ? block while the P-Switch is active makes the block on top of it disappear. That isn't usually how those blocks act, is it?



Another level with an extra dragon coin. Again, not sure if intentional.



Perhaps this was stupid of me, but seeing the dragon coin hanging off the ledge like that made me expect there to be a floor under it, leading me to fall to my death.



Firstly, the animations for the top and bottom halves of the sideways munchers are kind of badly synched together. Secondly, taunting the player with what looks to be a secret passage under the level and then trapping them down there with a ceiling full of munchers you can't see is kind of mean D:



Perhaps you should turn this into a vertical pipe instead? :V



The left part of the goal post appears to be somewhat discoloured.



And finally, missing the mushroom from the ? block made me notice that the lava splashes in the third castle are glitched.


And that's that. Nothing that should be that hard to fix (apart from maybe the used block thing, but that isn't too big of a deal anyway), and definitely nothing that kept me from enjoying the hack. Looking forward to seeing future versions.
Originally posted by yoshicookiezeus

Perhaps this was intentional on your part, or perhaps not; just pointing out that this level has an extra dragon coin beyond the usual five.

That was not intentional. I actually don't care about Dragon Coins, but I also want the player to explore for secrets sometimes, and SMW doesn't seem to have enough non-sprite items.


Originally posted by yoshicookiezeus
The type of level ender that makes Mario freeze in place would fit this and the other similar boss battles better.


I think I would agree. I just didn't think of it at the time.

Originally posted by yoshicookiezeus
Glitched bounce sprite for the glass block; you should probably just make these act like cement blocks, to avoid cutoffness when you hit them.

I thought I did, but apparently I didn't.

Originally posted by yoshicookiezeus
The precision required in this part felt kind of out of place for where it was in the hack; it was easily the most demanding of all the levels in the demo. Not sure how you would fix that without rendering the room trivial, though; perhaps you could consider moving it later into the hack?


Probably. The catch is, the way my current plans for OW maps to be laid out, I am not sure where it would go, but I'll cross that bridge when I come to it.

Originally posted by yoshicookiezeus
Another level with an extra dragon coin. Again, not sure if intentional.

Apparently I can't count. Know what? I should probably forgo Dragon Coins. I don't care about them. When I played through SMW, I never cared about collecting all the Dragon Coins.

Originally posted by yoshicookiezeus
Perhaps this was stupid of me, but seeing the dragon coin hanging off the ledge like that made me expect there to be a floor under it, leading me to fall to my death.

Why would there be a floor under it if this room doesn't scroll vertically in either direction? I intended the player to only go to the very edge over the Dragon Coin but careful not to fall, that's all.

Originally posted by yoshicookiezeus
Firstly, the animations for the top and bottom halves of the sideways munchers are kind of badly synched together. Secondly, taunting the player with what looks to be a secret passage under the level and then trapping them down there with a ceiling full of munchers you can't see is kind of mean D:

The thing about the Munchers may be a little difficult to fix. Second thing: I just didn't want the player to cheat their way under the level. I guess Munchers on the bottom row would be enough especially for non-savestate users.

Originally posted by yoshicookiezeus
And finally, missing the mushroom from the ? block made me notice that the lava splashes in the third castle are glitched.

Easy enough to use yy-chr for that.
Originally posted by yoshicookiezeus
I'm not sure if that's how the song is supposed to sound since I don't think I heard it before, but those bells are high-pitched enough to almost be physically painful. D:

Could that be why it's no longer available on the site, but as part of the legacy ports?
Might as well change the title of this thread since it's no longer in my filebin and was too lazy to dig up the thread just to change it.
The next version will have most, if not all the levels, not use Dragon Coins since I don't care about them.
I almost feel like I ended the demo just before it started to get good, and considering what I envision the rest of the hack to be like, that probably is somewhat true. The hack starts out somewhat generic looking, but as you progress further, the levels get more and more creative and complex (when I say generic looking, I mean compared to the harder levels).

The first level in world 4. It's a vertical level combining classic platforming with timing puzzles. Not too hard if you know what to do and when. The level is tentatively called 'Cable Car Cliff.' The area where the rope is will probably be only accessible by cape, which is not available until later in world 4 and will be super rare.

Enemy rain!

The second half of the level introduces a twist of not being able to interact with the on/off blocks, but rely on Koopas instead.

We go inside the mountain to a level called 'Conveyor Chaos.' World 4 is a mountain/mine theme.

I will have to change this part because as it is now, if you leave the Chuck alone, eventually it will slide into the cement block and fall through it.

The first appearance of flying Lakitu. I've played at least one hack that introduces flying Lakitu as early as world 2 O.O

Look familiar? Turnblock Tussle is a level revolving around uses of turn blocks and turn block bridges in various ways. Now with custom music! Will probably be right before the world 4 castle. This is one of the first levels I made for this hack.

A random ice level I started making to pass the time while the Combo Breaker demo was waiting to be moderated. It's an auto-scroll level. The level is tentatively called 'Iceberger Syndrome' and it consists of layer 2 icebergs that scroll, but slower than the screen so you have to keep jumping and swimming.
You should consider using Punishing Pothole as one of the levels in your hack. Probably a world 7, world 8, or special world level.
Actually I have considered that. It would not work as a world 8 level because, well, there will be no world 8. I think it'll either be in world 7 or in the Glitter world (the brutal bonus world will be called "The Glitter World.") The final stage will not be part of any world in particular (just like how Washington DC is not part of any state in particular), and it will be right after the world 7 castle. Just to be different, the last level will NOT be a castle.
The Glitter World will probably have seven brutal bonus levels each corresponding to one of the 7 actual worlds, with the last one being the most difficult. If I use Punishing Pothole as part of the Glitter World, it will probably be the one representing world 5.
I have put a review. I gave your hack 84/100.
I probably better not bump this thread without posting a whole mess of screenshots:
Lights, Camera,...

Lights on

Lights off!
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Surfing the Net

The gimmick of this level is simple: the chain link fence is on layer 2 and on auto scroll, so it scrolls with the screen. Mario is just hiding using one of his many invincibility frames.

Some inspiration was taken from notgoodwithusernames's vanilla contest entry, 'the Flip Side.'
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Rocky Ride

C/E block disassembly.

Kick ball!

Some kind of puzzle. The secret exit will prolly have something to do with this.
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Mine Cart Carnage

On/off layer 2 plus on/off line guides.
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Iceberger Syndrome

A level with a punny name. Will prolly end up in world 6. it's a fast paced auto scroll with icebergs that move slower than the scrolling screen, kinda like in the second half of the underwater level in Hertz Donut.

I hope Mario is not standing on that or else I'll have to change something.
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Plumber Pinball

If I keep this set up, I will use the slope fix patch.

This will either be part of the Glitter World or world 6 but significantly toned down in difficulty.

This level is extremely tough.
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Mole-y Crap!

This level will likely be a few levels before the last level. It's a sequel to 'Hole-y Moley'
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Speedrun Fun

The whole length of the level consists of going to the reset pipes before time runs out just to reset the time since you only start with 20 seconds. When you get to Yoshi, you must go back across, picking up the green berries as you go so you will have time to complete the next area. Don't mind the floating cutoff green berries. This level is only beta and have not thought about how to connect the bushes yet.

There is an element of non-linearity too.

Balloon boy.
Nice hack so far, but why don't you fix the underground tileset in Rocky Ride, like worldpeace did with the normal ground in Gnarly Stage 11? That way it will look like SMW's original underground tileset. Also why are you wanting the mods to close this thread?
If you want to follow the hack progress, I will still make videos for it, hopefully more regularly. This is the last time I touch this pointless thread, I promise. I'm sorry for wasting space on this forum by posting this particular thread.
Originally posted by Sokobansolver
If you want to follow the hack progress, I will still make videos for it, hopefully more regularly. This is the last time I touch this pointless thread, I promise. I'm sorry for wasting space on this forum by posting this particular thread.


Man, I don't advise doing that. And I know how you are feeling, since in the past the same happened with me when I was working on Vanilla Failure. All I've got as a result was *nothing* but feeling bad for something that neither I cared on doing, and it's called feedback.

When I returned on C3 this year, the same has happened, and I've gone extremely mad. I've even lied to a few people to cool down things, but what I've done at that point was pointless.

I advise you to think twice before taking this decision. Again, for me, it didn't help at all. If you hope to get more attention, be patient, time will come. But please don't go mad for not receiving the desired attention. You'll only drown deeper into anger and depression just like happened with me.
Had to delete my previous post because it sounded a little rude in response to OP's last post.
Originally posted by Sokobansolver
If you want to follow the hack progress, I will still make videos for it, hopefully more regularly. This is the last time I touch this pointless thread, I promise. I'm sorry for wasting space on this forum by posting this particular thread.

This also happened with me twice, but this was on Kaizo hacking. When I posted an set of screenshots in the Fourteen Hitler thread, I waited until tomorrow to see if people have commented on something and then I found out that not, so, I deleted my post and continued on it, but I canceled it, you know. If you want to receive feedback, just wait and if you did not get one by then, continue your hack anyway.

Also, I've been following your hack and I've seen the three levels, so, I think the first one is good, but the second one looks neat. And the third level is also good, but what if someone takes the P-switch, use it to hit the turnblocks and press it, so you hit the ? block and then it reveal cutoff. You might want to add a ledge there. Also, if you jump on the Parakoopa low enough, you get stuck and then you have to wait for the time to die.
Pleeease use the newer version of Beloved Tomboyish Daughter? PLEEEEEEASE??? It's healthy for you!#w{=3}
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